gecko-dev/dom/canvas/WebGLContextTextures.cpp

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShaderPrecisionFormat.h"
#include "WebGLTexture.h"
#include "WebGLExtensions.h"
#include "WebGLVertexArray.h"
#include "nsString.h"
#include "nsDebug.h"
#include "nsReadableUtils.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "nsContentUtils.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "gfxUtils.h"
#include "jsfriendapi.h"
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
#include <algorithm>
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
#include "mozilla/DebugOnly.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/EndianUtils.h"
namespace mozilla {
static bool
IsValidTexTarget(WebGLContext* webgl, uint8_t funcDims, GLenum rawTexTarget,
TexTarget* const out)
{
uint8_t targetDims;
switch (rawTexTarget) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP:
targetDims = 2;
break;
case LOCAL_GL_TEXTURE_3D:
case LOCAL_GL_TEXTURE_2D_ARRAY:
if (!webgl->IsWebGL2())
return false;
targetDims = 3;
break;
default:
return false;
}
// Some funcs (like GenerateMipmap) doesn't know the dimension, so don't check it.
if (funcDims && targetDims != funcDims)
return false;
*out = rawTexTarget;
return true;
}
static bool
IsValidTexImageTarget(WebGLContext* webgl, uint8_t funcDims, GLenum rawTexImageTarget,
TexImageTarget* const out)
{
uint8_t targetDims;
switch (rawTexImageTarget) {
case LOCAL_GL_TEXTURE_2D:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
targetDims = 2;
break;
case LOCAL_GL_TEXTURE_3D:
case LOCAL_GL_TEXTURE_2D_ARRAY:
if (!webgl->IsWebGL2())
return false;
targetDims = 3;
break;
default:
return false;
}
if (targetDims != funcDims)
return false;
*out = rawTexImageTarget;
return true;
}
bool
ValidateTexTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexTarget, TexTarget* const out_texTarget,
WebGLTexture** const out_tex)
{
if (webgl->IsContextLost())
return false;
TexTarget texTarget;
if (!IsValidTexTarget(webgl, funcDims, rawTexTarget, &texTarget)) {
webgl->ErrorInvalidEnum("%s: Invalid texTarget.", funcName);
return false;
}
WebGLTexture* tex = webgl->ActiveBoundTextureForTarget(texTarget);
if (!tex) {
webgl->ErrorInvalidOperation("%s: No texture is bound to this target.", funcName);
return false;
}
*out_texTarget = texTarget;
*out_tex = tex;
return true;
}
bool
ValidateTexImageTarget(WebGLContext* webgl, const char* funcName, uint8_t funcDims,
GLenum rawTexImageTarget, TexImageTarget* const out_texImageTarget,
WebGLTexture** const out_tex)
{
if (webgl->IsContextLost())
return false;
TexImageTarget texImageTarget;
if (!IsValidTexImageTarget(webgl, funcDims, rawTexImageTarget, &texImageTarget)) {
webgl->ErrorInvalidEnum("%s: Invalid texImageTarget.", funcName);
return false;
}
WebGLTexture* tex = webgl->ActiveBoundTextureForTexImageTarget(texImageTarget);
if (!tex) {
webgl->ErrorInvalidOperation("%s: No texture is bound to this target.", funcName);
return false;
}
*out_texImageTarget = texImageTarget;
*out_tex = tex;
return true;
}
/*virtual*/ bool
WebGLContext::IsTexParamValid(GLenum pname) const
{
switch (pname) {
case LOCAL_GL_TEXTURE_MIN_FILTER:
case LOCAL_GL_TEXTURE_MAG_FILTER:
case LOCAL_GL_TEXTURE_WRAP_S:
case LOCAL_GL_TEXTURE_WRAP_T:
return true;
case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT:
return IsExtensionEnabled(WebGLExtensionID::EXT_texture_filter_anisotropic);
default:
return false;
}
}
void
WebGLContext::InvalidateResolveCacheForTextureWithTexUnit(const GLuint texUnit)
{
if (mBound2DTextures[texUnit])
mBound2DTextures[texUnit]->InvalidateResolveCache();
if (mBoundCubeMapTextures[texUnit])
mBoundCubeMapTextures[texUnit]->InvalidateResolveCache();
if (mBound3DTextures[texUnit])
mBound3DTextures[texUnit]->InvalidateResolveCache();
if (mBound2DArrayTextures[texUnit])
mBound2DArrayTextures[texUnit]->InvalidateResolveCache();
}
//////////////////////////////////////////////////////////////////////////////////////////
// GL calls
void
WebGLContext::BindTexture(GLenum rawTarget, WebGLTexture* newTex)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("bindTexture", newTex))
return;
// Need to check rawTarget first before comparing against newTex->Target() as
// newTex->Target() returns a TexTarget, which will assert on invalid value.
WebGLRefPtr<WebGLTexture>* currentTexPtr = nullptr;
switch (rawTarget) {
case LOCAL_GL_TEXTURE_2D:
currentTexPtr = &mBound2DTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_CUBE_MAP:
currentTexPtr = &mBoundCubeMapTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_3D:
if (IsWebGL2())
currentTexPtr = &mBound3DTextures[mActiveTexture];
break;
case LOCAL_GL_TEXTURE_2D_ARRAY:
if (IsWebGL2())
currentTexPtr = &mBound2DArrayTextures[mActiveTexture];
break;
}
if (!currentTexPtr) {
ErrorInvalidEnumInfo("bindTexture: target", rawTarget);
return;
}
const TexTarget texTarget(rawTarget);
MakeContextCurrent();
if (newTex) {
if (!newTex->BindTexture(texTarget))
return;
} else {
gl->fBindTexture(texTarget.get(), 0);
}
*currentTexPtr = newTex;
}
void
WebGLContext::GenerateMipmap(GLenum rawTexTarget)
{
const char funcName[] = "generateMipmap";
const uint8_t funcDims = 0;
TexTarget texTarget;
WebGLTexture* tex;
if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &texTarget, &tex))
return;
tex->GenerateMipmap(texTarget);
}
JS::Value
WebGLContext::GetTexParameter(GLenum rawTexTarget, GLenum pname)
{
const char funcName[] = "getTexParameter";
const uint8_t funcDims = 0;
TexTarget texTarget;
WebGLTexture* tex;
if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &texTarget, &tex))
return JS::NullValue();
if (!IsTexParamValid(pname)) {
ErrorInvalidEnumInfo("getTexParameter: pname", pname);
return JS::NullValue();
}
return tex->GetTexParameter(texTarget, pname);
}
bool
WebGLContext::IsTexture(WebGLTexture* tex)
{
if (IsContextLost())
return false;
if (!ValidateObjectAllowDeleted("isTexture", tex))
return false;
return tex->IsTexture();
}
void
WebGLContext::TexParameter_base(GLenum rawTexTarget, GLenum pname, GLint* maybeIntParam,
GLfloat* maybeFloatParam)
{
MOZ_ASSERT(maybeIntParam || maybeFloatParam);
const char funcName[] = "texParameter";
const uint8_t funcDims = 0;
TexTarget texTarget;
WebGLTexture* tex;
if (!ValidateTexTarget(this, funcName, funcDims, rawTexTarget, &texTarget, &tex))
return;
tex->TexParameter(texTarget, pname, maybeIntParam, maybeFloatParam);
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Uploads
////////////////////
// TexImage
void
WebGLContext::TexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLint border, GLenum unpackFormat,
GLenum unpackType,
const dom::Nullable<dom::ArrayBufferView>& maybeView,
ErrorResult&)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const dom::ArrayBufferView* view = nullptr;
if (!maybeView.IsNull()) {
view = &maybeView.Value();
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
const GLsizei depth = 1;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, view);
}
void
WebGLContext::TexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLenum unpackFormat, GLenum unpackType,
const dom::ImageData& imageData, ErrorResult&)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, imageData);
}
void
WebGLContext::TexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLenum unpackFormat, GLenum unpackType, const dom::Element& elem,
ErrorResult& out_error)
{
const char funcName[] = "texImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = false;
const GLint xOffset = 0;
const GLint yOffset = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, elem, &out_error);
}
////////////////////////////////////////
// TexSubImage
void
WebGLContext::TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLsizei width, GLsizei height,
GLenum unpackFormat, GLenum unpackType,
const dom::ArrayBufferView& view)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint zOffset = 0;
const GLsizei depth = 1;
const GLint border = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, width, height, depth, border, unpackFormat,
unpackType, &view);
}
void
WebGLContext::TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLenum unpackFormat, GLenum unpackType,
const dom::ImageData& imageData, ErrorResult&)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, imageData);
}
void
WebGLContext::TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLenum unpackFormat, GLenum unpackType,
const dom::Element& elem, ErrorResult& out_error)
{
const char funcName[] = "texSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const bool isSubImage = true;
const GLenum internalFormat = 0;
const GLint zOffset = 0;
tex->TexOrSubImage(isSubImage, funcName, target, level, internalFormat, xOffset,
yOffset, zOffset, unpackFormat, unpackType, elem, &out_error);
}
////////////////////////////////////////
// CompressedTex(Sub)Image
void
WebGLContext::CompressedTexImage2D(GLenum rawTexImageTarget, GLint level,
GLenum internalFormat, GLsizei width, GLsizei height,
GLint border,
const dom::ArrayBufferView& view)
{
const char funcName[] = "compressedTexImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const GLsizei depth = 1;
tex->CompressedTexImage(funcName, target, level, internalFormat, width, height, depth,
border, view);
}
void
WebGLContext::CompressedTexSubImage2D(GLenum rawTexImageTarget, GLint level,
GLint xOffset, GLint yOffset, GLsizei width,
GLsizei height, GLenum sizedUnpackFormat,
const dom::ArrayBufferView& view)
{
const char funcName[] = "compressedTexSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const GLint zOffset = 0;
const GLsizei depth = 1;
tex->CompressedTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, width,
height, depth, sizedUnpackFormat, view);
}
////////////////////////////////////////
// CopyTex(Sub)Image
void
WebGLContext::CopyTexImage2D(GLenum rawTexImageTarget, GLint level, GLenum internalFormat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border)
{
const char funcName[] = "copyTexImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
tex->CopyTexImage2D(target, level, internalFormat, x, y, width, height, border);
}
void
WebGLContext::CopyTexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xOffset,
GLint yOffset, GLint x, GLint y, GLsizei width,
GLsizei height)
{
const char funcName[] = "copyTexSubImage2D";
const uint8_t funcDims = 2;
TexImageTarget target;
WebGLTexture* tex;
if (!ValidateTexImageTarget(this, funcName, funcDims, rawTexImageTarget, &target,
&tex))
{
return;
}
const GLint zOffset = 0;
tex->CopyTexSubImage(funcName, target, level, xOffset, yOffset, zOffset, x, y, width,
height);
}
} // namespace mozilla