/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLContext.h" #include "WebGL2Context.h" #include "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 "WebGLQuery.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/EndianUtils.h" #include "mozilla/RefPtr.h" #include "mozilla/UniquePtrExtensions.h" namespace mozilla { bool WebGLContext::ValidateObject(const char* const argName, const WebGLProgram& object) const { return ValidateObject(argName, object, true); } bool WebGLContext::ValidateObject(const char* const argName, const WebGLShader& object) const { return ValidateObject(argName, object, true); } using namespace mozilla::dom; using namespace mozilla::gfx; using namespace mozilla::gl; // // WebGL API // void WebGLContext::ActiveTexture(GLenum texture) { const FuncScope funcScope(*this, "activeTexture"); if (IsContextLost()) return; if (texture < LOCAL_GL_TEXTURE0 || texture >= LOCAL_GL_TEXTURE0 + mGLMaxTextureUnits) { return ErrorInvalidEnum( "Texture unit %d out of range. " "Accepted values range from TEXTURE0 to TEXTURE0 + %d. " "Notice that TEXTURE0 != 0.", texture, mGLMaxTextureUnits); } mActiveTexture = texture - LOCAL_GL_TEXTURE0; gl->fActiveTexture(texture); } void WebGLContext::AttachShader(WebGLProgram& program, WebGLShader& shader) { const FuncScope funcScope(*this, "attachShader"); if (IsContextLost()) return; if (!ValidateObject("program", program) || !ValidateObject("shader", shader)) { return; } program.AttachShader(&shader); } void WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location, const nsAString& name) { const FuncScope funcScope(*this, "bindAttribLocation"); if (IsContextLost()) return; if (!ValidateObject("program", prog)) return; prog.BindAttribLocation(location, name); } void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) { const FuncScope funcScope(*this, "bindFramebuffer"); if (IsContextLost()) return; if (!ValidateFramebufferTarget(target)) return; if (wfb && !ValidateObject("fb", *wfb)) return; if (!wfb) { gl->fBindFramebuffer(target, 0); } else { GLuint framebuffername = wfb->mGLName; gl->fBindFramebuffer(target, framebuffername); wfb->mHasBeenBound = true; } switch (target) { case LOCAL_GL_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; mBoundReadFramebuffer = wfb; break; case LOCAL_GL_DRAW_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; break; case LOCAL_GL_READ_FRAMEBUFFER: mBoundReadFramebuffer = wfb; break; default: break; } } void WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb) { const FuncScope funcScope(*this, "bindRenderbuffer"); if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) return ErrorInvalidEnumInfo("target", target); if (wrb && !ValidateObject("rb", *wrb)) return; // Usually, we would now call into glBindRenderbuffer. However, since we have // to potentially emulate packed-depth-stencil, there's not a specific // renderbuffer that we know we should bind here. Instead, we do all // renderbuffer binding lazily. if (wrb) { wrb->mHasBeenBound = true; } mBoundRenderbuffer = wrb; } void WebGLContext::BlendEquation(GLenum mode) { const FuncScope funcScope(*this, "blendEquation"); if (IsContextLost()) return; if (!ValidateBlendEquationEnum(mode, "mode")) return; gl->fBlendEquation(mode); } void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { const FuncScope funcScope(*this, "blendEquationSeparate"); if (IsContextLost()) return; if (!ValidateBlendEquationEnum(modeRGB, "modeRGB") || !ValidateBlendEquationEnum(modeAlpha, "modeAlpha")) { return; } gl->fBlendEquationSeparate(modeRGB, modeAlpha); } static bool ValidateBlendFuncEnum(WebGLContext* webgl, GLenum factor, const char* varName) { switch (factor) { case LOCAL_GL_ZERO: case LOCAL_GL_ONE: case LOCAL_GL_SRC_COLOR: case LOCAL_GL_ONE_MINUS_SRC_COLOR: case LOCAL_GL_DST_COLOR: case LOCAL_GL_ONE_MINUS_DST_COLOR: case LOCAL_GL_SRC_ALPHA: case LOCAL_GL_ONE_MINUS_SRC_ALPHA: case LOCAL_GL_DST_ALPHA: case LOCAL_GL_ONE_MINUS_DST_ALPHA: case LOCAL_GL_CONSTANT_COLOR: case LOCAL_GL_ONE_MINUS_CONSTANT_COLOR: case LOCAL_GL_CONSTANT_ALPHA: case LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA: case LOCAL_GL_SRC_ALPHA_SATURATE: return true; default: webgl->ErrorInvalidEnumInfo(varName, factor); return false; } } static bool ValidateBlendFuncEnums(WebGLContext* webgl, GLenum srcRGB, GLenum srcAlpha, GLenum dstRGB, GLenum dstAlpha) { if (!webgl->IsWebGL2()) { if (dstRGB == LOCAL_GL_SRC_ALPHA_SATURATE || dstAlpha == LOCAL_GL_SRC_ALPHA_SATURATE) { webgl->ErrorInvalidEnum( "LOCAL_GL_SRC_ALPHA_SATURATE as a destination" " blend function is disallowed in WebGL 1 (dstRGB =" " 0x%04x, dstAlpha = 0x%04x).", dstRGB, dstAlpha); return false; } } if (!ValidateBlendFuncEnum(webgl, srcRGB, "srcRGB") || !ValidateBlendFuncEnum(webgl, srcAlpha, "srcAlpha") || !ValidateBlendFuncEnum(webgl, dstRGB, "dstRGB") || !ValidateBlendFuncEnum(webgl, dstAlpha, "dstAlpha")) { return false; } return true; } void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor) { const FuncScope funcScope(*this, "blendFunc"); if (IsContextLost()) return; if (!ValidateBlendFuncEnums(this, sfactor, sfactor, dfactor, dfactor)) return; if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "srcRGB and dstRGB")) return; gl->fBlendFunc(sfactor, dfactor); } void WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { const FuncScope funcScope(*this, "blendFuncSeparate"); if (IsContextLost()) return; if (!ValidateBlendFuncEnums(this, srcRGB, srcAlpha, dstRGB, dstAlpha)) return; // note that we only check compatibity for the RGB enums, no need to for the // Alpha enums, see "Section 6.8 forgetting to mention alpha factors?" thread // on the public_webgl mailing list if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "srcRGB and dstRGB")) return; gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } GLenum WebGLContext::CheckFramebufferStatus(GLenum target) { const FuncScope funcScope(*this, "checkFramebufferStatus"); if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; if (!ValidateFramebufferTarget(target)) return 0; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } if (!fb) return LOCAL_GL_FRAMEBUFFER_COMPLETE; return fb->CheckFramebufferStatus().get(); } already_AddRefed WebGLContext::CreateProgram() { const FuncScope funcScope(*this, "createProgram"); if (IsContextLost()) return nullptr; RefPtr globj = new WebGLProgram(this); return globj.forget(); } already_AddRefed WebGLContext::CreateShader(GLenum type) { const FuncScope funcScope(*this, "createShader"); if (IsContextLost()) return nullptr; if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) { ErrorInvalidEnumInfo("type", type); return nullptr; } RefPtr shader = new WebGLShader(this, type); return shader.forget(); } void WebGLContext::CullFace(GLenum face) { const FuncScope funcScope(*this, "cullFace"); if (IsContextLost()) return; if (!ValidateFaceEnum(face)) return; gl->fCullFace(face); } void WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf) { const FuncScope funcScope(*this, "deleteFramebuffer"); if (!ValidateDeleteObject(fbuf)) 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) { const FuncScope funcScope(*this, "deleteRenderbuffer"); if (!ValidateDeleteObject(rbuf)) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachRenderbuffer(rbuf); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachRenderbuffer(rbuf); if (mBoundRenderbuffer == rbuf) BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr); rbuf->RequestDelete(); } void WebGLContext::DeleteTexture(WebGLTexture* tex) { const FuncScope funcScope(*this, "deleteTexture"); if (!ValidateDeleteObject(tex)) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachTexture(tex); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachTexture(tex); GLuint activeTexture = mActiveTexture; for (uint32_t i = 0; i < mGLMaxTextureUnits; i++) { if (mBound2DTextures[i] == tex || mBoundCubeMapTextures[i] == tex || mBound3DTextures[i] == tex || mBound2DArrayTextures[i] == tex) { ActiveTexture(LOCAL_GL_TEXTURE0 + i); BindTexture(tex->Target().get(), nullptr); } } ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture); tex->RequestDelete(); } void WebGLContext::DeleteProgram(WebGLProgram* prog) { const FuncScope funcScope(*this, "deleteProgram"); if (!ValidateDeleteObject(prog)) return; prog->RequestDelete(); } void WebGLContext::DeleteShader(WebGLShader* shader) { const FuncScope funcScope(*this, "deleteShader"); if (!ValidateDeleteObject(shader)) return; shader->RequestDelete(); } void WebGLContext::DetachShader(WebGLProgram& program, const WebGLShader& shader) { const FuncScope funcScope(*this, "detachShader"); if (IsContextLost()) return; // It's valid to attempt to detach a deleted shader, since it's still a // shader. if (!ValidateObject("program", program) || !ValidateObjectAllowDeleted("shader", shader)) { return; } program.DetachShader(&shader); } static bool ValidateComparisonEnum(WebGLContext& webgl, const GLenum func) { switch (func) { case LOCAL_GL_NEVER: case LOCAL_GL_LESS: case LOCAL_GL_LEQUAL: case LOCAL_GL_GREATER: case LOCAL_GL_GEQUAL: case LOCAL_GL_EQUAL: case LOCAL_GL_NOTEQUAL: case LOCAL_GL_ALWAYS: return true; default: webgl.ErrorInvalidEnumInfo("func", func); return false; } } void WebGLContext::DepthFunc(GLenum func) { const FuncScope funcScope(*this, "depthFunc"); if (IsContextLost()) return; if (!ValidateComparisonEnum(*this, func)) return; gl->fDepthFunc(func); } void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) { const FuncScope funcScope(*this, "depthRange"); if (IsContextLost()) return; if (zNear > zFar) return ErrorInvalidOperation( "the near value is greater than the far value!"); gl->fDepthRange(zNear, zFar); } // - void WebGLContext::FramebufferAttach( const GLenum target, const GLenum attachEnum, const TexTarget reqTexTarget, const webgl::FbAttachInfo& toAttach) const { if (!ValidateFramebufferTarget(target)) return; WebGLFramebuffer* fb = mBoundDrawFramebuffer; if (target == LOCAL_GL_READ_FRAMEBUFFER) { fb = mBoundReadFramebuffer; } if (!fb) return ErrorInvalidOperation("Cannot modify framebuffer 0."); // `rb` if (toAttach.rb) { if (!ValidateObject("rb", *toAttach.rb)) return; if (!toAttach.rb->mHasBeenBound) { ErrorInvalidOperation( "bindRenderbuffer must be called before" " attachment."); return; } } // `tex` if (toAttach.tex) { if (!ValidateObject("tex", *toAttach.tex)) return; const auto texTarget = toAttach.tex->Target(); bool targetOk = bool(texTarget); if (reqTexTarget) { targetOk = texTarget == reqTexTarget; } if (!targetOk) { ErrorInvalidOperation("`tex`'s binding target type is not valid."); return; } GLint maxMipLevel; GLint maxZLayer; const char* maxMipLevelText; const char* maxZLayerText; switch (texTarget.get()) { case LOCAL_GL_TEXTURE_2D: maxMipLevel = FloorLog2(mGLMaxTextureSize); maxMipLevelText = "log2(MAX_TEXTURE_SIZE)"; maxZLayer = 1; maxZLayerText = "1"; break; case LOCAL_GL_TEXTURE_CUBE_MAP: maxMipLevel = FloorLog2(mGLMaxCubeMapTextureSize); maxMipLevelText = "log2(MAX_CUBE_MAP_TEXTURE_SIZE)"; maxZLayer = 6; maxZLayerText = "6"; break; case LOCAL_GL_TEXTURE_3D: maxMipLevel = FloorLog2(mGLMax3DTextureSize); maxMipLevelText = "log2(MAX_3D_TEXTURE_SIZE)"; maxZLayer = mGLMax3DTextureSize - 1; maxZLayerText = "MAX_3D_TEXTURE_SIZE"; break; case LOCAL_GL_TEXTURE_2D_ARRAY: maxMipLevel = FloorLog2(mGLMaxTextureSize); maxMipLevelText = "log2(MAX_TEXTURE_SIZE)"; maxZLayer = mGLMaxArrayTextureLayers; maxZLayerText = "MAX_ARRAY_TEXTURE_LAYERS"; break; default: MOZ_CRASH(); } if (!IsWebGL2() && !IsExtensionEnabled(WebGLExtensionID::OES_fbo_render_mipmap)) { maxMipLevel = 0; maxMipLevelText = "0"; } if (toAttach.mipLevel < 0) return ErrorInvalidValue("`level` must be >= 0."); if (toAttach.mipLevel > maxMipLevel) { ErrorInvalidValue("`level` must be <= %s.", maxMipLevelText); return; } if (toAttach.zLayer < 0) return ErrorInvalidValue("`layer` must be >= 0."); if (toAttach.zLayerCount < 1) return ErrorInvalidValue("`numViews` must be >= 1."); if (AssertedCast(toAttach.zLayerCount) > mGLMaxMultiviewViews) return ErrorInvalidValue("`numViews` must be <= MAX_VIEWS_OVR."); const auto lastZLayer = toAttach.zLayer + toAttach.zLayerCount; if (lastZLayer > maxZLayer) { const char* formatText = "`layer` must be < %s."; if (toAttach.zLayerCount != 1) { formatText = "`layer` + `numViews` must be <= %s."; } ErrorInvalidValue(formatText, maxZLayerText); return; } } fb->FramebufferAttach(attachEnum, toAttach); } void WebGLContext::FramebufferRenderbuffer(const GLenum target, const GLenum attachEnum, const GLenum rbTarget, WebGLRenderbuffer* const rb) const { const FuncScope funcScope(*this, "framebufferRenderbuffer"); if (IsContextLost()) return; if (rbTarget != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumArg("rbTarget", rbTarget); return; } const auto toAttach = webgl::FbAttachInfo{rb}; FramebufferAttach(target, attachEnum, 0, toAttach); } void WebGLContext::FramebufferTexture2D(const GLenum target, const GLenum attachEnum, const GLenum imageTarget, WebGLTexture* const tex, const GLint level) const { const FuncScope funcScope(*this, "framebufferTexture2D"); if (IsContextLost()) return; TexTarget reqTexTarget = LOCAL_GL_TEXTURE_2D; auto toAttach = webgl::FbAttachInfo{nullptr, tex, level, 0}; if (toAttach.tex) { switch (imageTarget) { case LOCAL_GL_TEXTURE_2D: break; case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: toAttach.zLayer = imageTarget - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X; reqTexTarget = LOCAL_GL_TEXTURE_CUBE_MAP; break; default: ErrorInvalidEnumArg("texImageTarget", imageTarget); return; } } FramebufferAttach(target, attachEnum, reqTexTarget, toAttach); } void WebGLContext::FramebufferTextureLayer(const GLenum target, const GLenum attachEnum, WebGLTexture* const tex, const GLint mipLevel, const GLint zLayer) const { const FuncScope funcScope(*this, "framebufferTextureLayer"); if (IsContextLost()) return; const auto toAttach = webgl::FbAttachInfo{nullptr, tex, mipLevel, zLayer}; if (toAttach.tex) { if (!ValidateObject("tex", *toAttach.tex)) return; // Technically we need to check this first... switch (toAttach.tex->Target().get()) { case LOCAL_GL_TEXTURE_3D: case LOCAL_GL_TEXTURE_2D_ARRAY: break; default: ErrorInvalidOperation( "`texture` must be a TEXTURE_3D or" " TEXTURE_2D_ARRAY."); return; } } FramebufferAttach(target, attachEnum, 0, toAttach); } void WebGLContext::FramebufferTextureMultiview( const GLenum target, const GLenum attachEnum, WebGLTexture* const tex, const GLint mipLevel, const GLint zLayerBase, const GLsizei numViewLayers) const { if (IsContextLost()) return; const auto toAttach = webgl::FbAttachInfo{nullptr, tex, mipLevel, zLayerBase, numViewLayers, true}; FramebufferAttach(target, attachEnum, LOCAL_GL_TEXTURE_2D_ARRAY, toAttach); } // - void WebGLContext::FrontFace(GLenum mode) { const FuncScope funcScope(*this, "frontFace"); if (IsContextLost()) return; switch (mode) { case LOCAL_GL_CW: case LOCAL_GL_CCW: break; default: return ErrorInvalidEnumInfo("mode", mode); } gl->fFrontFace(mode); } already_AddRefed WebGLContext::GetActiveAttrib( const WebGLProgram& prog, GLuint index) { const FuncScope funcScope(*this, "getActiveAttrib"); if (IsContextLost()) return nullptr; if (!ValidateObject("program", prog)) return nullptr; return prog.GetActiveAttrib(index); } already_AddRefed WebGLContext::GetActiveUniform( const WebGLProgram& prog, GLuint index) { const FuncScope funcScope(*this, "getActiveUniform"); if (IsContextLost()) return nullptr; if (!ValidateObject("program", prog)) return nullptr; return prog.GetActiveUniform(index); } void WebGLContext::GetAttachedShaders( const WebGLProgram& prog, dom::Nullable>>& retval) { retval.SetNull(); const FuncScope funcScope(*this, "getAttachedShaders"); if (IsContextLost()) return; if (!ValidateObject("prog", prog)) return; prog.GetAttachedShaders(&retval.SetValue()); } GLint WebGLContext::GetAttribLocation(const WebGLProgram& prog, const nsAString& name) { const FuncScope funcScope(*this, "getAttribLocation"); if (IsContextLost()) return -1; if (!ValidateObject("program", prog)) return -1; return prog.GetAttribLocation(name); } JS::Value WebGLContext::GetBufferParameter(GLenum target, GLenum pname) { const FuncScope funcScope(*this, "getBufferParameter"); if (IsContextLost()) return JS::NullValue(); const auto& slot = ValidateBufferSlot(target); if (!slot) return JS::NullValue(); const auto& buffer = *slot; if (!buffer) { ErrorInvalidOperation("Buffer for `target` is null."); return JS::NullValue(); } switch (pname) { case LOCAL_GL_BUFFER_SIZE: return JS::NumberValue(buffer->ByteLength()); case LOCAL_GL_BUFFER_USAGE: return JS::NumberValue(buffer->Usage()); default: ErrorInvalidEnumInfo("pname", pname); return JS::NullValue(); } } JS::Value WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult& rv) { const FuncScope funcScope(*this, "getFramebufferAttachmentParameter"); if (IsContextLost()) return JS::NullValue(); if (!ValidateFramebufferTarget(target)) 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("GFX: Bad target."); } if (fb) return fb->GetAttachmentParameter(cx, target, attachment, pname, &rv); //////////////////////////////////// if (!IsWebGL2()) { ErrorInvalidOperation( "Querying against the default framebuffer is not" " allowed in WebGL 1."); return JS::NullValue(); } switch (attachment) { case LOCAL_GL_BACK: case LOCAL_GL_DEPTH: case LOCAL_GL_STENCIL: break; default: ErrorInvalidEnum( "For the default framebuffer, can only query COLOR, DEPTH," " or STENCIL."); return JS::NullValue(); } switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: switch (attachment) { case LOCAL_GL_BACK: break; case LOCAL_GL_DEPTH: if (!mOptions.depth) { return JS::Int32Value(LOCAL_GL_NONE); } break; case LOCAL_GL_STENCIL: if (!mOptions.stencil) { return JS::Int32Value(LOCAL_GL_NONE); } break; default: ErrorInvalidEnum( "With the default framebuffer, can only query COLOR, DEPTH," " or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE"); return JS::NullValue(); } return JS::Int32Value(LOCAL_GL_FRAMEBUFFER_DEFAULT); //////////////// case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: if (attachment == LOCAL_GL_BACK) return JS::NumberValue(8); return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: if (attachment == LOCAL_GL_BACK) { if (mOptions.alpha) { return JS::NumberValue(8); } ErrorInvalidOperation( "The default framebuffer doesn't contain an alpha buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return JS::NumberValue(24); } ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return JS::NumberValue(8); } ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return JS::NumberValue(LOCAL_GL_UNSIGNED_INT); } ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); } else if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); } ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); } else { // LOCAL_GL_BACK return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); } return JS::NullValue(); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: if (attachment == LOCAL_GL_STENCIL) { if (!mOptions.stencil) { ErrorInvalidOperation( "The default framebuffer doesn't contain an stencil buffer"); return JS::NullValue(); } } else if (attachment == LOCAL_GL_DEPTH) { if (!mOptions.depth) { ErrorInvalidOperation( "The default framebuffer doesn't contain an depth buffer"); return JS::NullValue(); } } return JS::NumberValue(LOCAL_GL_LINEAR); } ErrorInvalidEnumInfo("pname", pname); return JS::NullValue(); } JS::Value WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname) { const FuncScope funcScope(*this, "getRenderbufferParameter"); if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("target", target); return JS::NullValue(); } if (!mBoundRenderbuffer) { ErrorInvalidOperation("No renderbuffer is bound."); return JS::NullValue(); } switch (pname) { case LOCAL_GL_RENDERBUFFER_SAMPLES: if (!IsWebGL2()) break; MOZ_FALLTHROUGH; case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: { // RB emulation means we have to ask the RB itself. GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname); return JS::Int32Value(i); } default: break; } ErrorInvalidEnumInfo("pname", pname); return JS::NullValue(); } already_AddRefed WebGLContext::CreateTexture() { const FuncScope funcScope(*this, "createTexture"); if (IsContextLost()) return nullptr; GLuint tex = 0; gl->fGenTextures(1, &tex); RefPtr globj = new WebGLTexture(this, tex); return globj.forget(); } GLenum WebGLContext::GetError() { const FuncScope funcScope(*this, "getError"); /* WebGL 1.0: Section 5.14.3: Setting and getting state: * If the context's webgl context lost flag is set, returns * CONTEXT_LOST_WEBGL the first time this method is called. * Afterward, returns NO_ERROR until the context has been * restored. * * WEBGL_lose_context: * [When this extension is enabled: ] loseContext and * restoreContext are allowed to generate INVALID_OPERATION errors * even when the context is lost. */ auto err = mWebGLError; mWebGLError = 0; if (IsContextLost() || err) // Must check IsContextLost in all flow paths. return err; // Either no WebGL-side error, or it's already been cleared. // UnderlyingGL-side errors, now. err = gl->fGetError(); if (gl->IsContextLost()) { UpdateContextLossStatus(); return GetError(); } MOZ_ASSERT(err != LOCAL_GL_CONTEXT_LOST); if (err) { GenerateWarning("Driver error unexpected by WebGL: 0x%04x", err); // This might be: // - INVALID_OPERATION from ANGLE due to incomplete RBAB implementation for // DrawElements // with DYNAMIC_DRAW index buffer. } return err; } JS::Value WebGLContext::GetProgramParameter(const WebGLProgram& prog, GLenum pname) { const FuncScope funcScope(*this, "getProgramParameter"); if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("program", prog)) return JS::NullValue(); return prog.GetProgramParameter(pname); } void WebGLContext::GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval) { retval.SetIsVoid(true); const FuncScope funcScope(*this, "getProgramInfoLog"); if (IsContextLost()) return; if (!ValidateObject("program", prog)) return; prog.GetProgramInfoLog(&retval); } JS::Value WebGLContext::GetUniform(JSContext* js, const WebGLProgram& prog, const WebGLUniformLocation& loc) { const FuncScope funcScope(*this, "getUniform"); if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("program", prog)) return JS::NullValue(); if (!ValidateObjectAllowDeleted("location", loc)) return JS::NullValue(); if (!loc.ValidateForProgram(&prog)) return JS::NullValue(); return loc.GetUniform(js); } already_AddRefed WebGLContext::GetUniformLocation( const WebGLProgram& prog, const nsAString& name) { const FuncScope funcScope(*this, "getUniformLocation"); if (IsContextLost()) return nullptr; if (!ValidateObject("program", prog)) return nullptr; return prog.GetUniformLocation(name); } void WebGLContext::Hint(GLenum target, GLenum mode) { const FuncScope funcScope(*this, "hint"); if (IsContextLost()) return; bool isValid = false; switch (target) { case LOCAL_GL_GENERATE_MIPMAP_HINT: mGenerateMipmapHint = mode; isValid = true; // Deprecated and removed in desktop GL Core profiles. if (gl->IsCoreProfile()) return; break; case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) { isValid = true; } break; } if (!isValid) return ErrorInvalidEnumInfo("target", target); gl->fHint(target, mode); } // - bool WebGLContext::IsBuffer(const WebGLBuffer* const obj) { const FuncScope funcScope(*this, "isBuffer"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return obj->Content() != WebGLBuffer::Kind::Undefined; } bool WebGLContext::IsFramebuffer(const WebGLFramebuffer* const obj) { const FuncScope funcScope(*this, "isFramebuffer"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return obj->mHasBeenBound; } bool WebGLContext::IsProgram(const WebGLProgram* const obj) { const FuncScope funcScope(*this, "isProgram"); return ValidateIsObject(obj); } bool WebGLContext::IsQuery(const WebGLQuery* const obj) { const FuncScope funcScope(*this, "isQuery"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return bool(obj->Target()); } bool WebGLContext::IsRenderbuffer(const WebGLRenderbuffer* const obj) { const FuncScope funcScope(*this, "isRenderbuffer"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return obj->mHasBeenBound; } bool WebGLContext::IsShader(const WebGLShader* const obj) { const FuncScope funcScope(*this, "isShader"); return ValidateIsObject(obj); } bool WebGLContext::IsTexture(const WebGLTexture* const obj) { const FuncScope funcScope(*this, "isTexture"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return bool(obj->Target()); } bool WebGLContext::IsVertexArray(const WebGLVertexArray* const obj) { const FuncScope funcScope(*this, "isVertexArray"); if (!ValidateIsObject(obj)) return false; if (obj->IsDeleteRequested()) return false; return obj->mHasBeenBound; } // - void WebGLContext::LinkProgram(WebGLProgram& prog) { const FuncScope funcScope(*this, "linkProgram"); if (IsContextLost()) return; if (!ValidateObject("prog", prog)) return; prog.LinkProgram(); if (!prog.IsLinked()) { // If we failed to link, but `prog == mCurrentProgram`, we are *not* // supposed to null out mActiveProgramLinkInfo. return; } if (&prog == mCurrentProgram) { mActiveProgramLinkInfo = prog.LinkInfo(); if (gl->WorkAroundDriverBugs() && gl->Vendor() == gl::GLVendor::NVIDIA) { gl->fUseProgram(prog.mGLName); } } } void WebGLContext::PixelStorei(GLenum pname, GLint param) { const FuncScope funcScope(*this, "pixelStorei"); if (IsContextLost()) return; if (IsWebGL2()) { uint32_t* pValueSlot = nullptr; switch (pname) { case LOCAL_GL_UNPACK_IMAGE_HEIGHT: pValueSlot = &mPixelStore_UnpackImageHeight; break; case LOCAL_GL_UNPACK_SKIP_IMAGES: pValueSlot = &mPixelStore_UnpackSkipImages; break; case LOCAL_GL_UNPACK_ROW_LENGTH: pValueSlot = &mPixelStore_UnpackRowLength; break; case LOCAL_GL_UNPACK_SKIP_ROWS: pValueSlot = &mPixelStore_UnpackSkipRows; break; case LOCAL_GL_UNPACK_SKIP_PIXELS: pValueSlot = &mPixelStore_UnpackSkipPixels; break; case LOCAL_GL_PACK_ROW_LENGTH: pValueSlot = &mPixelStore_PackRowLength; break; case LOCAL_GL_PACK_SKIP_ROWS: pValueSlot = &mPixelStore_PackSkipRows; break; case LOCAL_GL_PACK_SKIP_PIXELS: pValueSlot = &mPixelStore_PackSkipPixels; break; } if (pValueSlot) { if (!ValidateNonNegative("param", param)) return; gl->fPixelStorei(pname, param); *pValueSlot = param; return; } } switch (pname) { case UNPACK_FLIP_Y_WEBGL: mPixelStore_FlipY = bool(param); return; case UNPACK_PREMULTIPLY_ALPHA_WEBGL: mPixelStore_PremultiplyAlpha = bool(param); return; case UNPACK_COLORSPACE_CONVERSION_WEBGL: switch (param) { case LOCAL_GL_NONE: case BROWSER_DEFAULT_WEBGL: mPixelStore_ColorspaceConversion = param; return; default: ErrorInvalidEnumInfo("colorspace conversion parameter", param); return; } case UNPACK_REQUIRE_FASTPATH: if (IsExtensionEnabled(WebGLExtensionID::MOZ_debug)) { mPixelStore_RequireFastPath = bool(param); return; } break; case LOCAL_GL_PACK_ALIGNMENT: case LOCAL_GL_UNPACK_ALIGNMENT: switch (param) { case 1: case 2: case 4: case 8: if (pname == LOCAL_GL_PACK_ALIGNMENT) mPixelStore_PackAlignment = param; else if (pname == LOCAL_GL_UNPACK_ALIGNMENT) mPixelStore_UnpackAlignment = param; gl->fPixelStorei(pname, param); return; default: ErrorInvalidValue("Invalid pack/unpack alignment value."); return; } default: break; } ErrorInvalidEnumInfo("pname", pname); } bool WebGLContext::DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum destType, void* dest, uint32_t destSize, uint32_t rowStride) { // On at least Win+NV, we'll get PBO errors if we don't have at least // `rowStride * height` bytes available to read into. const auto naiveBytesNeeded = CheckedUint32(rowStride) * height; const bool isDangerCloseToEdge = (!naiveBytesNeeded.isValid() || naiveBytesNeeded.value() > destSize); const bool useParanoidHandling = (gl->WorkAroundDriverBugs() && isDangerCloseToEdge && mBoundPixelPackBuffer); if (!useParanoidHandling) { gl->fReadPixels(x, y, width, height, format, destType, dest); return true; } // Read everything but the last row. const auto bodyHeight = height - 1; if (bodyHeight) { gl->fReadPixels(x, y, width, bodyHeight, format, destType, dest); } // Now read the last row. gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0); const auto tailRowOffset = (char*)dest + rowStride * bodyHeight; gl->fReadPixels(x, y + bodyHeight, width, 1, format, destType, tailRowOffset); gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mPixelStore_PackAlignment); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); return true; } static bool GetJSScalarFromGLType(GLenum type, js::Scalar::Type* const out_scalarType) { switch (type) { case LOCAL_GL_BYTE: *out_scalarType = js::Scalar::Int8; return true; case LOCAL_GL_UNSIGNED_BYTE: *out_scalarType = js::Scalar::Uint8; return true; case LOCAL_GL_SHORT: *out_scalarType = js::Scalar::Int16; return true; case LOCAL_GL_HALF_FLOAT: case LOCAL_GL_HALF_FLOAT_OES: case LOCAL_GL_UNSIGNED_SHORT: 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: *out_scalarType = js::Scalar::Uint16; return true; case LOCAL_GL_UNSIGNED_INT: case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV: case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV: case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV: case LOCAL_GL_UNSIGNED_INT_24_8: *out_scalarType = js::Scalar::Uint32; return true; case LOCAL_GL_INT: *out_scalarType = js::Scalar::Int32; return true; case LOCAL_GL_FLOAT: *out_scalarType = js::Scalar::Float32; return true; default: return false; } } bool WebGLContext::ReadPixels_SharedPrecheck(CallerType aCallerType, ErrorResult& out_error) { if (mCanvasElement && mCanvasElement->IsWriteOnly() && aCallerType != CallerType::System) { GenerateWarning("readPixels: Not allowed"); out_error.Throw(NS_ERROR_DOM_SECURITY_ERR); return false; } return true; } bool WebGLContext::ValidatePackSize(uint32_t width, uint32_t height, uint8_t bytesPerPixel, uint32_t* const out_rowStride, uint32_t* const out_endOffset) { if (!width || !height) { *out_rowStride = 0; *out_endOffset = 0; return true; } // GLES 3.0.4, p116 (PACK_ functions like UNPACK_) const auto rowLength = (mPixelStore_PackRowLength ? mPixelStore_PackRowLength : width); const auto skipPixels = mPixelStore_PackSkipPixels; const auto skipRows = mPixelStore_PackSkipRows; const auto alignment = mPixelStore_PackAlignment; const auto usedPixelsPerRow = CheckedUint32(skipPixels) + width; const auto usedRowsPerImage = CheckedUint32(skipRows) + height; if (!usedPixelsPerRow.isValid() || usedPixelsPerRow.value() > rowLength) { ErrorInvalidOperation("SKIP_PIXELS + width > ROW_LENGTH."); return false; } const auto rowLengthBytes = CheckedUint32(rowLength) * bytesPerPixel; const auto rowStride = RoundUpToMultipleOf(rowLengthBytes, alignment); const auto usedBytesPerRow = usedPixelsPerRow * bytesPerPixel; const auto usedBytesPerImage = (usedRowsPerImage - 1) * rowStride + usedBytesPerRow; if (!rowStride.isValid() || !usedBytesPerImage.isValid()) { ErrorInvalidOperation("Invalid UNPACK_ params."); return false; } *out_rowStride = rowStride.value(); *out_endOffset = usedBytesPerImage.value(); return true; } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::ArrayBufferView& dstView, GLuint dstElemOffset, CallerType aCallerType, ErrorResult& out_error) { const FuncScope funcScope(*this, "readPixels"); if (IsContextLost()) return; if (!ReadPixels_SharedPrecheck(aCallerType, out_error)) return; if (mBoundPixelPackBuffer) { ErrorInvalidOperation("PIXEL_PACK_BUFFER must be null."); return; } //// js::Scalar::Type reqScalarType; if (!GetJSScalarFromGLType(type, &reqScalarType)) { ErrorInvalidEnumInfo("type", type); return; } const auto& viewElemType = dstView.Type(); if (viewElemType != reqScalarType) { ErrorInvalidOperation("`pixels` type does not match `type`."); return; } //// uint8_t* bytes; size_t byteLen; if (!ValidateArrayBufferView(dstView, dstElemOffset, 0, LOCAL_GL_INVALID_VALUE, &bytes, &byteLen)) return; //// ReadPixelsImpl(x, y, width, height, format, type, bytes, byteLen); } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, WebGLsizeiptr offset, CallerType aCallerType, ErrorResult& out_error) { const FuncScope funcScope(*this, "readPixels"); if (IsContextLost()) return; if (!ReadPixels_SharedPrecheck(aCallerType, out_error)) return; const auto& buffer = ValidateBufferSelection(LOCAL_GL_PIXEL_PACK_BUFFER); if (!buffer) return; ////// if (!ValidateNonNegative("offset", offset)) return; { const auto bytesPerType = webgl::BytesPerPixel({LOCAL_GL_RED, type}); if (offset % bytesPerType != 0) { ErrorInvalidOperation( "`offset` must be divisible by the size of `type`" " in bytes."); return; } } ////// const auto bytesAvailable = buffer->ByteLength(); const auto checkedBytesAfterOffset = CheckedUint32(bytesAvailable) - offset; uint32_t bytesAfterOffset = 0; if (checkedBytesAfterOffset.isValid()) { bytesAfterOffset = checkedBytesAfterOffset.value(); } const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer); ReadPixelsImpl(x, y, width, height, format, type, (void*)offset, bytesAfterOffset); buffer->ResetLastUpdateFenceId(); } static webgl::PackingInfo DefaultReadPixelPI( const webgl::FormatUsageInfo* usage) { MOZ_ASSERT(usage->IsRenderable()); switch (usage->format->componentType) { case webgl::ComponentType::NormUInt: return {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE}; case webgl::ComponentType::Int: return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_INT}; case webgl::ComponentType::UInt: return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_UNSIGNED_INT}; case webgl::ComponentType::Float: return {LOCAL_GL_RGBA, LOCAL_GL_FLOAT}; default: MOZ_CRASH(); } } static bool ArePossiblePackEnums(const WebGLContext* webgl, const webgl::PackingInfo& pi) { // OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid // combination for glReadPixels()... // Only valid when pulled from: // * GLES 2.0.25 p105: // "table 3.4, excluding formats LUMINANCE and LUMINANCE_ALPHA." // * GLES 3.0.4 p193: // "table 3.2, excluding formats DEPTH_COMPONENT and DEPTH_STENCIL." switch (pi.format) { case LOCAL_GL_LUMINANCE: case LOCAL_GL_LUMINANCE_ALPHA: case LOCAL_GL_DEPTH_COMPONENT: case LOCAL_GL_DEPTH_STENCIL: return false; } if (pi.type == LOCAL_GL_UNSIGNED_INT_24_8) return false; uint8_t bytes; if (!GetBytesPerPixel(pi, &bytes)) return false; return true; } webgl::PackingInfo WebGLContext::ValidImplementationColorReadPI( const webgl::FormatUsageInfo* usage) const { const auto defaultPI = DefaultReadPixelPI(usage); // ES2_compatibility always returns RGBA/UNSIGNED_BYTE, so branch on actual // IsGLES(). Also OSX+NV generates an error here. if (!gl->IsGLES()) return defaultPI; webgl::PackingInfo implPI; gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&implPI.format); gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&implPI.type); if (!ArePossiblePackEnums(this, implPI)) return defaultPI; return implPI; } static bool ValidateReadPixelsFormatAndType( const webgl::FormatUsageInfo* srcUsage, const webgl::PackingInfo& pi, gl::GLContext* gl, WebGLContext* webgl) { if (!ArePossiblePackEnums(webgl, pi)) { webgl->ErrorInvalidEnum("Unexpected format or type."); return false; } const auto defaultPI = DefaultReadPixelPI(srcUsage); if (pi == defaultPI) return true; //// // OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is // RGB10_A2, a third combination of format RGBA and type // UNSIGNED_INT_2_10_10_10_REV is accepted. if (webgl->IsWebGL2() && srcUsage->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 && pi.format == LOCAL_GL_RGBA && pi.type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV) { return true; } //// MOZ_ASSERT(gl->IsCurrent()); const auto implPI = webgl->ValidImplementationColorReadPI(srcUsage); if (pi == implPI) return true; //// webgl->ErrorInvalidOperation("Incompatible format or type."); return false; } void WebGLContext::ReadPixelsImpl(GLint x, GLint y, GLsizei rawWidth, GLsizei rawHeight, GLenum packFormat, GLenum packType, void* dest, uint32_t dataLen) { if (!ValidateNonNegative("width", rawWidth) || !ValidateNonNegative("height", rawHeight)) { return; } const uint32_t width(rawWidth); const uint32_t height(rawHeight); ////// const webgl::FormatUsageInfo* srcFormat; uint32_t srcWidth; uint32_t srcHeight; if (!BindCurFBForColorRead(&srcFormat, &srcWidth, &srcHeight)) return; ////// const webgl::PackingInfo pi = {packFormat, packType}; if (!ValidateReadPixelsFormatAndType(srcFormat, pi, gl, this)) return; uint8_t bytesPerPixel; if (!webgl::GetBytesPerPixel(pi, &bytesPerPixel)) { ErrorInvalidOperation("Unsupported format and type."); return; } ////// uint32_t rowStride; uint32_t bytesNeeded; if (!ValidatePackSize(width, height, bytesPerPixel, &rowStride, &bytesNeeded)) return; if (bytesNeeded > dataLen) { ErrorInvalidOperation("buffer too small"); return; } //// int32_t readX, readY; int32_t writeX, writeY; int32_t rwWidth, rwHeight; if (!Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth) || !Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight)) { ErrorOutOfMemory("Bad subrect selection."); return; } //////////////// // Now that the errors are out of the way, on to actually reading! if (!rwWidth || !rwHeight) { // Disjoint rects, so we're done already. DummyReadFramebufferOperation(); return; } if (uint32_t(rwWidth) == width && uint32_t(rwHeight) == height) { DoReadPixelsAndConvert(srcFormat->format, x, y, width, height, packFormat, packType, dest, dataLen, rowStride); return; } // Read request contains out-of-bounds pixels. Unfortunately: // GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer": // "If any of these pixels lies outside of the window allocated to the current // GL context, or outside of the image attached to the currently bound // framebuffer object, then the values obtained for those pixels are // undefined." // This is a slow-path, so warn people away! GenerateWarning( "Out-of-bounds reads with readPixels are deprecated, and" " may be slow."); //////////////////////////////////// // Read only the in-bounds pixels. if (IsWebGL2()) { if (!mPixelStore_PackRowLength) { gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackSkipPixels + width); } gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels + writeX); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows + writeY); DoReadPixelsAndConvert(srcFormat->format, readX, readY, rwWidth, rwHeight, packFormat, packType, dest, dataLen, rowStride); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); } else { // I *did* say "hilariously slow". uint8_t* row = (uint8_t*)dest + writeX * bytesPerPixel; row += writeY * rowStride; for (uint32_t j = 0; j < uint32_t(rwHeight); j++) { DoReadPixelsAndConvert(srcFormat->format, readX, readY + j, rwWidth, 1, packFormat, packType, row, dataLen, rowStride); row += rowStride; } } } void WebGLContext::RenderbufferStorage_base(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("target", target); return; } if (!mBoundRenderbuffer) { ErrorInvalidOperation("Called on renderbuffer 0."); return; } if (!ValidateNonNegative("width", width) || !ValidateNonNegative("height", height) || !ValidateNonNegative("samples", samples)) { return; } mBoundRenderbuffer->RenderbufferStorage(uint32_t(samples), internalFormat, uint32_t(width), uint32_t(height)); } void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { const FuncScope funcScope(*this, "scissor"); if (IsContextLost()) return; if (!ValidateNonNegative("width", width) || !ValidateNonNegative("height", height)) { return; } mScissorRect = {x, y, width, height}; mScissorRect.Apply(*gl); } void WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask) { const FuncScope funcScope(*this, "stencilFunc"); if (IsContextLost()) return; if (!ValidateComparisonEnum(*this, func)) return; mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; gl->fStencilFunc(func, ref, mask); } void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { const FuncScope funcScope(*this, "stencilFuncSeparate"); if (IsContextLost()) return; if (!ValidateFaceEnum(face) || !ValidateComparisonEnum(*this, func)) { return; } switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilRefFront = ref; mStencilValueMaskFront = mask; break; case LOCAL_GL_BACK: mStencilRefBack = ref; mStencilValueMaskBack = mask; break; } gl->fStencilFuncSeparate(face, func, ref, mask); } void WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) { const FuncScope funcScope(*this, "stencilOp"); if (IsContextLost()) return; if (!ValidateStencilOpEnum(sfail, "sfail") || !ValidateStencilOpEnum(dpfail, "dpfail") || !ValidateStencilOpEnum(dppass, "dppass")) return; gl->fStencilOp(sfail, dpfail, dppass); } void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { const FuncScope funcScope(*this, "stencilOpSeparate"); if (IsContextLost()) return; if (!ValidateFaceEnum(face) || !ValidateStencilOpEnum(sfail, "sfail") || !ValidateStencilOpEnum(dpfail, "dpfail") || !ValidateStencilOpEnum(dppass, "dppass")) return; gl->fStencilOpSeparate(face, sfail, dpfail, dppass); } //////////////////////////////////////////////////////////////////////////////// // Uniform setters. class ValidateIfSampler { const WebGLUniformLocation* const mLoc; const size_t mDataCount; const GLint* const mData; bool mIsValidatedSampler; public: ValidateIfSampler(WebGLContext* webgl, WebGLUniformLocation* loc, size_t dataCount, const GLint* data, bool* const out_error) : mLoc(loc), mDataCount(dataCount), mData(data), mIsValidatedSampler(false) { if (!mLoc->mInfo->mSamplerTexList) { *out_error = false; return; } for (size_t i = 0; i < mDataCount; i++) { const auto& val = mData[i]; if (val < 0 || uint32_t(val) >= webgl->GLMaxTextureUnits()) { webgl->ErrorInvalidValue( "This uniform location is a sampler, but %d" " is not a valid texture unit.", val); *out_error = true; return; } } mIsValidatedSampler = true; *out_error = false; } ~ValidateIfSampler() { if (!mIsValidatedSampler) return; auto& samplerValues = mLoc->mInfo->mSamplerValues; for (size_t i = 0; i < mDataCount; i++) { const size_t curIndex = mLoc->mArrayIndex + i; if (curIndex >= samplerValues.size()) break; samplerValues[curIndex] = mData[i]; } } }; //////////////////// void WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1) { const FuncScope funcScope(*this, "uniform1i"); if (!ValidateUniformSetter(loc, 1, webgl::AttribBaseType::Int)) return; bool error; const ValidateIfSampler validate(this, loc, 1, &a1, &error); if (error) return; gl->fUniform1i(loc->mLoc, a1); } void WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2) { const FuncScope funcScope(*this, "uniform2i"); if (!ValidateUniformSetter(loc, 2, webgl::AttribBaseType::Int)) return; gl->fUniform2i(loc->mLoc, a1, a2); } void WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3) { const FuncScope funcScope(*this, "uniform3i"); if (!ValidateUniformSetter(loc, 3, webgl::AttribBaseType::Int)) return; gl->fUniform3i(loc->mLoc, a1, a2, a3); } void WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3, GLint a4) { const FuncScope funcScope(*this, "uniform4i"); if (!ValidateUniformSetter(loc, 4, webgl::AttribBaseType::Int)) return; gl->fUniform4i(loc->mLoc, a1, a2, a3, a4); } ////////// void WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1) { const FuncScope funcScope(*this, "uniform1f"); if (!ValidateUniformSetter(loc, 1, webgl::AttribBaseType::Float)) return; gl->fUniform1f(loc->mLoc, a1); } void WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2) { const FuncScope funcScope(*this, "uniform2f"); if (!ValidateUniformSetter(loc, 2, webgl::AttribBaseType::Float)) return; gl->fUniform2f(loc->mLoc, a1, a2); } void WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3) { const FuncScope funcScope(*this, "uniform3f"); if (!ValidateUniformSetter(loc, 3, webgl::AttribBaseType::Float)) return; gl->fUniform3f(loc->mLoc, a1, a2, a3); } void WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3, GLfloat a4) { const FuncScope funcScope(*this, "uniform4f"); if (!ValidateUniformSetter(loc, 4, webgl::AttribBaseType::Float)) return; gl->fUniform4f(loc->mLoc, a1, a2, a3, a4); } //////////////////////////////////////// // Array static bool ValidateArrOffsetAndCount(WebGLContext* webgl, size_t elemsAvail, GLuint elemOffset, GLuint elemCountOverride, size_t* const out_elemCount) { if (webgl->IsContextLost()) return false; if (elemOffset > elemsAvail) { webgl->ErrorInvalidValue("Bad offset into list."); return false; } elemsAvail -= elemOffset; if (elemCountOverride) { if (elemCountOverride > elemsAvail) { webgl->ErrorInvalidValue("Bad count override for sub-list."); return false; } elemsAvail = elemCountOverride; } *out_elemCount = elemsAvail; return true; } void WebGLContext::UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { const FuncScope funcScope(*this, funcName); size_t elemCount; if (!ValidateArrOffsetAndCount(this, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, webgl::AttribBaseType::Int, elemCount, &numElementsToUpload)) { return; } bool error; const ValidateIfSampler samplerValidator(this, loc, numElementsToUpload, elemBytes, &error); if (error) return; static const decltype(&gl::GLContext::fUniform1iv) kFuncList[] = { &gl::GLContext::fUniform1iv, &gl::GLContext::fUniform2iv, &gl::GLContext::fUniform3iv, &gl::GLContext::fUniform4iv}; const auto func = kFuncList[N - 1]; (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } void WebGLContext::UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Uint32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { const FuncScope funcScope(*this, funcName); size_t elemCount; if (!ValidateArrOffsetAndCount(this, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, webgl::AttribBaseType::UInt, elemCount, &numElementsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); static const decltype(&gl::GLContext::fUniform1uiv) kFuncList[] = { &gl::GLContext::fUniform1uiv, &gl::GLContext::fUniform2uiv, &gl::GLContext::fUniform3uiv, &gl::GLContext::fUniform4uiv}; const auto func = kFuncList[N - 1]; (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } void WebGLContext::UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { const FuncScope funcScope(*this, funcName); size_t elemCount; if (!ValidateArrOffsetAndCount(this, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, webgl::AttribBaseType::Float, elemCount, &numElementsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); static const decltype(&gl::GLContext::fUniform1fv) kFuncList[] = { &gl::GLContext::fUniform1fv, &gl::GLContext::fUniform2fv, &gl::GLContext::fUniform3fv, &gl::GLContext::fUniform4fv}; const auto func = kFuncList[N - 1]; (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } static inline void MatrixAxBToRowMajor(const uint8_t width, const uint8_t height, const float* __restrict srcColMajor, float* __restrict dstRowMajor) { for (uint8_t x = 0; x < width; ++x) { for (uint8_t y = 0; y < height; ++y) { dstRowMajor[y * width + x] = srcColMajor[x * height + y]; } } } void WebGLContext::UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B, WebGLUniformLocation* loc, const bool transpose, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { const FuncScope funcScope(*this, funcName); size_t elemCount; if (!ValidateArrOffsetAndCount(this, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numMatsToUpload; if (!ValidateUniformMatrixArraySetter(loc, A, B, webgl::AttribBaseType::Float, elemCount, transpose, &numMatsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); //// bool uploadTranspose = transpose; const float* uploadBytes = elemBytes; UniqueBuffer temp; if (!transpose && gl->WorkAroundDriverBugs() && gl->IsANGLE() && gl->IsAtLeast(gl::ContextProfile::OpenGLES, 300)) { // ANGLE is really slow at non-GL-transposed matrices. const size_t kElemsPerMat = A * B; temp = malloc(numMatsToUpload * kElemsPerMat * sizeof(float)); if (!temp) { ErrorOutOfMemory("Failed to alloc temporary buffer for transposition."); return; } auto srcItr = (const float*)elemBytes; auto dstItr = (float*)temp.get(); const auto srcEnd = srcItr + numMatsToUpload * kElemsPerMat; while (srcItr != srcEnd) { MatrixAxBToRowMajor(A, B, srcItr, dstItr); srcItr += kElemsPerMat; dstItr += kElemsPerMat; } uploadBytes = (const float*)temp.get(); uploadTranspose = true; } //// static const decltype(&gl::GLContext::fUniformMatrix2fv) kFuncList[] = { &gl::GLContext::fUniformMatrix2fv, &gl::GLContext::fUniformMatrix2x3fv, &gl::GLContext::fUniformMatrix2x4fv, &gl::GLContext::fUniformMatrix3x2fv, &gl::GLContext::fUniformMatrix3fv, &gl::GLContext::fUniformMatrix3x4fv, &gl::GLContext::fUniformMatrix4x2fv, &gl::GLContext::fUniformMatrix4x3fv, &gl::GLContext::fUniformMatrix4fv}; const auto func = kFuncList[3 * (A - 2) + (B - 2)]; (gl->*func)(loc->mLoc, numMatsToUpload, uploadTranspose, uploadBytes); } //////////////////////////////////////////////////////////////////////////////// void WebGLContext::UseProgram(WebGLProgram* prog) { const FuncScope funcScope(*this, "useProgram"); if (IsContextLost()) return; if (!prog) { mCurrentProgram = nullptr; mActiveProgramLinkInfo = nullptr; return; } if (!ValidateObject("prog", *prog)) return; if (prog->UseProgram()) { mCurrentProgram = prog; mActiveProgramLinkInfo = mCurrentProgram->LinkInfo(); } } void WebGLContext::ValidateProgram(const WebGLProgram& prog) { const FuncScope funcScope(*this, "validateProgram"); if (IsContextLost()) return; if (!ValidateObject("prog", prog)) return; prog.ValidateProgram(); } already_AddRefed WebGLContext::CreateFramebuffer() { const FuncScope funcScope(*this, "createFramebuffer"); if (IsContextLost()) return nullptr; GLuint fbo = 0; gl->fGenFramebuffers(1, &fbo); RefPtr globj = new WebGLFramebuffer(this, fbo); return globj.forget(); } already_AddRefed WebGLContext::CreateRenderbuffer() { const FuncScope funcScope(*this, "createRenderbuffer"); if (IsContextLost()) return nullptr; RefPtr globj = new WebGLRenderbuffer(this); return globj.forget(); } void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { const FuncScope funcScope(*this, "viewport"); if (IsContextLost()) return; if (!ValidateNonNegative("width", width) || !ValidateNonNegative("height", height)) { return; } width = std::min(width, (GLsizei)mGLMaxViewportDims[0]); height = std::min(height, (GLsizei)mGLMaxViewportDims[1]); gl->fViewport(x, y, width, height); mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } void WebGLContext::CompileShader(WebGLShader& shader) { const FuncScope funcScope(*this, "compileShader"); if (IsContextLost()) return; if (!ValidateObject("shader", shader)) return; shader.CompileShader(); } JS::Value WebGLContext::GetShaderParameter(const WebGLShader& shader, GLenum pname) { const FuncScope funcScope(*this, "getShaderParameter"); if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("shader", shader)) return JS::NullValue(); return shader.GetShaderParameter(pname); } void WebGLContext::GetShaderInfoLog(const WebGLShader& shader, nsAString& retval) { retval.SetIsVoid(true); const FuncScope funcScope(*this, "getShaderInfoLog"); if (IsContextLost()) return; if (!ValidateObject("shader", shader)) return; shader.GetShaderInfoLog(&retval); } already_AddRefed WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype) { const FuncScope funcScope(*this, "getShaderPrecisionFormat"); if (IsContextLost()) return nullptr; switch (shadertype) { case LOCAL_GL_FRAGMENT_SHADER: case LOCAL_GL_VERTEX_SHADER: break; default: ErrorInvalidEnumInfo("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("precisiontype", precisiontype); return nullptr; } 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); } RefPtr retShaderPrecisionFormat = new WebGLShaderPrecisionFormat(this, range[0], range[1], precision); return retShaderPrecisionFormat.forget(); } void WebGLContext::GetShaderSource(const WebGLShader& shader, nsAString& retval) { retval.SetIsVoid(true); const FuncScope funcScope(*this, "getShaderSource"); if (IsContextLost()) return; if (!ValidateObject("shader", shader)) return; shader.GetShaderSource(&retval); } void WebGLContext::ShaderSource(WebGLShader& shader, const nsAString& source) { const FuncScope funcScope(*this, "shaderSource"); if (IsContextLost()) return; if (!ValidateObject("shader", shader)) return; shader.ShaderSource(source); } void WebGLContext::LoseContext() { const FuncScope funcScope(*this, "loseContext"); if (IsContextLost()) return ErrorInvalidOperation("Context is already lost."); ForceLoseContext(true); } void WebGLContext::RestoreContext() { const FuncScope funcScope(*this, "restoreContext"); if (!IsContextLost()) return ErrorInvalidOperation("Context is not lost."); if (!mLastLossWasSimulated) { return ErrorInvalidOperation( "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("Context cannot be restored."); ForceRestoreContext(); } void WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { const FuncScope funcScope(*this, "blendColor"); if (IsContextLost()) return; gl->fBlendColor(r, g, b, a); } void WebGLContext::Flush() { const FuncScope funcScope(*this, "flush"); if (IsContextLost()) return; gl->fFlush(); } void WebGLContext::Finish() { const FuncScope funcScope(*this, "finish"); if (IsContextLost()) return; gl->fFinish(); mCompletedFenceId = mNextFenceId; mNextFenceId += 1; } void WebGLContext::LineWidth(GLfloat width) { const FuncScope funcScope(*this, "lineWidth"); if (IsContextLost()) return; // Doing it this way instead of `if (width <= 0.0)` handles NaNs. const bool isValid = width > 0.0; if (!isValid) { ErrorInvalidValue("`width` must be positive and non-zero."); return; } mLineWidth = width; if (gl->IsCoreProfile() && width > 1.0) { width = 1.0; } gl->fLineWidth(width); } void WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { const FuncScope funcScope(*this, "polygonOffset"); if (IsContextLost()) return; gl->fPolygonOffset(factor, units); } void WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { const FuncScope funcScope(*this, "sampleCoverage"); if (IsContextLost()) return; gl->fSampleCoverage(value, invert); } } // namespace mozilla