gecko-dev/gfx/gl/GLContext.h

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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/. */
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <bitset>
#include <stdint.h>
#include <stdio.h>
#include <stack>
#include <vector>
#ifdef DEBUG
# include <string.h>
#endif
#ifdef GetClassName
# undef GetClassName
#endif
// Define MOZ_GL_DEBUG_BUILD unconditionally to enable GL debugging in opt
// builds.
#ifdef DEBUG
# define MOZ_GL_DEBUG_BUILD 1
#endif
#include "mozilla/IntegerRange.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/ThreadLocal.h"
#include "MozFramebuffer.h"
#include "nsTArray.h"
#include "GLConsts.h"
#include "GLDefs.h"
#include "GLTypes.h"
#include "nsRegionFwd.h"
#include "nsString.h"
#include "GLContextTypes.h"
#include "GLContextSymbols.h"
#include "base/platform_thread.h" // for PlatformThreadId
#include "mozilla/GenericRefCounted.h"
#include "mozilla/WeakPtr.h"
#ifdef MOZ_WIDGET_ANDROID
# include "mozilla/ProfilerLabels.h"
#endif
namespace mozilla {
namespace gl {
class GLBlitHelper;
class GLLibraryEGL;
class GLReadTexImageHelper;
class SharedSurface;
class SymbolLoader;
struct SymLoadStruct;
} // namespace gl
namespace layers {
class ColorTextureLayerProgram;
} // namespace layers
namespace widget {
class CompositorWidget;
} // namespace widget
} // namespace mozilla
namespace mozilla {
namespace gl {
enum class GLFeature {
bind_buffer_offset,
blend_minmax,
clear_buffers,
copy_buffer,
depth_texture,
draw_buffers,
draw_buffers_indexed,
draw_instanced,
element_index_uint,
ES2_compatibility,
ES3_compatibility,
EXT_color_buffer_float,
frag_color_float,
frag_depth,
framebuffer_blit,
framebuffer_multisample,
framebuffer_object,
framebuffer_object_EXT_OES,
get_integer_indexed,
get_integer64_indexed,
get_query_object_i64v,
get_query_object_iv,
gpu_shader4,
instanced_arrays,
instanced_non_arrays,
internalformat_query,
invalidate_framebuffer,
map_buffer_range,
multiview,
occlusion_query,
occlusion_query_boolean,
occlusion_query2,
packed_depth_stencil,
prim_restart,
prim_restart_fixed,
query_counter,
query_objects,
query_time_elapsed,
read_buffer,
renderbuffer_color_float,
renderbuffer_color_half_float,
robust_buffer_access_behavior,
robustness,
sRGB,
sampler_objects,
seamless_cube_map_opt_in,
shader_texture_lod,
split_framebuffer,
standard_derivatives,
sync,
texture_3D,
texture_3D_compressed,
texture_3D_copy,
texture_compression_bptc,
texture_compression_rgtc,
texture_float,
texture_float_linear,
texture_half_float,
texture_half_float_linear,
texture_non_power_of_two,
texture_norm16,
texture_rg,
texture_storage,
texture_swizzle,
transform_feedback2,
uniform_buffer_object,
uniform_matrix_nonsquare,
vertex_array_object,
EnumMax
};
enum class ContextProfile : uint8_t {
Unknown = 0,
OpenGLCore,
OpenGLCompatibility,
OpenGLES
};
enum class GLVendor {
Intel,
NVIDIA,
ATI,
Qualcomm,
Imagination,
Nouveau,
Vivante,
VMware,
ARM,
Other
};
enum class GLRenderer {
Adreno200,
Adreno205,
AdrenoTM200,
AdrenoTM205,
AdrenoTM305,
AdrenoTM320,
AdrenoTM330,
AdrenoTM420,
Mali400MP,
Mali450MP,
SGX530,
SGX540,
SGX544MP,
Tegra,
AndroidEmulator,
GalliumLlvmpipe,
IntelHD3000,
MicrosoftBasicRenderDriver,
Other
};
class GLContext : public GenericAtomicRefCounted, public SupportsWeakPtr {
public:
static MOZ_THREAD_LOCAL(uintptr_t) sCurrentContext;
const GLContextDesc mDesc;
bool mImplicitMakeCurrent = false;
bool mUseTLSIsCurrent;
class TlsScope final {
const WeakPtr<GLContext> mGL;
const bool mWasTlsOk;
public:
explicit TlsScope(GLContext* const gl)
: mGL(gl), mWasTlsOk(gl && gl->mUseTLSIsCurrent) {
if (mGL) {
mGL->mUseTLSIsCurrent = true;
}
}
~TlsScope() {
if (mGL) {
mGL->mUseTLSIsCurrent = mWasTlsOk;
}
}
};
// -----------------------------------------------------------------------------
// basic getters
public:
/**
* Returns true if the context is using ANGLE. This should only be overridden
* for an ANGLE implementation.
*/
virtual bool IsANGLE() const { return false; }
/**
* Returns true if the context is using WARP. This should only be overridden
* for an ANGLE implementation.
*/
virtual bool IsWARP() const { return false; }
virtual void GetWSIInfo(nsCString* const out) const = 0;
/**
* Return true if we are running on a OpenGL core profile context
*/
inline bool IsCoreProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCore;
}
/**
* Return true if we are running on a OpenGL compatibility profile context
* (legacy profile 2.1 on Max OS X)
*/
inline bool IsCompatibilityProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCompatibility;
}
inline bool IsGLES() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLES;
}
inline bool IsAtLeast(ContextProfile profile, unsigned int version) const {
MOZ_ASSERT(profile != ContextProfile::Unknown,
"IsAtLeast: bad <profile> parameter");
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
MOZ_ASSERT(mVersion != 0, "unknown context version");
if (version > mVersion) {
return false;
}
return profile == mProfile;
}
/**
* Return the version of the context.
* Example :
* If this a OpenGL 2.1, that will return 210
*/
inline uint32_t Version() const { return mVersion; }
inline uint32_t ShadingLanguageVersion() const {
return mShadingLanguageVersion;
}
GLVendor Vendor() const { return mVendor; }
GLRenderer Renderer() const { return mRenderer; }
bool IsMesa() const { return mIsMesa; }
bool IsContextLost() const { return mContextLost; }
bool CheckContextLost() const {
mTopError = GetError();
return IsContextLost();
}
bool HasPBOState() const { return (!IsGLES() || Version() >= 300); }
/**
* If this context is double-buffered, returns TRUE.
*/
virtual bool IsDoubleBuffered() const { return false; }
virtual GLContextType GetContextType() const = 0;
virtual bool IsCurrentImpl() const = 0;
virtual bool MakeCurrentImpl() const = 0;
bool IsCurrent() const {
if (mImplicitMakeCurrent) return MakeCurrent();
return IsCurrentImpl();
}
bool MakeCurrent(bool aForce = false) const;
/**
* Get the default framebuffer for this context.
*/
UniquePtr<MozFramebuffer> mOffscreenDefaultFb;
bool CreateOffscreenDefaultFb(const gfx::IntSize& size);
virtual GLuint GetDefaultFramebuffer() {
if (mOffscreenDefaultFb) {
return mOffscreenDefaultFb->mFB;
}
return 0;
}
/**
* mVersion store the OpenGL's version, multiplied by 100. For example, if
* the context is an OpenGL 2.1 context, mVersion value will be 210.
*/
uint32_t mVersion = 0;
ContextProfile mProfile = ContextProfile::Unknown;
uint32_t mShadingLanguageVersion = 0;
GLVendor mVendor = GLVendor::Other;
GLRenderer mRenderer = GLRenderer::Other;
bool mIsMesa = false;
// -----------------------------------------------------------------------------
// Extensions management
/**
* This mechanism is designed to know if an extension is supported. In the
* long term, we would like to only use the extension group queries XXX_* to
* have full compatibility with context version and profiles (especialy the
* core that officialy don't bring any extensions).
*/
/**
* Known GL extensions that can be queried by
* IsExtensionSupported. The results of this are cached, and as
* such it's safe to use this even in performance critical code.
* If you add to this array, remember to add to the string names
* in GLContext.cpp.
*/
enum GLExtensions {
Extension_None = 0,
AMD_compressed_ATC_texture,
ANGLE_depth_texture,
ANGLE_framebuffer_blit,
ANGLE_framebuffer_multisample,
ANGLE_instanced_arrays,
ANGLE_multiview,
ANGLE_texture_compression_dxt3,
ANGLE_texture_compression_dxt5,
ANGLE_timer_query,
APPLE_client_storage,
APPLE_fence,
APPLE_framebuffer_multisample,
APPLE_sync,
APPLE_texture_range,
APPLE_vertex_array_object,
ARB_ES2_compatibility,
ARB_ES3_compatibility,
ARB_color_buffer_float,
ARB_compatibility,
ARB_copy_buffer,
ARB_depth_texture,
ARB_draw_buffers,
ARB_draw_instanced,
ARB_framebuffer_object,
ARB_framebuffer_sRGB,
ARB_geometry_shader4,
ARB_half_float_pixel,
ARB_instanced_arrays,
ARB_internalformat_query,
ARB_invalidate_subdata,
ARB_map_buffer_range,
ARB_occlusion_query2,
ARB_pixel_buffer_object,
ARB_robust_buffer_access_behavior,
ARB_robustness,
ARB_sampler_objects,
ARB_seamless_cube_map,
ARB_shader_texture_lod,
ARB_sync,
ARB_texture_compression,
ARB_texture_compression_bptc,
ARB_texture_compression_rgtc,
ARB_texture_float,
ARB_texture_non_power_of_two,
ARB_texture_rectangle,
ARB_texture_rg,
ARB_texture_storage,
ARB_texture_swizzle,
ARB_timer_query,
ARB_transform_feedback2,
ARB_uniform_buffer_object,
ARB_vertex_array_object,
CHROMIUM_color_buffer_float_rgb,
CHROMIUM_color_buffer_float_rgba,
EXT_bgra,
EXT_blend_minmax,
EXT_color_buffer_float,
EXT_color_buffer_half_float,
EXT_copy_texture,
EXT_disjoint_timer_query,
EXT_draw_buffers,
EXT_draw_buffers2,
EXT_draw_instanced,
EXT_float_blend,
EXT_frag_depth,
EXT_framebuffer_blit,
EXT_framebuffer_multisample,
EXT_framebuffer_object,
EXT_framebuffer_sRGB,
EXT_gpu_shader4,
EXT_map_buffer_range,
EXT_multisampled_render_to_texture,
EXT_occlusion_query_boolean,
EXT_packed_depth_stencil,
EXT_read_format_bgra,
EXT_robustness,
EXT_sRGB,
EXT_sRGB_write_control,
EXT_shader_texture_lod,
EXT_texture_compression_bptc,
EXT_texture_compression_dxt1,
EXT_texture_compression_rgtc,
EXT_texture_compression_s3tc,
EXT_texture_compression_s3tc_srgb,
EXT_texture_filter_anisotropic,
EXT_texture_format_BGRA8888,
EXT_texture_norm16,
EXT_texture_sRGB,
EXT_texture_storage,
EXT_timer_query,
EXT_transform_feedback,
EXT_unpack_subimage,
IMG_read_format,
IMG_texture_compression_pvrtc,
IMG_texture_npot,
KHR_debug,
KHR_parallel_shader_compile,
KHR_robust_buffer_access_behavior,
KHR_robustness,
KHR_texture_compression_astc_hdr,
KHR_texture_compression_astc_ldr,
NV_draw_instanced,
NV_fence,
NV_framebuffer_blit,
NV_geometry_program4,
NV_half_float,
NV_instanced_arrays,
NV_primitive_restart,
NV_texture_barrier,
NV_transform_feedback,
NV_transform_feedback2,
OES_EGL_image,
OES_EGL_image_external,
OES_EGL_sync,
OES_compressed_ETC1_RGB8_texture,
OES_depth24,
OES_depth32,
OES_depth_texture,
OES_draw_buffers_indexed,
OES_element_index_uint,
OES_fbo_render_mipmap,
OES_framebuffer_object,
OES_packed_depth_stencil,
OES_rgb8_rgba8,
OES_standard_derivatives,
OES_stencil8,
OES_texture_3D,
OES_texture_float,
OES_texture_float_linear,
OES_texture_half_float,
OES_texture_half_float_linear,
OES_texture_npot,
OES_vertex_array_object,
OVR_multiview2,
Extensions_Max,
Extensions_End
};
bool IsExtensionSupported(GLExtensions aKnownExtension) const {
return mAvailableExtensions[aKnownExtension];
}
protected:
void MarkExtensionUnsupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 0;
}
void MarkExtensionSupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 1;
}
std::bitset<Extensions_Max> mAvailableExtensions;
// -----------------------------------------------------------------------------
// Feature queries
/*
* This mecahnism introduces a new way to check if a OpenGL feature is
* supported, regardless of whether it is supported by an extension or
* natively by the context version/profile
*/
public:
bool IsSupported(GLFeature feature) const {
return mAvailableFeatures[size_t(feature)];
}
static const char* GetFeatureName(GLFeature feature);
private:
std::bitset<size_t(GLFeature::EnumMax)> mAvailableFeatures;
/**
* Init features regarding OpenGL extension and context version and profile
*/
void InitFeatures();
/**
* Mark the feature and associated extensions as unsupported
*/
void MarkUnsupported(GLFeature feature);
/**
* Is this feature supported using the core (unsuffixed) symbols?
*/
bool IsFeatureProvidedByCoreSymbols(GLFeature feature);
// -----------------------------------------------------------------------------
// Error handling
private:
mutable bool mContextLost = false;
mutable GLenum mTopError = 0;
protected:
void OnContextLostError() const;
public:
static std::string GLErrorToString(GLenum aError);
static bool IsBadCallError(const GLenum err) {
return !(err == 0 || err == LOCAL_GL_CONTEXT_LOST);
}
class LocalErrorScope;
private:
mutable std::stack<const LocalErrorScope*> mLocalErrorScopeStack;
mutable UniquePtr<LocalErrorScope> mDebugErrorScope;
////////////////////////////////////
// Use this safer option.
public:
class LocalErrorScope {
const GLContext& mGL;
GLenum mOldTop;
bool mHasBeenChecked;
public:
explicit LocalErrorScope(const GLContext& gl)
: mGL(gl), mHasBeenChecked(false) {
mGL.mLocalErrorScopeStack.push(this);
mOldTop = mGL.GetError();
}
/// Never returns CONTEXT_LOST.
GLenum GetError() {
MOZ_ASSERT(!mHasBeenChecked);
mHasBeenChecked = true;
const auto ret = mGL.GetError();
if (ret == LOCAL_GL_CONTEXT_LOST) return 0;
return ret;
}
~LocalErrorScope() {
MOZ_ASSERT(mHasBeenChecked);
MOZ_ASSERT(!IsBadCallError(mGL.GetError()));
MOZ_ASSERT(mGL.mLocalErrorScopeStack.top() == this);
mGL.mLocalErrorScopeStack.pop();
mGL.mTopError = mOldTop;
}
};
// -
bool GetPotentialInteger(GLenum pname, GLint* param) {
LocalErrorScope localError(*this);
fGetIntegerv(pname, param);
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_INVALID_ENUM);
return err == LOCAL_GL_NO_ERROR;
}
void DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message);
private:
static void GLAPIENTRY StaticDebugCallback(GLenum source, GLenum type,
GLuint id, GLenum severity,
GLsizei length,
const GLchar* message,
const GLvoid* userParam);
// -----------------------------------------------------------------------------
// Debugging implementation
private:
#ifndef MOZ_FUNCTION_NAME
# ifdef __GNUC__
# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
# elif defined(_MSC_VER)
# define MOZ_FUNCTION_NAME __FUNCTION__
# else
# define MOZ_FUNCTION_NAME \
__func__ // defined in C99, supported in various C++ compilers. Just raw
// function name.
# endif
#endif
#ifdef MOZ_WIDGET_ANDROID
// Record the name of the GL call for better hang stacks on Android.
# define ANDROID_ONLY_PROFILER_LABEL AUTO_PROFILER_LABEL(__func__, GRAPHICS);
#else
# define ANDROID_ONLY_PROFILER_LABEL
#endif
#define BEFORE_GL_CALL \
ANDROID_ONLY_PROFILER_LABEL \
if (MOZ_LIKELY(BeforeGLCall(MOZ_FUNCTION_NAME))) { \
do { \
} while (0)
#define AFTER_GL_CALL \
AfterGLCall(MOZ_FUNCTION_NAME); \
} \
do { \
} while (0)
void BeforeGLCall_Debug(const char* funcName) const;
void AfterGLCall_Debug(const char* funcName) const;
static void OnImplicitMakeCurrentFailure(const char* funcName);
bool BeforeGLCall(const char* const funcName) const {
if (mImplicitMakeCurrent) {
if (MOZ_UNLIKELY(!MakeCurrent())) {
if (!mContextLost) {
OnImplicitMakeCurrentFailure(funcName);
}
return false;
}
}
MOZ_GL_ASSERT(this, IsCurrentImpl());
if (MOZ_UNLIKELY(mDebugFlags)) {
BeforeGLCall_Debug(funcName);
}
return true;
}
void AfterGLCall(const char* const funcName) const {
if (MOZ_UNLIKELY(mDebugFlags)) {
AfterGLCall_Debug(funcName);
}
}
GLContext* TrackingContext() {
GLContext* tip = this;
while (tip->mSharedContext) tip = tip->mSharedContext;
return tip;
}
static void AssertNotPassingStackBufferToTheGL(const void* ptr);
#ifdef MOZ_GL_DEBUG_BUILD
# define TRACKING_CONTEXT(a) \
do { \
TrackingContext()->a; \
} while (0)
# define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
AssertNotPassingStackBufferToTheGL(ptr)
# define ASSERT_SYMBOL_PRESENT(func) \
do { \
MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr, \
"Mismatched symbol check."); \
if (MOZ_UNLIKELY(!mSymbols.func)) { \
printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", \
#func); \
MOZ_CRASH("GFX: Uninitialized GL function"); \
} \
} while (0)
#else // ifdef MOZ_GL_DEBUG_BUILD
# define TRACKING_CONTEXT(a) \
do { \
} while (0)
# define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
do { \
} while (0)
# define ASSERT_SYMBOL_PRESENT(func) \
do { \
} while (0)
#endif // ifdef MOZ_GL_DEBUG_BUILD
// Do whatever setup is necessary to draw to our offscreen FBO, if it's
// bound.
void BeforeGLDrawCall() {}
// Do whatever tear-down is necessary after drawing to our offscreen FBO,
// if it's bound.
void AfterGLDrawCall() { mHeavyGLCallsSinceLastFlush = true; }
// Do whatever setup is necessary to read from our offscreen FBO, if it's
// bound.
void BeforeGLReadCall() {}
// Do whatever tear-down is necessary after reading from our offscreen FBO,
// if it's bound.
void AfterGLReadCall() {}
public:
void OnSyncCall() const { mSyncGLCallCount++; }
uint64_t GetSyncCallCount() const { return mSyncGLCallCount; }
void ResetSyncCallCount(const char* resetReason) const;
// -----------------------------------------------------------------------------
// GL official entry points
public:
// We smash all errors together, so you never have to loop on this. We
// guarantee that immediately after this call, there are no errors left.
// Always returns the top-most error, except if followed by CONTEXT_LOST, then
// return that instead.
GLenum GetError() const;
GLenum fGetError() { return GetError(); }
GLenum fGetGraphicsResetStatus() const;
// -
void fActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fActiveTexture(texture);
AFTER_GL_CALL;
}
void fAttachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fAttachShader(program, shader);
AFTER_GL_CALL;
}
void fBeginQuery(GLenum target, GLuint id) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginQuery);
mSymbols.fBeginQuery(target, id);
AFTER_GL_CALL;
}
void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fBindAttribLocation(program, index, name);
AFTER_GL_CALL;
}
void fBindBuffer(GLenum target, GLuint buffer) {
BEFORE_GL_CALL;
mSymbols.fBindBuffer(target, buffer);
AFTER_GL_CALL;
}
void fInvalidateFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum* attachments) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fInvalidateFramebuffer);
mSymbols.fInvalidateFramebuffer(target, numAttachments, attachments);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum* attachments, GLint x, GLint y,
GLsizei width, GLsizei height) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fInvalidateSubFramebuffer);
mSymbols.fInvalidateSubFramebuffer(target, numAttachments, attachments, x,
y, width, height);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fBindTexture(GLenum target, GLuint texture) {
BEFORE_GL_CALL;
mSymbols.fBindTexture(target, texture);
AFTER_GL_CALL;
}
void fBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
BEFORE_GL_CALL;
mSymbols.fBlendColor(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fBlendEquation(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fBlendEquation(mode);
AFTER_GL_CALL;
}
void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
AFTER_GL_CALL;
}
void fBlendFunc(GLenum sfactor, GLenum dfactor) {
BEFORE_GL_CALL;
mSymbols.fBlendFunc(sfactor, dfactor);
AFTER_GL_CALL;
}
void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorAlpha, GLenum dfactorAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha,
dfactorAlpha);
AFTER_GL_CALL;
}
private:
void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
GLenum usage) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
BEFORE_GL_CALL;
mSymbols.fBufferData(target, size, data, usage);
OnSyncCall();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
public:
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
GLenum usage) {
raw_fBufferData(target, size, data, usage);
// bug 744888
if (WorkAroundDriverBugs() && !data && Vendor() == GLVendor::NVIDIA) {
UniquePtr<char[]> buf = MakeUnique<char[]>(1);
buf[0] = 0;
fBufferSubData(target, size - 1, 1, buf.get());
}
}
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
const GLvoid* data) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
BEFORE_GL_CALL;
mSymbols.fBufferSubData(target, offset, size, data);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
private:
void raw_fClear(GLbitfield mask) {
BEFORE_GL_CALL;
mSymbols.fClear(mask);
AFTER_GL_CALL;
}
public:
void fClear(GLbitfield mask) {
BeforeGLDrawCall();
raw_fClear(mask);
AfterGLDrawCall();
}
void fClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth,
GLint stencil) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
mSymbols.fClearBufferfi(buffer, drawbuffer, depth, stencil);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
mSymbols.fClearBufferfv(buffer, drawbuffer, value);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
mSymbols.fClearBufferiv(buffer, drawbuffer, value);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value) {
BeforeGLDrawCall();
BEFORE_GL_CALL;
mSymbols.fClearBufferuiv(buffer, drawbuffer, value);
AFTER_GL_CALL;
AfterGLDrawCall();
}
void fClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
BEFORE_GL_CALL;
mSymbols.fClearColor(r, g, b, a);
AFTER_GL_CALL;
}
void fClearStencil(GLint s) {
BEFORE_GL_CALL;
mSymbols.fClearStencil(s);
AFTER_GL_CALL;
}
void fClientActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fClientActiveTexture(texture);
AFTER_GL_CALL;
}
void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue,
realGLboolean alpha) {
BEFORE_GL_CALL;
mSymbols.fColorMask(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
GLsizei imageSize, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height,
border, imageSize, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize,
const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width,
height, format, imageSize, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height) {
BeforeGLReadCall();
raw_fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
height);
AfterGLReadCall();
}
void fCullFace(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fCullFace(mode);
AFTER_GL_CALL;
}
void fDebugMessageCallback(GLDEBUGPROC callback, const GLvoid* userParam) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageCallback);
mSymbols.fDebugMessageCallback(callback, userParam);
AFTER_GL_CALL;
}
void fDebugMessageControl(GLenum source, GLenum type, GLenum severity,
GLsizei count, const GLuint* ids,
realGLboolean enabled) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageControl);
mSymbols.fDebugMessageControl(source, type, severity, count, ids, enabled);
AFTER_GL_CALL;
}
void fDebugMessageInsert(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar* buf) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageInsert);
mSymbols.fDebugMessageInsert(source, type, id, severity, length, buf);
AFTER_GL_CALL;
}
void fDetachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDetachShader(program, shader);
AFTER_GL_CALL;
}
void fDepthFunc(GLenum func) {
BEFORE_GL_CALL;
mSymbols.fDepthFunc(func);
AFTER_GL_CALL;
}
void fDepthMask(realGLboolean flag) {
BEFORE_GL_CALL;
mSymbols.fDepthMask(flag);
AFTER_GL_CALL;
}
void fDisable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisable(capability);
AFTER_GL_CALL;
}
void fDisableClientState(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisableClientState(capability);
AFTER_GL_CALL;
}
void fDisableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fDisableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fDrawBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fDrawBuffer(mode);
AFTER_GL_CALL;
}
private:
void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BEFORE_GL_CALL;
mSymbols.fDrawArrays(mode, first, count);
AFTER_GL_CALL;
}
void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid* indices) {
BEFORE_GL_CALL;
mSymbols.fDrawElements(mode, count, type, indices);
AFTER_GL_CALL;
}
public:
void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BeforeGLDrawCall();
raw_fDrawArrays(mode, first, count);
AfterGLDrawCall();
}
void fDrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid* indices) {
BeforeGLDrawCall();
raw_fDrawElements(mode, count, type, indices);
AfterGLDrawCall();
}
void fEnable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnable(capability);
AFTER_GL_CALL;
}
void fEnableClientState(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnableClientState(capability);
AFTER_GL_CALL;
}
void fEnableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fEnableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fEndQuery(GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndQuery);
mSymbols.fEndQuery(target);
AFTER_GL_CALL;
}
void fFinish() {
BEFORE_GL_CALL;
mSymbols.fFinish();
OnSyncCall();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = false;
}
void fFlush() {
BEFORE_GL_CALL;
mSymbols.fFlush();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = false;
}
void fFrontFace(GLenum face) {
BEFORE_GL_CALL;
mSymbols.fFrontFace(face);
AFTER_GL_CALL;
}
void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength,
GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type,
name);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength,
GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type,
name);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count,
GLuint* shaders) {
BEFORE_GL_CALL;
mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
OnSyncCall();
AFTER_GL_CALL;
}
GLint fGetAttribLocation(GLuint program, const GLchar* name) {
GLint retval = 0;
BEFORE_GL_CALL;
retval = mSymbols.fGetAttribLocation(program, name);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
private:
void raw_fGetIntegerv(GLenum pname, GLint* params) const {
BEFORE_GL_CALL;
mSymbols.fGetIntegerv(pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
public:
void fGetIntegerv(GLenum pname, GLint* params) const;
template <typename T>
void GetInt(const GLenum pname, T* const params) const {
static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
fGetIntegerv(pname, reinterpret_cast<GLint*>(params));
}
void GetUIntegerv(GLenum pname, GLuint* params) const {
GetInt(pname, params);
}
template <typename T>
T GetIntAs(GLenum pname) const {
static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
T ret = 0;
fGetIntegerv(pname, (GLint*)&ret);
return ret;
}
void fGetFloatv(GLenum pname, GLfloat* params) const {
BEFORE_GL_CALL;
mSymbols.fGetFloatv(pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetBooleanv(GLenum pname, realGLboolean* params) const {
BEFORE_GL_CALL;
mSymbols.fGetBooleanv(pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetBufferParameteriv(target, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
GLuint fGetDebugMessageLog(GLuint count, GLsizei bufsize, GLenum* sources,
GLenum* types, GLuint* ids, GLenum* severities,
GLsizei* lengths, GLchar* messageLog) {
GLuint ret = 0;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetDebugMessageLog);
ret = mSymbols.fGetDebugMessageLog(count, bufsize, sources, types, ids,
severities, lengths, messageLog);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
void fGetPointerv(GLenum pname, GLvoid** params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetPointerv);
mSymbols.fGetPointerv(pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize,
GLsizei* length, GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectLabel);
mSymbols.fGetObjectLabel(identifier, name, bufSize, length, label);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetObjectPtrLabel(const GLvoid* ptr, GLsizei bufSize, GLsizei* length,
GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectPtrLabel);
mSymbols.fGetObjectPtrLabel(ptr, bufSize, length, label);
OnSyncCall();
AFTER_GL_CALL;
}
void fGenerateMipmap(GLenum target) {
BEFORE_GL_CALL;
mSymbols.fGenerateMipmap(target);
AFTER_GL_CALL;
}
void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetProgramiv(program, pname, param);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length,
GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
OnSyncCall();
AFTER_GL_CALL;
}
void fTexParameteri(GLenum target, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexParameteri(target, pname, param);
AFTER_GL_CALL;
}
void fTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
BEFORE_GL_CALL;
mSymbols.fTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexParameterf(target, pname, param);
AFTER_GL_CALL;
}
const GLubyte* fGetString(GLenum name) {
const GLubyte* result = nullptr;
BEFORE_GL_CALL;
result = mSymbols.fGetString(name);
OnSyncCall();
AFTER_GL_CALL;
return result;
}
void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type,
GLvoid* img) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexImage);
mSymbols.fGetTexImage(target, level, format, type, img);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname,
GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv);
mSymbols.fGetTexLevelParameteriv(target, level, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameterfv(target, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameteriv(target, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformfv(program, location, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetUniformiv(GLuint program, GLint location, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformiv(program, location, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetUniformuiv(GLuint program, GLint location, GLuint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetUniformuiv);
mSymbols.fGetUniformuiv(program, location, params);
OnSyncCall();
AFTER_GL_CALL;
}
GLint fGetUniformLocation(GLuint programObj, const GLchar* name) {
GLint retval = 0;
BEFORE_GL_CALL;
retval = mSymbols.fGetUniformLocation(programObj, name);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribfv(index, pname, retval);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribiv(index, pname, retval);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribPointerv(index, pname, retval);
OnSyncCall();
AFTER_GL_CALL;
}
void fHint(GLenum target, GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fHint(target, mode);
AFTER_GL_CALL;
}
realGLboolean fIsBuffer(GLuint buffer) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsBuffer(buffer);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsEnabled(GLenum capability) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsEnabled(capability);
AFTER_GL_CALL;
return retval;
}
void SetEnabled(const GLenum cap, const bool val) {
if (val) {
fEnable(cap);
} else {
fDisable(cap);
}
}
bool PushEnabled(const GLenum cap, const bool newVal) {
const bool oldVal = fIsEnabled(cap);
if (oldVal != newVal) {
SetEnabled(cap, newVal);
}
return oldVal;
}
realGLboolean fIsProgram(GLuint program) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsProgram(program);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsShader(GLuint shader) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsShader(shader);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsTexture(GLuint texture) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsTexture(texture);
AFTER_GL_CALL;
return retval;
}
void fLineWidth(GLfloat width) {
BEFORE_GL_CALL;
mSymbols.fLineWidth(width);
AFTER_GL_CALL;
}
void fLinkProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fLinkProgram(program);
AFTER_GL_CALL;
}
void fObjectLabel(GLenum identifier, GLuint name, GLsizei length,
const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectLabel);
mSymbols.fObjectLabel(identifier, name, length, label);
AFTER_GL_CALL;
}
void fObjectPtrLabel(const GLvoid* ptr, GLsizei length, const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectPtrLabel);
mSymbols.fObjectPtrLabel(ptr, length, label);
AFTER_GL_CALL;
}
void fLoadIdentity() {
BEFORE_GL_CALL;
mSymbols.fLoadIdentity();
AFTER_GL_CALL;
}
void fLoadMatrixf(const GLfloat* matrix) {
BEFORE_GL_CALL;
mSymbols.fLoadMatrixf(matrix);
AFTER_GL_CALL;
}
void fMatrixMode(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fMatrixMode(mode);
AFTER_GL_CALL;
}
void fPixelStorei(GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fPixelStorei(pname, param);
AFTER_GL_CALL;
}
void fTextureRangeAPPLE(GLenum target, GLsizei length, GLvoid* pointer) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pointer);
BEFORE_GL_CALL;
mSymbols.fTextureRangeAPPLE(target, length, pointer);
AFTER_GL_CALL;
}
void fPointParameterf(GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fPointParameterf(pname, param);
AFTER_GL_CALL;
}
void fPolygonMode(GLenum face, GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fPolygonMode(face, mode);
AFTER_GL_CALL;
}
void fPolygonOffset(GLfloat factor, GLfloat bias) {
BEFORE_GL_CALL;
mSymbols.fPolygonOffset(factor, bias);
AFTER_GL_CALL;
}
void fPopDebugGroup() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPopDebugGroup);
mSymbols.fPopDebugGroup();
AFTER_GL_CALL;
}
void fPushDebugGroup(GLenum source, GLuint id, GLsizei length,
const GLchar* message) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPushDebugGroup);
mSymbols.fPushDebugGroup(source, id, length, message);
AFTER_GL_CALL;
}
void fReadBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fReadBuffer(mode);
AFTER_GL_CALL;
}
void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid* pixels) {
BEFORE_GL_CALL;
mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
OnSyncCall();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid* pixels);
public:
void fSampleCoverage(GLclampf value, realGLboolean invert) {
BEFORE_GL_CALL;
mSymbols.fSampleCoverage(value, invert);
AFTER_GL_CALL;
}
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
if (mScissorRect[0] == x && mScissorRect[1] == y &&
mScissorRect[2] == width && mScissorRect[3] == height) {
return;
}
mScissorRect[0] = x;
mScissorRect[1] = y;
mScissorRect[2] = width;
mScissorRect[3] = height;
BEFORE_GL_CALL;
mSymbols.fScissor(x, y, width, height);
AFTER_GL_CALL;
}
void fStencilFunc(GLenum func, GLint reference, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFunc(func, reference, mask);
AFTER_GL_CALL;
}
void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint reference,
GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFuncSeparate(frontfunc, backfunc, reference, mask);
AFTER_GL_CALL;
}
void fStencilMask(GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMask(mask);
AFTER_GL_CALL;
}
void fStencilMaskSeparate(GLenum face, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMaskSeparate(face, mask);
AFTER_GL_CALL;
}
void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
BEFORE_GL_CALL;
mSymbols.fStencilOp(fail, zfail, zpass);
AFTER_GL_CALL;
}
void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass) {
BEFORE_GL_CALL;
mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
AFTER_GL_CALL;
}
void fTexGeni(GLenum coord, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexGeni(coord, pname, param);
AFTER_GL_CALL;
}
void fTexGenf(GLenum coord, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexGenf(coord, pname, param);
AFTER_GL_CALL;
}
void fTexGenfv(GLenum coord, GLenum pname, const GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fTexGenfv(coord, pname, params);
AFTER_GL_CALL;
}
private:
void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fTexImage2D(target, level, internalformat, width, height, border,
format, type, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
public:
void fTexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const GLvoid* pixels);
void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height,
format, type, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fUniform1f(GLint location, GLfloat v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1f(location, v0);
AFTER_GL_CALL;
}
void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform1i(GLint location, GLint v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1i(location, v0);
AFTER_GL_CALL;
}
void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2f(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2i(GLint location, GLint v0, GLint v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2i(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3f(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3i(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4f(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4i(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4iv(location, count, value);
AFTER_GL_CALL;
}
void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose,
const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix2x3fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix2x3fv);
mSymbols.fUniformMatrix2x3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix2x4fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix2x4fv);
mSymbols.fUniformMatrix2x4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose,
const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3x2fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix3x2fv);
mSymbols.fUniformMatrix3x2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3x4fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix3x4fv);
mSymbols.fUniformMatrix3x4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose,
const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4x2fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix4x2fv);
mSymbols.fUniformMatrix4x2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4x3fv(GLint location, GLsizei count,
realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix4x3fv);
mSymbols.fUniformMatrix4x3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUseProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fUseProgram(program);
AFTER_GL_CALL;
}
void fValidateProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fValidateProgram(program);
AFTER_GL_CALL;
}
void fVertexAttribPointer(GLuint index, GLint size, GLenum type,
realGLboolean normalized, GLsizei stride,
const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexAttribPointer(index, size, type, normalized, stride,
pointer);
AFTER_GL_CALL;
}
void fVertexAttrib1f(GLuint index, GLfloat x) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1f(index, x);
AFTER_GL_CALL;
}
void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2f(index, x, y);
AFTER_GL_CALL;
}
void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3f(index, x, y, z);
AFTER_GL_CALL;
}
void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z,
GLfloat w) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4f(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4fv(index, v);
AFTER_GL_CALL;
}
void fVertexPointer(GLint size, GLenum type, GLsizei stride,
const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexPointer(size, type, stride, pointer);
AFTER_GL_CALL;
}
void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
if (mViewportRect[0] == x && mViewportRect[1] == y &&
mViewportRect[2] == width && mViewportRect[3] == height) {
return;
}
mViewportRect[0] = x;
mViewportRect[1] = y;
mViewportRect[2] = width;
mViewportRect[3] = height;
BEFORE_GL_CALL;
mSymbols.fViewport(x, y, width, height);
AFTER_GL_CALL;
}
void fCompileShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fCompileShader(shader);
AFTER_GL_CALL;
}
private:
friend class SharedSurface_IOSurface;
void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border) {
BEFORE_GL_CALL;
mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height,
border);
AFTER_GL_CALL;
}
void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
height);
AFTER_GL_CALL;
}
public:
void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetShaderiv(shader, pname, param);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length,
GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
OnSyncCall();
AFTER_GL_CALL;
}
private:
void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range,
precision);
OnSyncCall();
AFTER_GL_CALL;
}
public:
void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision) {
if (IsGLES()) {
raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range,
precision);
} else {
// Fall back to automatic values because almost all desktop hardware
// supports the OpenGL standard precisions.
GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range,
precision);
}
}
void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length,
GLchar* source) {
BEFORE_GL_CALL;
mSymbols.fGetShaderSource(obj, maxLength, length, source);
OnSyncCall();
AFTER_GL_CALL;
}
void fShaderSource(GLuint shader, GLsizei count, const GLchar* const* strings,
const GLint* lengths) {
BEFORE_GL_CALL;
mSymbols.fShaderSource(shader, count, strings, lengths);
AFTER_GL_CALL;
}
private:
mutable GLuint mCachedDrawFb = 0;
mutable GLuint mCachedReadFb = 0;
public:
bool mElideDuplicateBindFramebuffers = false;
void fBindFramebuffer(const GLenum target, const GLuint fb) const {
if (mElideDuplicateBindFramebuffers) {
MOZ_ASSERT(mCachedDrawFb ==
GetIntAs<GLuint>(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING));
MOZ_ASSERT(mCachedReadFb ==
GetIntAs<GLuint>(LOCAL_GL_READ_FRAMEBUFFER_BINDING));
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
if (mCachedDrawFb == fb && mCachedReadFb == fb) return;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
if (mCachedDrawFb == fb) return;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
if (mCachedReadFb == fb) return;
break;
}
}
BEFORE_GL_CALL;
mSymbols.fBindFramebuffer(target, fb);
AFTER_GL_CALL;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
mCachedDrawFb = fb;
mCachedReadFb = fb;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
mCachedDrawFb = fb;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
mCachedReadFb = fb;
break;
}
}
void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fBindRenderbuffer(target, renderbuffer);
AFTER_GL_CALL;
}
GLenum fCheckFramebufferStatus(GLenum target) {
GLenum retval = 0;
BEFORE_GL_CALL;
retval = mSymbols.fCheckFramebufferStatus(target);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint,
GLenum renderbufferTarget,
GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fFramebufferRenderbuffer(target, attachmentPoint,
renderbufferTarget, renderbuffer);
AFTER_GL_CALL;
}
void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint,
GLenum textureTarget, GLuint texture,
GLint level) {
BEFORE_GL_CALL;
mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget,
texture, level);
AFTER_GL_CALL;
if (mNeedsCheckAfterAttachTextureToFb) {
fCheckFramebufferStatus(target);
}
}
void fFramebufferTextureLayer(GLenum target, GLenum attachment,
GLuint texture, GLint level, GLint layer) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFramebufferTextureLayer);
mSymbols.fFramebufferTextureLayer(target, attachment, texture, level,
layer);
AFTER_GL_CALL;
}
void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment,
GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname,
value);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetRenderbufferParameteriv(target, pname, value);
OnSyncCall();
AFTER_GL_CALL;
}
realGLboolean fIsFramebuffer(GLuint framebuffer) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsFramebuffer(framebuffer);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
public:
realGLboolean fIsRenderbuffer(GLuint renderbuffer) {
realGLboolean retval = false;
BEFORE_GL_CALL;
retval = mSymbols.fIsRenderbuffer(renderbuffer);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width,
GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
AFTER_GL_CALL;
}
private:
void raw_fDepthRange(GLclampf a, GLclampf b) {
MOZ_ASSERT(!IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRange);
mSymbols.fDepthRange(a, b);
AFTER_GL_CALL;
}
void raw_fDepthRangef(GLclampf a, GLclampf b) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRangef);
mSymbols.fDepthRangef(a, b);
AFTER_GL_CALL;
}
void raw_fClearDepth(GLclampf v) {
MOZ_ASSERT(!IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepth);
mSymbols.fClearDepth(v);
AFTER_GL_CALL;
}
void raw_fClearDepthf(GLclampf v) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepthf);
mSymbols.fClearDepthf(v);
AFTER_GL_CALL;
}
public:
void fDepthRange(GLclampf a, GLclampf b) {
if (IsGLES()) {
raw_fDepthRangef(a, b);
} else {
raw_fDepthRange(a, b);
}
}
void fClearDepth(GLclampf v) {
if (IsGLES()) {
raw_fClearDepthf(v);
} else {
raw_fClearDepth(v);
}
}
void* fMapBuffer(GLenum target, GLenum access) {
void* ret = nullptr;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fMapBuffer);
ret = mSymbols.fMapBuffer(target, access);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
realGLboolean fUnmapBuffer(GLenum target) {
realGLboolean ret = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUnmapBuffer);
ret = mSymbols.fUnmapBuffer(target);
AFTER_GL_CALL;
return ret;
}
private:
GLuint raw_fCreateProgram() {
GLuint ret = 0;
BEFORE_GL_CALL;
ret = mSymbols.fCreateProgram();
AFTER_GL_CALL;
return ret;
}
GLuint raw_fCreateShader(GLenum t) {
GLuint ret = 0;
BEFORE_GL_CALL;
ret = mSymbols.fCreateShader(t);
AFTER_GL_CALL;
return ret;
}
void raw_fGenBuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenBuffers(n, names);
OnSyncCall();
AFTER_GL_CALL;
}
void raw_fGenFramebuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenFramebuffers(n, names);
OnSyncCall();
AFTER_GL_CALL;
}
void raw_fGenRenderbuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenRenderbuffers(n, names);
OnSyncCall();
AFTER_GL_CALL;
}
void raw_fGenTextures(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenTextures(n, names);
OnSyncCall();
AFTER_GL_CALL;
}
public:
GLuint fCreateProgram() {
GLuint ret = raw_fCreateProgram();
TRACKING_CONTEXT(CreatedProgram(this, ret));
return ret;
}
GLuint fCreateShader(GLenum t) {
GLuint ret = raw_fCreateShader(t);
TRACKING_CONTEXT(CreatedShader(this, ret));
return ret;
}
void fGenBuffers(GLsizei n, GLuint* names) {
raw_fGenBuffers(n, names);
TRACKING_CONTEXT(CreatedBuffers(this, n, names));
}
void fGenFramebuffers(GLsizei n, GLuint* names) {
raw_fGenFramebuffers(n, names);
TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
}
void fGenRenderbuffers(GLsizei n, GLuint* names) {
raw_fGenRenderbuffers(n, names);
TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
}
void fGenTextures(GLsizei n, GLuint* names) {
raw_fGenTextures(n, names);
TRACKING_CONTEXT(CreatedTextures(this, n, names));
}
private:
void raw_fDeleteProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fDeleteProgram(program);
AFTER_GL_CALL;
}
void raw_fDeleteShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDeleteShader(shader);
AFTER_GL_CALL;
}
void raw_fDeleteBuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteBuffers(n, names);
AFTER_GL_CALL;
}
void raw_fDeleteFramebuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteFramebuffers(n, names);
AFTER_GL_CALL;
for (const auto i : IntegerRange(n)) {
const auto fb = names[i];
if (mCachedDrawFb == fb) {
mCachedDrawFb = 0;
}
if (mCachedReadFb == fb) {
mCachedReadFb = 0;
}
}
}
void raw_fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteRenderbuffers(n, names);
AFTER_GL_CALL;
}
void raw_fDeleteTextures(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteTextures(n, names);
AFTER_GL_CALL;
}
public:
void fDeleteProgram(GLuint program) {
raw_fDeleteProgram(program);
TRACKING_CONTEXT(DeletedProgram(this, program));
}
void fDeleteShader(GLuint shader) {
raw_fDeleteShader(shader);
TRACKING_CONTEXT(DeletedShader(this, shader));
}
void fDeleteBuffers(GLsizei n, const GLuint* names) {
raw_fDeleteBuffers(n, names);
TRACKING_CONTEXT(DeletedBuffers(this, n, names));
}
void fDeleteFramebuffers(GLsizei n, const GLuint* names);
void fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
raw_fDeleteRenderbuffers(n, names);
TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
}
void fDeleteTextures(GLsizei n, const GLuint* names) {
#ifdef XP_MACOSX
// On the Mac the call to fDeleteTextures() triggers a flush. But it
// happens at the wrong time, which can lead to crashes. To work around
// this we call fFlush() explicitly ourselves, before the call to
// fDeleteTextures(). This fixes bug 1666293.
fFlush();
#endif
raw_fDeleteTextures(n, names);
TRACKING_CONTEXT(DeletedTextures(this, n, names));
}
// -----------------------------------------------------------------------------
// Extension ARB_sync (GL)
public:
GLsync fFenceSync(GLenum condition, GLbitfield flags) {
GLsync ret = 0;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFenceSync);
ret = mSymbols.fFenceSync(condition, flags);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
realGLboolean fIsSync(GLsync sync) {
realGLboolean ret = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsSync);
ret = mSymbols.fIsSync(sync);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
void fDeleteSync(GLsync sync) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteSync);
mSymbols.fDeleteSync(sync);
AFTER_GL_CALL;
}
GLenum fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
GLenum ret = 0;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClientWaitSync);
ret = mSymbols.fClientWaitSync(sync, flags, timeout);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
void fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fWaitSync);
mSymbols.fWaitSync(sync, flags, timeout);
AFTER_GL_CALL;
}
void fGetInteger64v(GLenum pname, GLint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetInteger64v);
mSymbols.fGetInteger64v(pname, params);
AFTER_GL_CALL;
}
void fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length,
GLint* values) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSynciv);
mSymbols.fGetSynciv(sync, pname, bufSize, length, values);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Extension OES_EGL_image (GLES)
public:
void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D);
mSymbols.fEGLImageTargetTexture2D(target, image);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage);
mSymbols.fEGLImageTargetRenderbufferStorage(target, image);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_bind_buffer_offset
public:
void fBindBufferOffset(GLenum target, GLuint index, GLuint buffer,
GLintptr offset) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferOffset);
mSymbols.fBindBufferOffset(target, index, buffer, offset);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_buffers
public:
void fDrawBuffers(GLsizei n, const GLenum* bufs) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawBuffers);
mSymbols.fDrawBuffers(n, bufs);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_instanced
public:
void fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
GLsizei primcount) {
BeforeGLDrawCall();
raw_fDrawArraysInstanced(mode, first, count, primcount);
AfterGLDrawCall();
}
void fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
const GLvoid* indices, GLsizei primcount) {
BeforeGLDrawCall();
raw_fDrawElementsInstanced(mode, count, type, indices, primcount);
AfterGLDrawCall();
}
private:
void raw_fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
GLsizei primcount) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawArraysInstanced);
mSymbols.fDrawArraysInstanced(mode, first, count, primcount);
AFTER_GL_CALL;
}
void raw_fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
const GLvoid* indices, GLsizei primcount) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawElementsInstanced);
mSymbols.fDrawElementsInstanced(mode, count, type, indices, primcount);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_blit
public:
// Draw/Read
void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) {
BeforeGLDrawCall();
BeforeGLReadCall();
raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
mask, filter);
AfterGLReadCall();
AfterGLDrawCall();
}
private:
void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBlitFramebuffer);
mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1,
dstY1, mask, filter);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_multisample
public:
void fRenderbufferStorageMultisample(GLenum target, GLsizei samples,
GLenum internalFormat, GLsizei width,
GLsizei height) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample);
mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat,
width, height);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// GL 3.0, GL ES 3.0 & EXT_gpu_shader4
public:
void fGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) {
ASSERT_SYMBOL_PRESENT(fGetVertexAttribIiv);
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribIiv(index, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) {
ASSERT_SYMBOL_PRESENT(fGetVertexAttribIuiv);
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribIuiv(index, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4i);
mSymbols.fVertexAttribI4i(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttribI4iv(GLuint index, const GLint* v) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4iv);
mSymbols.fVertexAttribI4iv(index, v);
AFTER_GL_CALL;
}
void fVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4ui);
mSymbols.fVertexAttribI4ui(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttribI4uiv(GLuint index, const GLuint* v) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4uiv);
mSymbols.fVertexAttribI4uiv(index, v);
AFTER_GL_CALL;
}
void fVertexAttribIPointer(GLuint index, GLint size, GLenum type,
GLsizei stride, const GLvoid* offset) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribIPointer);
mSymbols.fVertexAttribIPointer(index, size, type, stride, offset);
AFTER_GL_CALL;
}
void fUniform1ui(GLint location, GLuint v0) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform1ui);
mSymbols.fUniform1ui(location, v0);
AFTER_GL_CALL;
}
void fUniform2ui(GLint location, GLuint v0, GLuint v1) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform2ui);
mSymbols.fUniform2ui(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform3ui);
mSymbols.fUniform3ui(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform4ui);
mSymbols.fUniform4ui(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform1uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform1uiv);
mSymbols.fUniform1uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform2uiv);
mSymbols.fUniform2uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform3uiv);
mSymbols.fUniform3uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform4uiv);
mSymbols.fUniform4uiv(location, count, value);
AFTER_GL_CALL;
}
GLint fGetFragDataLocation(GLuint program, const GLchar* name) {
GLint result = 0;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetFragDataLocation);
result = mSymbols.fGetFragDataLocation(program, name);
OnSyncCall();
AFTER_GL_CALL;
return result;
}
// -----------------------------------------------------------------------------
// Package XXX_instanced_arrays
public:
void fVertexAttribDivisor(GLuint index, GLuint divisor) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribDivisor);
mSymbols.fVertexAttribDivisor(index, divisor);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Feature internalformat_query
public:
void fGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
GLsizei bufSize, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetInternalformativ);
mSymbols.fGetInternalformativ(target, internalformat, pname, bufSize,
params);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_query_counter
/**
* XXX_query_counter:
* - depends on XXX_query_objects
* - provide all followed entry points
* - provide GL_TIMESTAMP
*/
public:
void fQueryCounter(GLuint id, GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fQueryCounter);
mSymbols.fQueryCounter(id, target);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_query_objects
/**
* XXX_query_objects:
* - provide all followed entry points
*
* XXX_occlusion_query2:
* - depends on XXX_query_objects
* - provide ANY_SAMPLES_PASSED
*
* XXX_occlusion_query_boolean:
* - depends on XXX_occlusion_query2
* - provide ANY_SAMPLES_PASSED_CONSERVATIVE
*/
public:
void fDeleteQueries(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteQueries);
mSymbols.fDeleteQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedQueries(this, n, names));
}
void fGenQueries(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenQueries);
mSymbols.fGenQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedQueries(this, n, names));
}
void fGetQueryiv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryiv);
mSymbols.fGetQueryiv(target, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectuiv);
mSymbols.fGetQueryObjectuiv(id, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
realGLboolean fIsQuery(GLuint query) {
realGLboolean retval = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsQuery);
retval = mSymbols.fIsQuery(query);
OnSyncCall();
AFTER_GL_CALL;
return retval;
}
// -----------------------------------------------------------------------------
// Package XXX_get_query_object_i64v
/**
* XXX_get_query_object_i64v:
* - depends on XXX_query_objects
* - provide the followed entry point
*/
public:
void fGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjecti64v);
mSymbols.fGetQueryObjecti64v(id, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectui64v);
mSymbols.fGetQueryObjectui64v(id, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_get_query_object_iv
/**
* XXX_get_query_object_iv:
* - depends on XXX_query_objects
* - provide the followed entry point
*
* XXX_occlusion_query:
* - depends on XXX_get_query_object_iv
* - provide LOCAL_GL_SAMPLES_PASSED
*/
public:
void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectiv);
mSymbols.fGetQueryObjectiv(id, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// GL 4.0, GL ES 3.0, ARB_transform_feedback2, NV_transform_feedback2
public:
void fBindBufferBase(GLenum target, GLuint index, GLuint buffer) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferBase);
mSymbols.fBindBufferBase(target, index, buffer);
AFTER_GL_CALL;
}
void fBindBufferRange(GLenum target, GLuint index, GLuint buffer,
GLintptr offset, GLsizeiptr size) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferRange);
mSymbols.fBindBufferRange(target, index, buffer, offset, size);
AFTER_GL_CALL;
}
void fGenTransformFeedbacks(GLsizei n, GLuint* ids) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenTransformFeedbacks);
mSymbols.fGenTransformFeedbacks(n, ids);
OnSyncCall();
AFTER_GL_CALL;
}
void fDeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteTransformFeedbacks);
mSymbols.fDeleteTransformFeedbacks(n, ids);
AFTER_GL_CALL;
}
realGLboolean fIsTransformFeedback(GLuint id) {
realGLboolean result = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsTransformFeedback);
result = mSymbols.fIsTransformFeedback(id);
OnSyncCall();
AFTER_GL_CALL;
return result;
}
void fBindTransformFeedback(GLenum target, GLuint id) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindTransformFeedback);
mSymbols.fBindTransformFeedback(target, id);
AFTER_GL_CALL;
}
void fBeginTransformFeedback(GLenum primitiveMode) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginTransformFeedback);
mSymbols.fBeginTransformFeedback(primitiveMode);
AFTER_GL_CALL;
}
void fEndTransformFeedback() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndTransformFeedback);
mSymbols.fEndTransformFeedback();
AFTER_GL_CALL;
}
void fTransformFeedbackVaryings(GLuint program, GLsizei count,
const GLchar* const* varyings,
GLenum bufferMode) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTransformFeedbackVaryings);
mSymbols.fTransformFeedbackVaryings(program, count, varyings, bufferMode);
AFTER_GL_CALL;
}
void fGetTransformFeedbackVarying(GLuint program, GLuint index,
GLsizei bufSize, GLsizei* length,
GLsizei* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTransformFeedbackVarying);
mSymbols.fGetTransformFeedbackVarying(program, index, bufSize, length, size,
type, name);
OnSyncCall();
AFTER_GL_CALL;
}
void fPauseTransformFeedback() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPauseTransformFeedback);
mSymbols.fPauseTransformFeedback();
AFTER_GL_CALL;
}
void fResumeTransformFeedback() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fResumeTransformFeedback);
mSymbols.fResumeTransformFeedback();
AFTER_GL_CALL;
}
void fGetIntegeri_v(GLenum param, GLuint index, GLint* values) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetIntegeri_v);
mSymbols.fGetIntegeri_v(param, index, values);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
ASSERT_SYMBOL_PRESENT(fGetInteger64i_v);
BEFORE_GL_CALL;
mSymbols.fGetInteger64i_v(target, index, data);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_vertex_array_object
public:
void fBindVertexArray(GLuint array) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindVertexArray);
mSymbols.fBindVertexArray(array);
AFTER_GL_CALL;
}
void fDeleteVertexArrays(GLsizei n, const GLuint* arrays) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays);
mSymbols.fDeleteVertexArrays(n, arrays);
AFTER_GL_CALL;
}
void fGenVertexArrays(GLsizei n, GLuint* arrays) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenVertexArrays);
mSymbols.fGenVertexArrays(n, arrays);
AFTER_GL_CALL;
}
realGLboolean fIsVertexArray(GLuint array) {
realGLboolean ret = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsVertexArray);
ret = mSymbols.fIsVertexArray(array);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// Extension NV_fence
public:
void fGenFences(GLsizei n, GLuint* fences) {
ASSERT_SYMBOL_PRESENT(fGenFences);
BEFORE_GL_CALL;
mSymbols.fGenFences(n, fences);
AFTER_GL_CALL;
}
void fDeleteFences(GLsizei n, const GLuint* fences) {
ASSERT_SYMBOL_PRESENT(fDeleteFences);
BEFORE_GL_CALL;
mSymbols.fDeleteFences(n, fences);
AFTER_GL_CALL;
}
void fSetFence(GLuint fence, GLenum condition) {
ASSERT_SYMBOL_PRESENT(fSetFence);
BEFORE_GL_CALL;
mSymbols.fSetFence(fence, condition);
AFTER_GL_CALL;
}
realGLboolean fTestFence(GLuint fence) {
realGLboolean ret = false;
ASSERT_SYMBOL_PRESENT(fTestFence);
BEFORE_GL_CALL;
ret = mSymbols.fTestFence(fence);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
void fFinishFence(GLuint fence) {
ASSERT_SYMBOL_PRESENT(fFinishFence);
BEFORE_GL_CALL;
mSymbols.fFinishFence(fence);
OnSyncCall();
AFTER_GL_CALL;
}
realGLboolean fIsFence(GLuint fence) {
realGLboolean ret = false;
ASSERT_SYMBOL_PRESENT(fIsFence);
BEFORE_GL_CALL;
ret = mSymbols.fIsFence(fence);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
void fGetFenceiv(GLuint fence, GLenum pname, GLint* params) {
ASSERT_SYMBOL_PRESENT(fGetFenceiv);
BEFORE_GL_CALL;
mSymbols.fGetFenceiv(fence, pname, params);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Extension NV_texture_barrier
public:
void fTextureBarrier() {
ASSERT_SYMBOL_PRESENT(fTextureBarrier);
BEFORE_GL_CALL;
mSymbols.fTextureBarrier();
AFTER_GL_CALL;
}
// Core GL & Extension ARB_copy_buffer
public:
void fCopyBufferSubData(GLenum readtarget, GLenum writetarget,
GLintptr readoffset, GLintptr writeoffset,
GLsizeiptr size) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCopyBufferSubData);
mSymbols.fCopyBufferSubData(readtarget, writetarget, readoffset,
writeoffset, size);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_map_buffer_range
public:
void* fMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
GLbitfield access) {
void* data = nullptr;
ASSERT_SYMBOL_PRESENT(fMapBufferRange);
BEFORE_GL_CALL;
data = mSymbols.fMapBufferRange(target, offset, length, access);
OnSyncCall();
AFTER_GL_CALL;
return data;
}
void fFlushMappedBufferRange(GLenum target, GLintptr offset,
GLsizeiptr length) {
ASSERT_SYMBOL_PRESENT(fFlushMappedBufferRange);
BEFORE_GL_CALL;
mSymbols.fFlushMappedBufferRange(target, offset, length);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_sampler_objects
public:
void fGenSamplers(GLsizei count, GLuint* samplers) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenSamplers);
mSymbols.fGenSamplers(count, samplers);
AFTER_GL_CALL;
}
void fDeleteSamplers(GLsizei count, const GLuint* samplers) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteSamplers);
mSymbols.fDeleteSamplers(count, samplers);
AFTER_GL_CALL;
}
realGLboolean fIsSampler(GLuint sampler) {
realGLboolean result = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsSampler);
result = mSymbols.fIsSampler(sampler);
OnSyncCall();
AFTER_GL_CALL;
return result;
}
void fBindSampler(GLuint unit, GLuint sampler) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindSampler);
mSymbols.fBindSampler(unit, sampler);
AFTER_GL_CALL;
}
void fSamplerParameteri(GLuint sampler, GLenum pname, GLint param) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameteri);
mSymbols.fSamplerParameteri(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameteriv);
mSymbols.fSamplerParameteriv(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameterf);
mSymbols.fSamplerParameterf(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameterfv);
mSymbols.fSamplerParameterfv(sampler, pname, param);
AFTER_GL_CALL;
}
void fGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSamplerParameteriv);
mSymbols.fGetSamplerParameteriv(sampler, pname, params);
AFTER_GL_CALL;
}
void fGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSamplerParameterfv);
mSymbols.fGetSamplerParameterfv(sampler, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_uniform_buffer_object
public:
void fGetUniformIndices(GLuint program, GLsizei uniformCount,
const GLchar* const* uniformNames,
GLuint* uniformIndices) {
ASSERT_SYMBOL_PRESENT(fGetUniformIndices);
BEFORE_GL_CALL;
mSymbols.fGetUniformIndices(program, uniformCount, uniformNames,
uniformIndices);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
const GLuint* uniformIndices, GLenum pname,
GLint* params) {
ASSERT_SYMBOL_PRESENT(fGetActiveUniformsiv);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformsiv(program, uniformCount, uniformIndices, pname,
params);
OnSyncCall();
AFTER_GL_CALL;
}
GLuint fGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
GLuint result = 0;
ASSERT_SYMBOL_PRESENT(fGetUniformBlockIndex);
BEFORE_GL_CALL;
result = mSymbols.fGetUniformBlockIndex(program, uniformBlockName);
OnSyncCall();
AFTER_GL_CALL;
return result;
}
void fGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
GLenum pname, GLint* params) {
ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockiv);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformBlockiv(program, uniformBlockIndex, pname,
params);
OnSyncCall();
AFTER_GL_CALL;
}
void fGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex,
GLsizei bufSize, GLsizei* length,
GLchar* uniformBlockName) {
ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockName);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformBlockName(program, uniformBlockIndex, bufSize,
length, uniformBlockName);
OnSyncCall();
AFTER_GL_CALL;
}
void fUniformBlockBinding(GLuint program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding) {
ASSERT_SYMBOL_PRESENT(fUniformBlockBinding);
BEFORE_GL_CALL;
mSymbols.fUniformBlockBinding(program, uniformBlockIndex,
uniformBlockBinding);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL 4.2, GL ES 3.0 & Extension ARB_texture_storage/EXT_texture_storage
void fTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexStorage2D);
mSymbols.fTexStorage2D(target, levels, internalformat, width, height);
OnSyncCall();
AFTER_GL_CALL;
}
void fTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexStorage3D);
mSymbols.fTexStorage3D(target, levels, internalformat, width, height,
depth);
OnSyncCall();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// 3D Textures
void fTexImage3D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLsizei depth, GLint border,
GLenum format, GLenum type, const GLvoid* data) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexImage3D);
mSymbols.fTexImage3D(target, level, internalFormat, width, height, depth,
border, format, type, data);
OnSyncCall();
AFTER_GL_CALL;
}
void fTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum format, GLenum type,
const GLvoid* pixels) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexSubImage3D);
mSymbols.fTexSubImage3D(target, level, xoffset, yoffset, zoffset, width,
height, depth, format, type, pixels);
OnSyncCall();
AFTER_GL_CALL;
}
void fCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x, GLint y,
GLsizei width, GLsizei height) {
BeforeGLReadCall();
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCopyTexSubImage3D);
mSymbols.fCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y,
width, height);
AFTER_GL_CALL;
AfterGLReadCall();
}
void fCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLsizei imageSize,
const GLvoid* data) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCompressedTexImage3D);
mSymbols.fCompressedTexImage3D(target, level, internalformat, width, height,
depth, border, imageSize, data);
AFTER_GL_CALL;
}
void fCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format,
GLsizei imageSize, const GLvoid* data) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCompressedTexSubImage3D);
mSymbols.fCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset,
width, height, depth, format, imageSize,
data);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// GL3+, ES3+
const GLubyte* fGetStringi(GLenum name, GLuint index) {
const GLubyte* ret = nullptr;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetStringi);
ret = mSymbols.fGetStringi(name, index);
OnSyncCall();
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// APPLE_framebuffer_multisample
void fResolveMultisampleFramebufferAPPLE() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fResolveMultisampleFramebufferAPPLE);
mSymbols.fResolveMultisampleFramebufferAPPLE();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// APPLE_fence
void fFinishObjectAPPLE(GLenum object, GLint name) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFinishObjectAPPLE);
mSymbols.fFinishObjectAPPLE(object, name);
AFTER_GL_CALL;
}
realGLboolean fTestObjectAPPLE(GLenum object, GLint name) {
realGLboolean ret = false;
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTestObjectAPPLE);
ret = mSymbols.fTestObjectAPPLE(object, name);
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// prim_restart
void fPrimitiveRestartIndex(GLuint index) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPrimitiveRestartIndex);
mSymbols.fPrimitiveRestartIndex(index);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// multiview
void fFramebufferTextureMultiview(GLenum target, GLenum attachment,
GLuint texture, GLint level,
GLint baseViewIndex,
GLsizei numViews) const {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFramebufferTextureMultiview);
mSymbols.fFramebufferTextureMultiview(target, attachment, texture, level,
baseViewIndex, numViews);
AFTER_GL_CALL;
}
// -
// draw_buffers_indexed
void fBlendEquationSeparatei(GLuint i, GLenum modeRGB,
GLenum modeAlpha) const {
BEFORE_GL_CALL;
mSymbols.fBlendEquationSeparatei(i, modeRGB, modeAlpha);
AFTER_GL_CALL;
}
void fBlendFuncSeparatei(GLuint i, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorAlpha, GLenum dfactorAlpha) const {
BEFORE_GL_CALL;
mSymbols.fBlendFuncSeparatei(i, sfactorRGB, dfactorRGB, sfactorAlpha,
dfactorAlpha);
AFTER_GL_CALL;
}
void fColorMaski(GLuint i, realGLboolean red, realGLboolean green,
realGLboolean blue, realGLboolean alpha) const {
BEFORE_GL_CALL;
mSymbols.fColorMaski(i, red, green, blue, alpha);
AFTER_GL_CALL;
}
void fDisablei(GLenum capability, GLuint i) const {
BEFORE_GL_CALL;
mSymbols.fDisablei(capability, i);
AFTER_GL_CALL;
}
void fEnablei(GLenum capability, GLuint i) const {
BEFORE_GL_CALL;
mSymbols.fEnablei(capability, i);
AFTER_GL_CALL;
}
#undef BEFORE_GL_CALL
#undef AFTER_GL_CALL
#undef ASSERT_SYMBOL_PRESENT
// #undef TRACKING_CONTEXT // Needed in GLContext.cpp
#undef ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL
// -----------------------------------------------------------------------------
// Constructor
protected:
explicit GLContext(const GLContextDesc&, GLContext* sharedContext = nullptr,
bool canUseTLSIsCurrent = false);
// -----------------------------------------------------------------------------
// Destructor
public:
virtual ~GLContext();
// Mark this context as destroyed. This will nullptr out all
// the GL function pointers!
void MarkDestroyed();
protected:
virtual void OnMarkDestroyed() {}
// -----------------------------------------------------------------------------
// Everything that isn't standard GL APIs
protected:
typedef gfx::SurfaceFormat SurfaceFormat;
public:
virtual void ReleaseSurface() {}
bool IsDestroyed() const {
// MarkDestroyed will mark all these as null.
return mContextLost && mSymbols.fUseProgram == nullptr;
}
GLContext* GetSharedContext() { return mSharedContext; }
/**
* Returns true if the thread on which this context was created is the
* currently executing thread.
*/
bool IsValidOwningThread() const;
static void PlatformStartup();
public:
/**
* If this context wraps a double-buffered target, swap the back
* and front buffers. It should be assumed that after a swap, the
* contents of the new back buffer are undefined.
*/
virtual bool SwapBuffers() { return false; }
/**
* Stores a damage region (in origin bottom left coordinates), which
* makes the next SwapBuffers call do eglSwapBuffersWithDamage if supported.
*
* Note that even if only part of the context is damaged, the entire buffer
* needs to be filled with up-to-date contents. This region is only a hint
* telling the system compositor which parts of the buffer were updated.
*/
virtual void SetDamage(const nsIntRegion& aDamageRegion) {}
/**
* Get the buffer age. If it returns 0, that indicates the buffer state is
* unknown and the entire frame should be redrawn.
*/
virtual GLint GetBufferAge() const { return 0; }
/**
* Defines a two-dimensional texture image for context target surface
*/
virtual bool BindTexImage() { return false; }
/*
* Releases a color buffer that is being used as a texture
*/
virtual bool ReleaseTexImage() { return false; }
virtual Maybe<SymbolLoader> GetSymbolLoader() const = 0;
void BindFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
MOZ_GL_ASSERT(this, !fb || fIsFramebuffer(fb));
}
void BindDrawFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb);
}
void BindReadFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb);
}
GLuint GetDrawFB() const {
return GetIntAs<GLuint>(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT);
}
GLuint GetReadFB() const {
auto bindEnum = LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT;
if (!IsSupported(GLFeature::split_framebuffer)) {
bindEnum = LOCAL_GL_FRAMEBUFFER_BINDING;
}
return GetIntAs<GLuint>(bindEnum);
}
GLuint GetFB() const {
const auto ret = GetDrawFB();
MOZ_ASSERT(ret == GetReadFB());
return ret;
}
private:
void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision) {
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
// Assume IEEE 754 precision
range[0] = 127;
range[1] = 127;
*precision = 23;
break;
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
// Some (most) hardware only supports single-precision floating-point
// numbers, which can accurately represent integers up to +/-16777216
range[0] = 24;
range[1] = 24;
*precision = 0;
break;
}
}
public:
virtual GLenum GetPreferredARGB32Format() const { return LOCAL_GL_RGBA; }
virtual GLenum GetPreferredEGLImageTextureTarget() const {
#ifdef MOZ_WAYLAND
return LOCAL_GL_TEXTURE_2D;
#else
return IsExtensionSupported(OES_EGL_image_external)
? LOCAL_GL_TEXTURE_EXTERNAL
: LOCAL_GL_TEXTURE_2D;
#endif
}
virtual bool RenewSurface(widget::CompositorWidget* aWidget) { return false; }
// Shared code for GL extensions and GLX extensions.
static bool ListHasExtension(const GLubyte* extensions,
const char* extension);
public:
enum {
DebugFlagEnabled = 1 << 0,
DebugFlagTrace = 1 << 1,
DebugFlagAbortOnError = 1 << 2
};
const uint8_t mDebugFlags;
static uint8_t ChooseDebugFlags(CreateContextFlags createFlags);
protected:
RefPtr<GLContext> mSharedContext;
public:
// The thread id which this context was created.
Maybe<PlatformThreadId> mOwningThreadId;
protected:
GLContextSymbols mSymbols = {};
UniquePtr<GLBlitHelper> mBlitHelper;
UniquePtr<GLReadTexImageHelper> mReadTexImageHelper;
public:
GLBlitHelper* BlitHelper();
GLReadTexImageHelper* ReadTexImageHelper();
// Assumes shares are created by all sharing with the same global context.
bool SharesWith(const GLContext* other) const {
MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext);
MOZ_ASSERT(!other->mSharedContext ||
!other->mSharedContext->mSharedContext);
MOZ_ASSERT(!this->mSharedContext || !other->mSharedContext ||
this->mSharedContext == other->mSharedContext);
const GLContext* thisShared =
this->mSharedContext ? this->mSharedContext : this;
const GLContext* otherShared =
other->mSharedContext ? other->mSharedContext : other;
return thisShared == otherShared;
}
bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr);
// Does not check completeness.
void AttachBuffersToFB(GLuint colorTex, GLuint colorRB, GLuint depthRB,
GLuint stencilRB, GLuint fb,
GLenum target = LOCAL_GL_TEXTURE_2D);
// Passing null is fine if the value you'd get is 0.
bool AssembleOffscreenFBs(const GLuint colorMSRB, const GLuint depthRB,
const GLuint stencilRB, const GLuint texture,
GLuint* drawFB, GLuint* readFB);
protected:
SharedSurface* mLockedSurface = nullptr;
public:
void LockSurface(SharedSurface* surf) { mLockedSurface = surf; }
void UnlockSurface(SharedSurface* surf) {
MOZ_ASSERT(mLockedSurface == surf);
mLockedSurface = nullptr;
}
SharedSurface* GetLockedSurface() const { return mLockedSurface; }
bool IsOffscreen() const { return mDesc.isOffscreen; }
bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; }
bool IsOffscreenSizeAllowed(const gfx::IntSize& aSize) const;
virtual bool Init();
private:
bool InitImpl();
void LoadMoreSymbols(const SymbolLoader& loader);
bool LoadExtSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
GLExtensions ext);
bool LoadFeatureSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
GLFeature feature);
protected:
void InitExtensions();
GLint mViewportRect[4] = {};
GLint mScissorRect[4] = {};
uint32_t mMaxTexOrRbSize = 0;
GLint mMaxTextureSize = 0;
GLint mMaxCubeMapTextureSize = 0;
GLint mMaxRenderbufferSize = 0;
GLint mMaxViewportDims[2] = {};
GLsizei mMaxSamples = 0;
bool mNeedsTextureSizeChecks = false;
bool mNeedsFlushBeforeDeleteFB = false;
bool mTextureAllocCrashesOnMapFailure = false;
bool mNeedsCheckAfterAttachTextureToFb = false;
const bool mWorkAroundDriverBugs;
mutable uint64_t mSyncGLCallCount = 0;
bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width,
GLsizei height) const {
if (mNeedsTextureSizeChecks) {
// some drivers incorrectly handle some large texture sizes that are below
// the max texture size that they report. So we check ourselves against
// our own values (mMax[CubeMap]TextureSize). see bug 737182 for Mac Intel
// 2D textures see bug 684882 for Mac Intel cube map textures see bug
// 814716 for Mesa Nouveau
GLsizei maxSize =
target == LOCAL_GL_TEXTURE_CUBE_MAP ||
(target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
? mMaxCubeMapTextureSize
: mMaxTextureSize;
return width <= maxSize && height <= maxSize;
}
return true;
}
public:
auto MaxSamples() const { return uint32_t(mMaxSamples); }
auto MaxTextureSize() const { return uint32_t(mMaxTextureSize); }
auto MaxRenderbufferSize() const { return uint32_t(mMaxRenderbufferSize); }
auto MaxTexOrRbSize() const { return mMaxTexOrRbSize; }
#ifdef MOZ_GL_DEBUG_BUILD
void CreatedProgram(GLContext* aOrigin, GLuint aName);
void CreatedShader(GLContext* aOrigin, GLuint aName);
void CreatedBuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedQueries(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedTextures(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedFramebuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedRenderbuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void DeletedProgram(GLContext* aOrigin, GLuint aName);
void DeletedShader(GLContext* aOrigin, GLuint aName);
void DeletedBuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedQueries(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedTextures(GLContext* aOrigin, GLsizei aCount,
const GLuint* aNames);
void DeletedFramebuffers(GLContext* aOrigin, GLsizei aCount,
const GLuint* aNames);
void DeletedRenderbuffers(GLContext* aOrigin, GLsizei aCount,
const GLuint* aNames);
void SharedContextDestroyed(GLContext* aChild);
void ReportOutstandingNames();
struct NamedResource {
NamedResource() : origin(nullptr), name(0), originDeleted(false) {}
NamedResource(GLContext* aOrigin, GLuint aName)
: origin(aOrigin), name(aName), originDeleted(false) {}
GLContext* origin;
GLuint name;
bool originDeleted;
// for sorting
bool operator<(const NamedResource& aOther) const {
if (intptr_t(origin) < intptr_t(aOther.origin)) return true;
if (name < aOther.name) return true;
return false;
}
bool operator==(const NamedResource& aOther) const {
return origin == aOther.origin && name == aOther.name &&
originDeleted == aOther.originDeleted;
}
};
nsTArray<NamedResource> mTrackedPrograms;
nsTArray<NamedResource> mTrackedShaders;
nsTArray<NamedResource> mTrackedTextures;
nsTArray<NamedResource> mTrackedFramebuffers;
nsTArray<NamedResource> mTrackedRenderbuffers;
nsTArray<NamedResource> mTrackedBuffers;
nsTArray<NamedResource> mTrackedQueries;
#endif
protected:
bool mHeavyGLCallsSinceLastFlush = false;
public:
void FlushIfHeavyGLCallsSinceLastFlush();
static bool ShouldSpew();
static bool ShouldDumpExts();
// --
void TexParams_SetClampNoMips(GLenum target = LOCAL_GL_TEXTURE_2D) {
fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
}
// --
GLuint CreateFramebuffer() {
GLuint x = 0;
fGenFramebuffers(1, &x);
return x;
}
GLuint CreateRenderbuffer() {
GLuint x = 0;
fGenRenderbuffers(1, &x);
return x;
}
GLuint CreateTexture() {
GLuint x = 0;
fGenTextures(1, &x);
return x;
}
void DeleteFramebuffer(const GLuint x) { fDeleteFramebuffers(1, &x); }
void DeleteRenderbuffer(const GLuint x) { fDeleteRenderbuffers(1, &x); }
void DeleteTexture(const GLuint x) { fDeleteTextures(1, &x); }
};
bool DoesStringMatch(const char* aString, const char* aWantedString);
void SplitByChar(const nsACString& str, const char delim,
std::vector<nsCString>* const out);
template <size_t N>
bool MarkBitfieldByString(const nsACString& str,
const char* const (&markStrList)[N],
std::bitset<N>* const out_markList) {
for (size_t i = 0; i < N; i++) {
if (str.Equals(markStrList[i])) {
(*out_markList)[i] = 1;
return true;
}
}
return false;
}
template <size_t N>
void MarkBitfieldByStrings(const std::vector<nsCString>& strList,
bool dumpStrings,
const char* const (&markStrList)[N],
std::bitset<N>* const out_markList) {
for (auto itr = strList.begin(); itr != strList.end(); ++itr) {
const nsACString& str = *itr;
const bool wasMarked = MarkBitfieldByString(str, markStrList, out_markList);
if (dumpStrings)
printf_stderr(" %s%s\n", str.BeginReading(), wasMarked ? "(*)" : "");
}
}
// -
class Renderbuffer final {
public:
const WeakPtr<GLContext> weakGl;
const GLuint name;
private:
static GLuint Create(GLContext& gl) {
GLuint ret = 0;
gl.fGenRenderbuffers(1, &ret);
return ret;
}
public:
explicit Renderbuffer(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}
~Renderbuffer() {
const RefPtr<GLContext> gl = weakGl.get();
if (!gl || !gl->MakeCurrent()) return;
gl->fDeleteRenderbuffers(1, &name);
}
};
// -
class Texture final {
public:
const WeakPtr<GLContext> weakGl;
const GLuint name;
private:
static GLuint Create(GLContext& gl) {
GLuint ret = 0;
gl.fGenTextures(1, &ret);
return ret;
}
public:
explicit Texture(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}
~Texture() {
const RefPtr<GLContext> gl = weakGl.get();
if (!gl || !gl->MakeCurrent()) return;
gl->fDeleteTextures(1, &name);
}
};
/**
* Helper function that creates a 2D texture aSize.width x aSize.height with
* storage type specified by aFormats. Returns GL texture object id.
*
* See mozilla::gl::CreateTexture.
*/
UniquePtr<Texture> CreateTexture(GLContext&, const gfx::IntSize& size);
/**
* Helper function that calculates the number of bytes required per
* texel for a texture from its format and type.
*/
uint32_t GetBytesPerTexel(GLenum format, GLenum type);
void MesaMemoryLeakWorkaround();
} /* namespace gl */
} /* namespace mozilla */
#endif /* GLCONTEXT_H_ */