зеркало из https://github.com/mozilla/gecko-dev.git
177 строки
5.6 KiB
C++
177 строки
5.6 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGL2Context.h"
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#include "mozilla/StaticPrefs.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGL2RenderingContextBinding.h"
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#include "mozilla/ArrayUtils.h"
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#include "mozilla/Telemetry.h"
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#include "nsPrintfCString.h"
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#include "WebGLBuffer.h"
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#include "WebGLFormats.h"
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#include "WebGLTransformFeedback.h"
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namespace mozilla {
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WebGL2Context::WebGL2Context() : WebGLContext() {
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MOZ_ASSERT(IsSupported(),
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"not supposed to create a WebGL2Context"
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"context when not supported");
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}
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WebGL2Context::~WebGL2Context() {}
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UniquePtr<webgl::FormatUsageAuthority> WebGL2Context::CreateFormatUsage(
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gl::GLContext* gl) const {
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return webgl::FormatUsageAuthority::CreateForWebGL2(gl);
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}
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/*static*/
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bool WebGL2Context::IsSupported() { return StaticPrefs::webgl_enable_webgl2(); }
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/*static*/
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WebGL2Context* WebGL2Context::Create() { return new WebGL2Context(); }
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JSObject* WebGL2Context::WrapObject(JSContext* cx,
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JS::Handle<JSObject*> givenProto) {
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return dom::WebGL2RenderingContext_Binding::Wrap(cx, this, givenProto);
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}
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////////////////////////////////////////////////////////////////////////////////
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// WebGL 2 initialisation
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static const gl::GLFeature kRequiredFeatures[] = {
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gl::GLFeature::blend_minmax,
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gl::GLFeature::clear_buffers,
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gl::GLFeature::copy_buffer,
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gl::GLFeature::depth_texture,
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gl::GLFeature::draw_instanced,
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gl::GLFeature::element_index_uint,
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gl::GLFeature::frag_color_float,
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gl::GLFeature::frag_depth,
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gl::GLFeature::framebuffer_object,
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gl::GLFeature::get_integer_indexed,
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gl::GLFeature::get_integer64_indexed,
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gl::GLFeature::gpu_shader4,
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gl::GLFeature::instanced_arrays,
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gl::GLFeature::instanced_non_arrays,
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gl::GLFeature::map_buffer_range, // Used by GetBufferSubData.
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gl::GLFeature::occlusion_query2,
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gl::GLFeature::packed_depth_stencil,
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gl::GLFeature::query_objects,
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gl::GLFeature::renderbuffer_color_float,
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gl::GLFeature::renderbuffer_color_half_float,
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gl::GLFeature::sRGB,
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gl::GLFeature::sampler_objects,
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gl::GLFeature::standard_derivatives,
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gl::GLFeature::texture_3D,
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gl::GLFeature::texture_3D_compressed,
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gl::GLFeature::texture_3D_copy,
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gl::GLFeature::texture_float,
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gl::GLFeature::texture_half_float,
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gl::GLFeature::texture_half_float_linear,
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gl::GLFeature::texture_non_power_of_two,
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gl::GLFeature::texture_storage,
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gl::GLFeature::transform_feedback2,
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gl::GLFeature::uniform_buffer_object,
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gl::GLFeature::uniform_matrix_nonsquare,
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gl::GLFeature::vertex_array_object};
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bool WebGLContext::InitWebGL2(FailureReason* const out_failReason) {
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MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");
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std::vector<gl::GLFeature> missingList;
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const auto fnGatherMissing = [&](gl::GLFeature cur) {
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if (!gl->IsSupported(cur)) {
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missingList.push_back(cur);
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}
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};
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const auto fnGatherMissing2 = [&](gl::GLFeature main, gl::GLFeature alt) {
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if (!gl->IsSupported(main) && !gl->IsSupported(alt)) {
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missingList.push_back(main);
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}
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};
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////
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for (const auto& cur : kRequiredFeatures) {
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fnGatherMissing(cur);
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}
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// On desktop, we fake occlusion_query_boolean with occlusion_query if
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// necessary. (See WebGL2ContextQueries.cpp)
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fnGatherMissing2(gl::GLFeature::occlusion_query_boolean,
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gl::GLFeature::occlusion_query);
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#ifdef XP_MACOSX
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// On OSX, GL core profile is used. This requires texture swizzle
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// support to emulate legacy texture formats: ALPHA, LUMINANCE,
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// and LUMINANCE_ALPHA.
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fnGatherMissing(gl::GLFeature::texture_swizzle);
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#endif
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fnGatherMissing2(gl::GLFeature::prim_restart_fixed,
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gl::GLFeature::prim_restart);
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////
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if (!missingList.empty()) {
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nsAutoCString exts;
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for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) {
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exts.AppendLiteral("\n ");
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exts.Append(gl::GLContext::GetFeatureName(*itr));
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}
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const nsPrintfCString reason(
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"WebGL 2 requires support for the following"
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" features: %s",
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exts.BeginReading());
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*out_failReason = FailureReason("FEATURE_FAILURE_WEBGL2_OCCL", reason);
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return false;
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}
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// we initialise WebGL 2 related stuff.
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gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
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&mGLMaxTransformFeedbackSeparateAttribs);
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gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
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&mGLMaxUniformBufferBindings);
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mGLMinProgramTexelOffset =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MIN_PROGRAM_TEXEL_OFFSET);
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mGLMaxProgramTexelOffset =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_PROGRAM_TEXEL_OFFSET);
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mIndexedUniformBufferBindings.resize(mGLMaxUniformBufferBindings);
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mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
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mBoundTransformFeedback = mDefaultTransformFeedback;
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gl->fGenTransformFeedbacks(1, &mEmptyTFO);
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////
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if (!gl->IsGLES()) {
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// Desktop OpenGL requires the following to be enabled in order to
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// support sRGB operations on framebuffers.
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gl->fEnable(LOCAL_GL_FRAMEBUFFER_SRGB_EXT);
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}
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if (gl->IsSupported(gl::GLFeature::prim_restart_fixed)) {
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gl->fEnable(LOCAL_GL_PRIMITIVE_RESTART_FIXED_INDEX);
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} else {
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MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart));
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}
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//////
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return true;
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}
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} // namespace mozilla
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