gecko-dev/dom/canvas/WebGLContext.cpp

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73 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include <algorithm>
#include <queue>
#include "AccessCheck.h"
#include "gfxContext.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPattern.h"
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "MozFramebuffer.h"
#include "GLBlitHelper.h"
#include "GLContext.h"
#include "GLContextProvider.h"
#include "GLReadTexImageHelper.h"
#include "GLScreenBuffer.h"
#include "ImageContainer.h"
#include "ImageEncoder.h"
#include "Layers.h"
#include "LayerUserData.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/Event.h"
#include "mozilla/dom/HTMLVideoElement.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/WebGLContextEvent.h"
#include "mozilla/EnumeratedArrayCycleCollection.h"
#include "mozilla/Preferences.h"
#include "mozilla/ProcessPriorityManager.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/Services.h"
#include "mozilla/Telemetry.h"
#include "nsContentUtils.h"
#include "nsDisplayList.h"
#include "nsError.h"
#include "nsIClassInfoImpl.h"
#include "nsIConsoleService.h"
#include "nsIGfxInfo.h"
#include "nsIObserverService.h"
#include "nsIVariant.h"
#include "nsIWidget.h"
#include "nsIXPConnect.h"
#include "nsServiceManagerUtils.h"
#include "SVGObserverUtils.h"
#include "prenv.h"
#include "ScopedGLHelpers.h"
#include "VRManagerChild.h"
#include "mozilla/layers/ImageBridgeChild.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
#include "mozilla/layers/WebRenderUserData.h"
#include "mozilla/layers/WebRenderCanvasRenderer.h"
// Local
#include "CanvasUtils.h"
#include "WebGL1Context.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLObjectModel.h"
#include "WebGLProgram.h"
#include "WebGLQuery.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
#ifdef MOZ_WIDGET_COCOA
# include "nsCocoaFeatures.h"
#endif
#ifdef XP_WIN
# include "WGLLibrary.h"
#endif
// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
using namespace mozilla::layers;
WebGLContextOptions::WebGLContextOptions() {
// Set default alpha state based on preference.
if (gfxPrefs::WebGLDefaultNoAlpha()) alpha = false;
}
bool WebGLContextOptions::operator==(const WebGLContextOptions& r) const {
bool eq = true;
eq &= (alpha == r.alpha);
eq &= (depth == r.depth);
eq &= (stencil == r.stencil);
eq &= (premultipliedAlpha == r.premultipliedAlpha);
eq &= (antialias == r.antialias);
eq &= (preserveDrawingBuffer == r.preserveDrawingBuffer);
eq &= (failIfMajorPerformanceCaveat == r.failIfMajorPerformanceCaveat);
eq &= (powerPreference == r.powerPreference);
return eq;
}
WebGLContext::WebGLContext()
: gl(mGL_OnlyClearInDestroyResourcesAndContext) // const reference
,
mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings()),
mNumPerfWarnings(0),
mMaxAcceptableFBStatusInvals(
gfxPrefs::WebGLMaxAcceptableFBStatusInvals()),
mDataAllocGLCallCount(0),
mBypassShaderValidation(false),
mEmptyTFO(0),
mContextLossHandler(this),
mNeedsFakeNoAlpha(false),
mNeedsFakeNoDepth(false),
mNeedsFakeNoStencil(false),
mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation()),
mMsaaSamples(gfxPrefs::WebGLMsaaSamples()) {
mGeneration = 0;
mInvalidated = false;
mCapturedFrameInvalidated = false;
mShouldPresent = true;
mResetLayer = true;
mOptionsFrozen = false;
mDisableExtensions = false;
mIsMesa = false;
mWebGLError = 0;
mVRReady = false;
mViewportX = 0;
mViewportY = 0;
mViewportWidth = 0;
mViewportHeight = 0;
mDitherEnabled = 1;
mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
mScissorTestEnabled = 0;
mStencilTestEnabled = 0;
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::AddWebGLContext(this);
}
mAllowContextRestore = true;
mLastLossWasSimulated = false;
mLoseContextOnMemoryPressure = false;
mCanLoseContextInForeground = true;
mAlreadyGeneratedWarnings = 0;
mAlreadyWarnedAboutFakeVertexAttrib0 = false;
mAlreadyWarnedAboutViewportLargerThanDest = false;
mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
if (mMaxWarnings < -1) {
GenerateWarning(
"webgl.max-warnings-per-context size is too large (seems like a "
"negative value wrapped)");
mMaxWarnings = 0;
}
mLastUseIndex = 0;
mDisableFragHighP = false;
mDrawCallsSinceLastFlush = 0;
}
WebGLContext::~WebGLContext() {
RemovePostRefreshObserver();
DestroyResourcesAndContext();
if (NS_IsMainThread()) {
// XXX mtseng: bug 709490, not thread safe
WebGLMemoryTracker::RemoveWebGLContext(this);
}
}
template <typename T>
void ClearLinkedList(LinkedList<T>& list) {
while (!list.isEmpty()) {
list.getLast()->DeleteOnce();
}
}
void WebGLContext::DestroyResourcesAndContext() {
if (!gl) return;
mDefaultFB = nullptr;
mResolvedDefaultFB = nullptr;
mBound2DTextures.Clear();
mBoundCubeMapTextures.Clear();
mBound3DTextures.Clear();
mBound2DArrayTextures.Clear();
mBoundSamplers.Clear();
mBoundArrayBuffer = nullptr;
mBoundCopyReadBuffer = nullptr;
mBoundCopyWriteBuffer = nullptr;
mBoundPixelPackBuffer = nullptr;
mBoundPixelUnpackBuffer = nullptr;
mBoundTransformFeedbackBuffer = nullptr;
mBoundUniformBuffer = nullptr;
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
mBoundDrawFramebuffer = nullptr;
mBoundReadFramebuffer = nullptr;
mBoundRenderbuffer = nullptr;
mBoundVertexArray = nullptr;
mDefaultVertexArray = nullptr;
mBoundTransformFeedback = nullptr;
mDefaultTransformFeedback = nullptr;
#if defined(MOZ_WIDGET_ANDROID)
mVRScreen = nullptr;
#endif
mQuerySlot_SamplesPassed = nullptr;
mQuerySlot_TFPrimsWritten = nullptr;
mQuerySlot_TimeElapsed = nullptr;
mIndexedUniformBufferBindings.clear();
if (mAvailabilityRunnable) {
mAvailabilityRunnable->Run();
}
//////
ClearLinkedList(mBuffers);
ClearLinkedList(mFramebuffers);
ClearLinkedList(mPrograms);
ClearLinkedList(mQueries);
ClearLinkedList(mRenderbuffers);
ClearLinkedList(mSamplers);
ClearLinkedList(mShaders);
ClearLinkedList(mSyncs);
ClearLinkedList(mTextures);
ClearLinkedList(mTransformFeedbacks);
ClearLinkedList(mVertexArrays);
//////
if (mEmptyTFO) {
gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
mEmptyTFO = 0;
}
//////
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
mFakeVertexAttrib0BufferObject = 0;
}
// disable all extensions except "WEBGL_lose_context". see bug #927969
// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
WebGLExtensionID extension = WebGLExtensionID(i);
if (!IsExtensionEnabled(extension) ||
(extension == WebGLExtensionID::WEBGL_lose_context))
continue;
mExtensions[extension]->MarkLost();
mExtensions[extension] = nullptr;
}
// We just got rid of everything, so the context had better
// have been going away.
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
}
MOZ_ASSERT(gl);
gl->MarkDestroyed();
mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
MOZ_ASSERT(!gl);
}
void WebGLContext::Invalidate() {
if (!mCanvasElement) return;
mCapturedFrameInvalidated = true;
if (mInvalidated) return;
SVGObserverUtils::InvalidateDirectRenderingObservers(mCanvasElement);
mInvalidated = true;
mCanvasElement->InvalidateCanvasContent(nullptr);
}
void WebGLContext::OnMemoryPressure() {
bool shouldLoseContext = mLoseContextOnMemoryPressure;
if (!mCanLoseContextInForeground &&
ProcessPriorityManager::CurrentProcessIsForeground()) {
shouldLoseContext = false;
}
if (shouldLoseContext) ForceLoseContext();
}
//
// nsICanvasRenderingContextInternal
//
static bool IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo,
int32_t feature,
nsCString* const out_blacklistId) {
int32_t status;
if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(
gfxInfo, feature, *out_blacklistId, &status))) {
return false;
}
return status != nsIGfxInfo::FEATURE_STATUS_OK;
}
NS_IMETHODIMP
WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
ErrorResult& aRvForDictionaryInit) {
const FuncScope funcScope(*this, "getContext");
(void)IsContextLost(); // Ignore this.
if (options.isNullOrUndefined() && mOptionsFrozen) return NS_OK;
WebGLContextAttributes attributes;
if (!attributes.Init(cx, options)) {
aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
return NS_ERROR_UNEXPECTED;
}
WebGLContextOptions newOpts;
newOpts.stencil = attributes.mStencil;
newOpts.depth = attributes.mDepth;
newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
newOpts.antialias = attributes.mAntialias;
newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
newOpts.failIfMajorPerformanceCaveat =
attributes.mFailIfMajorPerformanceCaveat;
newOpts.powerPreference = attributes.mPowerPreference;
if (attributes.mAlpha.WasPassed()) {
newOpts.alpha = attributes.mAlpha.Value();
}
// Don't do antialiasing if we've disabled MSAA.
if (!gfxPrefs::MSAALevel()) {
newOpts.antialias = false;
}
if (!gfxPrefs::WebGLForceMSAA()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
nsCString blocklistId;
if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA,
&blocklistId)) {
GenerateWarning(
"Disallowing antialiased backbuffers due to blacklisting.");
newOpts.antialias = false;
}
}
#if 0
GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
newOpts.antialias ? 1 : 0,
newOpts.stencil ? 1 : 0,
newOpts.depth ? 1 : 0,
newOpts.alpha ? 1 : 0,
newOpts.premultipliedAlpha ? 1 : 0,
newOpts.preserveDrawingBuffer ? 1 : 0);
#endif
if (mOptionsFrozen && !(newOpts == mOptions)) {
// Error if the options are already frozen, and the ones that were asked for
// aren't the same as what they were originally.
return NS_ERROR_FAILURE;
}
mOptions = newOpts;
return NS_OK;
}
static bool HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo) {
int32_t status;
nsCString discardFailureId;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
discardFailureId, &status);
if (status) return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
discardFailureId, &status);
if (status) return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
discardFailureId, &status);
if (status) return true;
gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
discardFailureId, &status);
if (status) return true;
gfxUtils::ThreadSafeGetFeatureStatus(
gfxInfo, nsIGfxInfo::FEATURE_OPENGL_LAYERS, discardFailureId, &status);
if (status) return true;
return false;
}
// --
bool WebGLContext::CreateAndInitGL(
bool forceEnabled, std::vector<FailureReason>* const out_failReasons) {
// Can't use WebGL in headless mode.
if (gfxPlatform::IsHeadless()) {
FailureReason reason;
reason.info =
"Can't use WebGL in headless mode (https://bugzil.la/1375585).";
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
// WebGL can't be used when recording/replaying.
if (recordreplay::IsRecordingOrReplaying()) {
FailureReason reason;
reason.info =
"Can't use WebGL when recording or replaying "
"(https://bugzil.la/1506467).";
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
// WebGL2 is separately blocked:
if (IsWebGL2()) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL2;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info =
"Refused to create WebGL2 context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
return false;
}
}
gl::CreateContextFlags flags = (gl::CreateContextFlags::NO_VALIDATION |
gl::CreateContextFlags::PREFER_ROBUSTNESS);
bool tryNativeGL = true;
bool tryANGLE = false;
if (forceEnabled) {
flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
}
if (IsWebGL2()) {
flags |= gl::CreateContextFlags::PREFER_ES3;
} else if (!gfxPrefs::WebGL1AllowCoreProfile()) {
flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
}
switch (mOptions.powerPreference) {
case dom::WebGLPowerPreference::Low_power:
break;
// Eventually add a heuristic, but for now default to high-performance.
// We can even make it dynamic by holding on to a
// ForceDiscreteGPUHelperCGL iff we decide it's a high-performance
// application:
// - Non-trivial canvas size
// - Many draw calls
// - Same origin with root page (try to stem bleeding from WebGL
// ads/trackers)
case dom::WebGLPowerPreference::High_performance:
default:
flags |= gl::CreateContextFlags::HIGH_POWER;
break;
}
#ifdef XP_MACOSX
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
nsString vendorID, deviceID;
// Avoid crash for Intel HD Graphics 3000 on OSX. (Bug 1413269)
gfxInfo->GetAdapterVendorID(vendorID);
gfxInfo->GetAdapterDeviceID(deviceID);
if (vendorID.EqualsLiteral("0x8086") &&
(deviceID.EqualsLiteral("0x0116") || deviceID.EqualsLiteral("0x0126"))) {
flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
}
#endif
// --
const auto surfaceCaps = [&]() {
auto ret = gl::SurfaceCaps::ForRGBA();
ret.premultAlpha = mOptions.premultipliedAlpha;
ret.preserve = mOptions.preserveDrawingBuffer;
if (!mOptions.alpha) {
ret.premultAlpha = true;
}
return ret;
}();
// --
const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");
#ifdef XP_WIN
tryNativeGL = false;
tryANGLE = true;
if (gfxPrefs::WebGLDisableWGL()) {
tryNativeGL = false;
}
if (gfxPrefs::WebGLDisableANGLE() || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL") ||
useEGL) {
tryNativeGL = true;
tryANGLE = false;
}
#endif
if (tryNativeGL && !forceEnabled) {
const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
const auto feature = nsIGfxInfo::FEATURE_WEBGL_OPENGL;
FailureReason reason;
if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
reason.info =
"Refused to create native OpenGL context because of blacklist"
" entry: ";
reason.info.Append(reason.key);
out_failReasons->push_back(reason);
GenerateWarning("%s", reason.info.BeginReading());
tryNativeGL = false;
}
}
// --
typedef decltype(
gl::GLContextProviderEGL::CreateOffscreen) fnCreateOffscreenT;
const auto fnCreate = [&](fnCreateOffscreenT* const pfnCreateOffscreen,
const char* const info) {
const gfx::IntSize dummySize(1, 1);
nsCString failureId;
const RefPtr<GLContext> gl =
pfnCreateOffscreen(dummySize, surfaceCaps, flags, &failureId);
if (!gl) {
out_failReasons->push_back(WebGLContext::FailureReason(failureId, info));
}
return gl;
};
const auto newGL = [&]() -> RefPtr<gl::GLContext> {
if (tryNativeGL) {
if (useEGL)
return fnCreate(&gl::GLContextProviderEGL::CreateOffscreen, "useEGL");
const auto ret =
fnCreate(&gl::GLContextProvider::CreateOffscreen, "tryNativeGL");
if (ret) return ret;
}
if (tryANGLE) {
// Force enable alpha channel to make sure ANGLE use correct framebuffer
// format
MOZ_ASSERT(surfaceCaps.alpha);
return fnCreate(&gl::GLContextProviderEGL::CreateOffscreen, "tryANGLE");
}
return nullptr;
}();
if (!newGL) {
out_failReasons->push_back(
FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS",
"Exhausted GL driver options."));
return false;
}
// --
FailureReason reason;
mGL_OnlyClearInDestroyResourcesAndContext = newGL;
MOZ_RELEASE_ASSERT(gl);
if (!InitAndValidateGL(&reason)) {
DestroyResourcesAndContext();
MOZ_RELEASE_ASSERT(!gl);
// The fail reason here should be specific enough for now.
out_failReasons->push_back(reason);
return false;
}
return true;
}
// Fallback for resizes:
bool WebGLContext::EnsureDefaultFB() {
if (mDefaultFB) {
MOZ_ASSERT(mDefaultFB->mSize == mRequestedSize);
return true;
}
const bool depthStencil = mOptions.depth || mOptions.stencil;
auto attemptSize = mRequestedSize;
while (attemptSize.width || attemptSize.height) {
attemptSize.width = std::max(attemptSize.width, 1);
attemptSize.height = std::max(attemptSize.height, 1);
[&]() {
if (mOptions.antialias) {
MOZ_ASSERT(!mDefaultFB);
mDefaultFB =
MozFramebuffer::Create(gl, attemptSize, mMsaaSamples, depthStencil);
if (mDefaultFB) return;
if (mOptionsFrozen) return;
}
MOZ_ASSERT(!mDefaultFB);
mDefaultFB = MozFramebuffer::Create(gl, attemptSize, 0, depthStencil);
}();
if (mDefaultFB) break;
attemptSize.width /= 2;
attemptSize.height /= 2;
}
if (!mDefaultFB) {
GenerateWarning("Backbuffer resize failed. Losing context.");
ForceLoseContext();
return false;
}
mDefaultFB_IsInvalid = true;
if (mDefaultFB->mSize != mRequestedSize) {
GenerateWarning(
"Requested size %dx%d was too large, but resize"
" to %dx%d succeeded.",
mRequestedSize.width, mRequestedSize.height, mDefaultFB->mSize.width,
mDefaultFB->mSize.height);
}
mRequestedSize = mDefaultFB->mSize;
return true;
}
void WebGLContext::ThrowEvent_WebGLContextCreationError(
const nsACString& text) {
RefPtr<EventTarget> target = mCanvasElement;
if (!target && mOffscreenCanvas) {
target = mOffscreenCanvas;
} else if (!target) {
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
return;
}
const auto kEventName = NS_LITERAL_STRING("webglcontextcreationerror");
WebGLContextEventInit eventInit;
// eventInit.mCancelable = true; // The spec says this, but it's silly.
eventInit.mStatusMessage = NS_ConvertASCIItoUTF16(text);
const RefPtr<WebGLContextEvent> event =
WebGLContextEvent::Constructor(target, kEventName, eventInit);
event->SetTrusted(true);
target->DispatchEvent(*event);
//////
GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
}
NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight) {
const FuncScope funcScope(*this, "<SetDimensions>");
(void)IsContextLost(); // We handle this ourselves.
if (signedWidth < 0 || signedHeight < 0) {
if (!gl) {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SIZE"));
}
GenerateWarning(
"Canvas size is too large (seems like a negative value wrapped)");
return NS_ERROR_OUT_OF_MEMORY;
}
uint32_t width = signedWidth;
uint32_t height = signedHeight;
// Early success return cases
// May have a OffscreenCanvas instead of an HTMLCanvasElement
if (GetCanvas()) GetCanvas()->InvalidateCanvas();
// Zero-sized surfaces can cause problems.
if (width == 0) width = 1;
if (height == 0) height = 1;
// If we already have a gl context, then we just need to resize it
if (gl) {
if (uint32_t(mRequestedSize.width) == width &&
uint32_t(mRequestedSize.height) == height) {
return NS_OK;
}
if (IsContextLost()) return NS_OK;
// If we've already drawn, we should commit the current buffer.
PresentScreenBuffer(gl->Screen());
if (IsContextLost()) {
GenerateWarning("WebGL context was lost due to swap failure.");
return NS_OK;
}
// Kill our current default fb(s), for later lazy allocation.
mRequestedSize = {width, height};
mDefaultFB = nullptr;
mResetLayer = true;
return NS_OK;
}
nsCString failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_UNKOWN");
auto autoTelemetry = mozilla::MakeScopeExit([&] {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, failureId);
});
// End of early return cases.
// At this point we know that we're not just resizing an existing context,
// we are initializing a new context.
// if we exceeded either the global or the per-principal limit for WebGL
// contexts, lose the oldest-used context now to free resources. Note that we
// can't do that in the WebGLContext constructor as we don't have a canvas
// element yet there. Here is the right place to do so, as we are about to
// create the OpenGL context and that is what can fail if we already have too
// many.
LoseOldestWebGLContextIfLimitExceeded();
// We're going to create an entirely new context. If our
// generation is not 0 right now (that is, if this isn't the first
// context we're creating), we may have to dispatch a context lost
// event.
// If incrementing the generation would cause overflow,
// don't allow it. Allowing this would allow us to use
// resource handles created from older context generations.
if (!(mGeneration + 1).isValid()) {
// exit without changing the value of mGeneration
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_TOO_MANY");
const nsLiteralCString text("Too many WebGL contexts created this run.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
// increment the generation number - Do this early because later
// in CreateOffscreenGL(), "default" objects are created that will
// pick up the old generation.
++mGeneration;
bool disabled = gfxPrefs::WebGLDisabled();
// TODO: When we have software webgl support we should use that instead.
disabled |= gfxPlatform::InSafeMode();
if (disabled) {
if (gfxPlatform::InSafeMode()) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SAFEMODE");
} else {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DISABLED");
}
const nsLiteralCString text("WebGL is currently disabled.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat()) {
mOptions.failIfMajorPerformanceCaveat = false;
}
if (mOptions.failIfMajorPerformanceCaveat) {
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
if (!HasAcceleratedLayers(gfxInfo)) {
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_CAVEAT");
const nsLiteralCString text(
"failIfMajorPerformanceCaveat: Compositor is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
}
// Alright, now let's start trying.
bool forceEnabled = gfxPrefs::WebGLForceEnabled();
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
MOZ_ASSERT(!gl);
std::vector<FailureReason> failReasons;
if (!CreateAndInitGL(forceEnabled, &failReasons)) {
nsCString text("WebGL creation failed: ");
for (const auto& cur : failReasons) {
// Don't try to accumulate using an empty key if |cur.key| is empty.
if (cur.key.IsEmpty()) {
Telemetry::Accumulate(
Telemetry::CANVAS_WEBGL_FAILURE_ID,
NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON_UNKNOWN"));
} else {
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, cur.key);
}
text.AppendLiteral("\n* ");
text.Append(cur.info);
}
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
MOZ_ASSERT(gl);
if (mOptions.failIfMajorPerformanceCaveat) {
if (gl->IsWARP()) {
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_WARP");
const nsLiteralCString text(
"failIfMajorPerformanceCaveat: Driver is not"
" hardware-accelerated.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#ifdef XP_WIN
if (gl->GetContextType() == gl::GLContextType::WGL &&
!gl::sWGLLib.HasDXInterop2()) {
DestroyResourcesAndContext();
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DXGL_INTEROP2");
const nsLiteralCString text("Caveat: WGL without DXGLInterop2.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
#endif
}
MOZ_ASSERT(!mDefaultFB);
mRequestedSize = {width, height};
if (!EnsureDefaultFB()) {
MOZ_ASSERT(!gl);
failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_BACKBUFFER");
const nsLiteralCString text("Initializing WebGL backbuffer failed.");
ThrowEvent_WebGLContextCreationError(text);
return NS_ERROR_FAILURE;
}
if (GLContext::ShouldSpew()) {
printf_stderr("--- WebGL context created: %p\n", gl.get());
}
// Update our internal stuff:
mOptions.antialias &= bool(mDefaultFB->mSamples);
if (!mOptions.alpha) {
// We always have alpha.
mNeedsFakeNoAlpha = true;
}
if (mOptions.depth || mOptions.stencil) {
// We always have depth+stencil if we have either.
if (!mOptions.depth) {
mNeedsFakeNoDepth = true;
}
if (!mOptions.stencil) {
mNeedsFakeNoStencil = true;
}
}
mNeedsFakeNoStencil_UserFBs = false;
#ifdef MOZ_WIDGET_COCOA
if (!nsCocoaFeatures::IsAtLeastVersion(10, 12) &&
gl->Vendor() == GLVendor::Intel) {
mNeedsFakeNoStencil_UserFBs = true;
}
#endif
mResetLayer = true;
mOptionsFrozen = true;
//////
// Initial setup.
gl->mImplicitMakeCurrent = true;
const auto& size = mDefaultFB->mSize;
mViewportX = mViewportY = 0;
mViewportWidth = size.width;
mViewportHeight = size.height;
gl->fViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
mScissorRect = {0, 0, size.width, size.height};
mScissorRect.Apply(*gl);
//////
// Check everything
AssertCachedBindings();
AssertCachedGlobalState();
mShouldPresent = true;
//////
reporter.SetSuccessful();
failureId = NS_LITERAL_CSTRING("SUCCESS");
gl->ResetSyncCallCount("WebGLContext Initialization");
return NS_OK;
}
void WebGLContext::LoseOldestWebGLContextIfLimitExceeded() {
const auto maxWebGLContexts = gfxPrefs::WebGLMaxContexts();
auto maxWebGLContextsPerPrincipal = gfxPrefs::WebGLMaxContextsPerPrincipal();
// maxWebGLContextsPerPrincipal must be less than maxWebGLContexts
MOZ_ASSERT(maxWebGLContextsPerPrincipal <= maxWebGLContexts);
maxWebGLContextsPerPrincipal =
std::min(maxWebGLContextsPerPrincipal, maxWebGLContexts);
if (!NS_IsMainThread()) {
// XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
return;
}
// it's important to update the index on a new context before losing old
// contexts, otherwise new unused contexts would all have index 0 and we
// couldn't distinguish older ones when choosing which one to lose first.
UpdateLastUseIndex();
WebGLMemoryTracker::ContextsArrayType& contexts =
WebGLMemoryTracker::Contexts();
// quick exit path, should cover a majority of cases
if (contexts.Length() <= maxWebGLContextsPerPrincipal) return;
// note that here by "context" we mean "non-lost context". See the check for
// IsContextLost() below. Indeed, the point of this function is to maybe lose
// some currently non-lost context.
uint64_t oldestIndex = UINT64_MAX;
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
const WebGLContext* oldestContext = nullptr;
const WebGLContext* oldestContextThisPrincipal = nullptr;
size_t numContexts = 0;
size_t numContextsThisPrincipal = 0;
for (size_t i = 0; i < contexts.Length(); ++i) {
// don't want to lose ourselves.
if (contexts[i] == this) continue;
if (!contexts[i]->gl) continue;
if (!contexts[i]->GetCanvas()) {
// Zombie context: the canvas is already destroyed, but something else
// (typically the compositor) is still holding on to the context.
// Killing zombies is a no-brainer.
const_cast<WebGLContext*>(contexts[i])->LoseContext();
continue;
}
numContexts++;
if (contexts[i]->mLastUseIndex < oldestIndex) {
oldestIndex = contexts[i]->mLastUseIndex;
oldestContext = contexts[i];
}
nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
bool samePrincipal;
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
if (NS_SUCCEEDED(rv) && samePrincipal) {
numContextsThisPrincipal++;
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
oldestContextThisPrincipal = contexts[i];
}
}
}
if (numContextsThisPrincipal > maxWebGLContextsPerPrincipal) {
GenerateWarning(
"Exceeded %u live WebGL contexts for this principal, losing the "
"least recently used one.",
maxWebGLContextsPerPrincipal);
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this
// can't be null
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
} else if (numContexts > maxWebGLContexts) {
GenerateWarning(
"Exceeded %u live WebGL contexts, losing the least "
"recently used one.",
maxWebGLContexts);
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
const_cast<WebGLContext*>(oldestContext)->LoseContext();
}
}
UniquePtr<uint8_t[]> WebGLContext::GetImageBuffer(int32_t* out_format) {
*out_format = 0;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot) return nullptr;
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
out_format);
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* mimeType,
const char16_t* encoderOptions,
nsIInputStream** out_stream) {
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl) return NS_ERROR_FAILURE;
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
gfxAlphaType any;
RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
if (!snapshot) return NS_ERROR_FAILURE;
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha,
mimeType, encoderOptions, out_stream);
}
void WebGLContext::UpdateLastUseIndex() {
static CheckedInt<uint64_t> sIndex = 0;
sIndex++;
// should never happen with 64-bit; trying to handle this would be riskier
// than not handling it as the handler code would never get exercised.
if (!sIndex.isValid())
MOZ_CRASH("Can't believe it's been 2^64 transactions already!");
mLastUseIndex = sIndex.value();
}
static uint8_t gWebGLLayerUserData;
class WebGLContextUserData : public LayerUserData {
public:
explicit WebGLContextUserData(HTMLCanvasElement* canvas) : mCanvas(canvas) {}
/* PreTransactionCallback gets called by the Layers code every time the
* WebGL canvas is going to be composited.
*/
static void PreTransactionCallback(void* data) {
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Prepare the context for composition
webgl->BeginComposition();
}
/** DidTransactionCallback gets called by the Layers code everytime the WebGL
* canvas gets composite, so it really is the right place to put actions that
* have to be performed upon compositing
*/
static void DidTransactionCallback(void* data) {
WebGLContext* webgl = static_cast<WebGLContext*>(data);
// Clean up the context after composition
webgl->EndComposition();
}
private:
RefPtr<HTMLCanvasElement> mCanvas;
};
already_AddRefed<layers::Layer> WebGLContext::GetCanvasLayer(
nsDisplayListBuilder* builder, Layer* oldLayer, LayerManager* manager) {
if (!mResetLayer && oldLayer && oldLayer->HasUserData(&gWebGLLayerUserData)) {
RefPtr<layers::Layer> ret = oldLayer;
return ret.forget();
}
RefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nullptr;
}
WebGLContextUserData* userData = nullptr;
if (builder->IsPaintingToWindow() && mCanvasElement) {
userData = new WebGLContextUserData(mCanvasElement);
}
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
CanvasRenderer* canvasRenderer = canvasLayer->CreateOrGetCanvasRenderer();
if (!InitializeCanvasRenderer(builder, canvasRenderer)) return nullptr;
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
canvasLayer->SetContentFlags(flags);
mResetLayer = false;
return canvasLayer.forget();
}
bool WebGLContext::UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder,
WebRenderCanvasData* aCanvasData) {
CanvasRenderer* renderer = aCanvasData->GetCanvasRenderer();
if (!mResetLayer && renderer) {
return true;
}
renderer = aCanvasData->CreateCanvasRenderer();
if (!InitializeCanvasRenderer(aBuilder, renderer)) {
// Clear CanvasRenderer of WebRenderCanvasData
aCanvasData->ClearCanvasRenderer();
return false;
}
MOZ_ASSERT(renderer);
mResetLayer = false;
return true;
}
bool WebGLContext::InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
CanvasRenderer* aRenderer) {
const FuncScope funcScope(*this, "<InitializeCanvasRenderer>");
if (IsContextLost()) return false;
CanvasInitializeData data;
if (aBuilder->IsPaintingToWindow() && mCanvasElement) {
// Make the layer tell us whenever a transaction finishes (including
// the current transaction), so we can clear our invalidation state and
// start invalidating again. We need to do this for the layer that is
// being painted to a window (there shouldn't be more than one at a time,
// and if there is, flushing the invalidation state more often than
// necessary is harmless).
// The layer will be destroyed when we tear down the presentation
// (at the latest), at which time this userData will be destroyed,
// releasing the reference to the element.
// The userData will receive DidTransactionCallbacks, which flush the
// the invalidation state to indicate that the canvas is up to date.
data.mPreTransCallback = WebGLContextUserData::PreTransactionCallback;
data.mPreTransCallbackData = this;
data.mDidTransCallback = WebGLContextUserData::DidTransactionCallback;
data.mDidTransCallbackData = this;
}
data.mGLContext = gl;
data.mSize = DrawingBufferSize();
data.mHasAlpha = mOptions.alpha;
data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
aRenderer->Initialize(data);
aRenderer->SetDirty();
mVRReady = true;
return true;
}
layers::LayersBackend WebGLContext::GetCompositorBackendType() const {
if (mCanvasElement) {
return mCanvasElement->GetCompositorBackendType();
} else if (mOffscreenCanvas) {
return mOffscreenCanvas->GetCompositorBackendType();
}
return LayersBackend::LAYERS_NONE;
}
Document* WebGLContext::GetOwnerDoc() const {
MOZ_ASSERT(mCanvasElement);
if (!mCanvasElement) {
return nullptr;
}
return mCanvasElement->OwnerDoc();
}
void WebGLContext::Commit() {
if (mOffscreenCanvas) {
mOffscreenCanvas->CommitFrameToCompositor();
}
}
void WebGLContext::GetCanvas(
Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval) {
if (mCanvasElement) {
MOZ_RELEASE_ASSERT(!mOffscreenCanvas, "GFX: Canvas is offscreen.");
if (mCanvasElement->IsInNativeAnonymousSubtree()) {
retval.SetNull();
} else {
retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
}
} else if (mOffscreenCanvas) {
retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
} else {
retval.SetNull();
}
}
void WebGLContext::GetContextAttributes(
dom::Nullable<dom::WebGLContextAttributes>& retval) {
retval.SetNull();
const FuncScope funcScope(*this, "getContextAttributes");
if (IsContextLost()) return;
dom::WebGLContextAttributes& result = retval.SetValue();
result.mAlpha.Construct(mOptions.alpha);
result.mDepth = mOptions.depth;
result.mStencil = mOptions.stencil;
result.mAntialias = mOptions.antialias;
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
result.mPowerPreference = mOptions.powerPreference;
}
// -
namespace webgl {
ScopedPrepForResourceClear::ScopedPrepForResourceClear(
const WebGLContext& webgl_)
: webgl(webgl_) {
const auto& gl = webgl.gl;
if (webgl.mScissorTestEnabled) {
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
if (webgl.mRasterizerDiscardEnabled) {
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
}
// "The clear operation always uses the front stencil write mask
// when clearing the stencil buffer."
webgl.DoColorMask(0x0f);
gl->fDepthMask(true);
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f); // Depth formats are always cleared to 1.0f, not 0.0f.
gl->fClearStencil(0);
}
ScopedPrepForResourceClear::~ScopedPrepForResourceClear() {
const auto& gl = webgl.gl;
if (webgl.mScissorTestEnabled) {
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
}
if (webgl.mRasterizerDiscardEnabled) {
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
}
// DoColorMask() is lazy.
gl->fDepthMask(webgl.mDepthWriteMask);
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, webgl.mStencilWriteMaskFront);
gl->fClearColor(webgl.mColorClearValue[0], webgl.mColorClearValue[1],
webgl.mColorClearValue[2], webgl.mColorClearValue[3]);
gl->fClearDepth(webgl.mDepthClearValue);
gl->fClearStencil(webgl.mStencilClearValue);
}
} // namespace webgl
// -
void WebGLContext::OnEndOfFrame() const {
if (gfxPrefs::WebGLSpewFrameAllocs()) {
GeneratePerfWarning("[webgl.perf.spew-frame-allocs] %" PRIu64
" data allocations this frame.",
mDataAllocGLCallCount);
}
mDataAllocGLCallCount = 0;
gl->ResetSyncCallCount("WebGLContext PresentScreenBuffer");
}
void WebGLContext::BlitBackbufferToCurDriverFB() const {
DoColorMask(0x0f);
if (mScissorTestEnabled) {
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
}
[&]() {
const auto& size = mDefaultFB->mSize;
if (gl->IsSupported(GLFeature::framebuffer_blit)) {
gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
gl->fBlitFramebuffer(0, 0, size.width, size.height, 0, 0, size.width,
size.height, LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
return;
}
if (mDefaultFB->mSamples &&
gl->IsExtensionSupported(GLContext::APPLE_framebuffer_multisample)) {
gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
gl->fResolveMultisampleFramebufferAPPLE();
return;
}
gl->BlitHelper()->DrawBlitTextureToFramebuffer(mDefaultFB->ColorTex(), size,
size);
}();
if (mScissorTestEnabled) {
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
}
}
// For an overview of how WebGL compositing works, see:
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
bool WebGLContext::PresentScreenBuffer(GLScreenBuffer* const targetScreen) {
const FuncScope funcScope(*this, "<PresentScreenBuffer>");
if (IsContextLost()) return false;
if (!mShouldPresent) return false;
if (!ValidateAndInitFB(nullptr)) return false;
const auto& screen = targetScreen ? targetScreen : gl->Screen();
if ((!screen->IsReadBufferReady() || screen->Size() != mDefaultFB->mSize) &&
!screen->Resize(mDefaultFB->mSize)) {
GenerateWarning("screen->Resize failed. Losing context.");
ForceLoseContext();
return false;
}
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
BlitBackbufferToCurDriverFB();
#ifdef DEBUG
if (!mOptions.alpha) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
uint32_t pixel = 3;
gl->fReadPixels(0, 0, 1, 1, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &pixel);
MOZ_ASSERT((pixel & 0xff000000) == 0xff000000);
}
#endif
if (!screen->PublishFrame(screen->Size())) {
GenerateWarning("PublishFrame failed. Losing context.");
ForceLoseContext();
return false;
}
if (!mOptions.preserveDrawingBuffer) {
if (gl->IsSupported(gl::GLFeature::invalidate_framebuffer)) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
const GLenum attachments[] = {LOCAL_GL_COLOR_ATTACHMENT0};
gl->fInvalidateFramebuffer(LOCAL_GL_FRAMEBUFFER, 1, attachments);
}
mDefaultFB_IsInvalid = true;
}
mResolvedDefaultFB = nullptr;
mShouldPresent = false;
OnEndOfFrame();
return true;
}
// Prepare the context for capture before compositing
void WebGLContext::BeginComposition(GLScreenBuffer* const screen) {
// Present our screenbuffer, if needed.
PresentScreenBuffer(screen);
mDrawCallsSinceLastFlush = 0;
}
// Clean up the context after captured for compositing
void WebGLContext::EndComposition() {
// Mark ourselves as no longer invalidated.
MarkContextClean();
UpdateLastUseIndex();
}
void WebGLContext::DummyReadFramebufferOperation() {
if (!mBoundReadFramebuffer) return; // Infallible.
const auto status = mBoundReadFramebuffer->CheckFramebufferStatus();
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
ErrorInvalidFramebufferOperation("Framebuffer must be complete.");
}
}
bool WebGLContext::Has64BitTimestamps() const {
// 'sync' provides glGetInteger64v either by supporting ARB_sync, GL3+, or
// GLES3+.
return gl->IsSupported(GLFeature::sync);
}
static bool CheckContextLost(GLContext* gl, bool* const out_isGuilty) {
MOZ_ASSERT(gl);
const auto resetStatus = gl->fGetGraphicsResetStatus();
if (resetStatus == LOCAL_GL_NO_ERROR) {
*out_isGuilty = false;
return false;
}
// Assume guilty unless we find otherwise!
bool isGuilty = true;
switch (resetStatus) {
case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
case LOCAL_GL_PURGED_CONTEXT_RESET_NV:
// Either nothing wrong, or not our fault.
isGuilty = false;
break;
case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
NS_WARNING(
"WebGL content on the page definitely caused the graphics"
" card to reset.");
break;
case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
NS_WARNING(
"WebGL content on the page might have caused the graphics"
" card to reset");
// If we can't tell, assume not-guilty.
// Todo: Implement max number of "unknown" resets per document or time.
isGuilty = false;
break;
default:
gfxCriticalError() << "Unexpected glGetGraphicsResetStatus: "
<< gfx::hexa(resetStatus);
break;
}
if (isGuilty) {
NS_WARNING(
"WebGL context on this page is considered guilty, and will"
" not be restored.");
}
*out_isGuilty = isGuilty;
return true;
}
void WebGLContext::RunContextLossTimer() { mContextLossHandler.RunTimer(); }
class UpdateContextLossStatusTask : public CancelableRunnable {
RefPtr<WebGLContext> mWebGL;
public:
explicit UpdateContextLossStatusTask(WebGLContext* webgl)
: CancelableRunnable("UpdateContextLossStatusTask"), mWebGL(webgl) {}
NS_IMETHOD Run() override {
if (mWebGL) mWebGL->UpdateContextLossStatus();
return NS_OK;
}
nsresult Cancel() override {
mWebGL = nullptr;
return NS_OK;
}
};
void WebGLContext::EnqueueUpdateContextLossStatus() {
nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
NS_DispatchToCurrentThread(task);
}
// We use this timer for many things. Here are the things that it is activated
// for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
// CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
// GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context
// loss, the webglcontextlost event will be sent to it the next time the
// robustness timer fires.
// Note that this timer mechanism is not used unless one of these 3 criteria are
// met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
void WebGLContext::UpdateContextLossStatus() {
if (!mCanvasElement && !mOffscreenCanvas) {
// the canvas is gone. That happens when the page was closed before we got
// this timer event. In this case, there's nothing to do here, just don't
// crash.
return;
}
if (mContextStatus == ContextStatus::NotLost) {
// We don't know that we're lost, but we might be, so we need to
// check. If we're guilty, don't allow restores, though.
bool isGuilty = true;
MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost.
bool isContextLost = CheckContextLost(gl, &isGuilty);
if (isContextLost) {
if (isGuilty) mAllowContextRestore = false;
ForceLoseContext();
}
// Fall through.
}
if (mContextStatus == ContextStatus::LostAwaitingEvent) {
// The context has been lost and we haven't yet triggered the
// callback, so do that now.
const auto kEventName = NS_LITERAL_STRING("webglcontextlost");
const auto kCanBubble = CanBubble::eYes;
const auto kIsCancelable = Cancelable::eYes;
bool useDefaultHandler;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(), static_cast<nsIContent*>(mCanvasElement),
kEventName, kCanBubble, kIsCancelable, &useDefaultHandler);
} else {
// OffscreenCanvas case
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(kEventName, kCanBubble, kIsCancelable);
event->SetTrusted(true);
useDefaultHandler = mOffscreenCanvas->DispatchEvent(
*event, CallerType::System, IgnoreErrors());
}
// We sent the callback, so we're just 'regular lost' now.
mContextStatus = ContextStatus::Lost;
// If we're told to use the default handler, it means the script
// didn't bother to handle the event. In this case, we shouldn't
// auto-restore the context.
if (useDefaultHandler) mAllowContextRestore = false;
// Fall through.
}
if (mContextStatus == ContextStatus::Lost) {
// Context is lost, and we've already sent the callback. We
// should try to restore the context if we're both allowed to,
// and supposed to.
// Are we allowed to restore the context?
if (!mAllowContextRestore) return;
// If we're only simulated-lost, we shouldn't auto-restore, and
// instead we should wait for restoreContext() to be called.
if (mLastLossWasSimulated) return;
ForceRestoreContext();
return;
}
if (mContextStatus == ContextStatus::LostAwaitingRestore) {
// Context is lost, but we should try to restore it.
if (mAllowContextRestore) {
if (NS_FAILED(
SetDimensions(mRequestedSize.width, mRequestedSize.height))) {
// Assume broken forever.
mAllowContextRestore = false;
}
}
if (!mAllowContextRestore) {
// We might decide this after thinking we'd be OK restoring
// the context, so downgrade.
mContextStatus = ContextStatus::Lost;
return;
}
// Revival!
mContextStatus = ContextStatus::NotLost;
if (mCanvasElement) {
nsContentUtils::DispatchTrustedEvent(
mCanvasElement->OwnerDoc(), static_cast<nsIContent*>(mCanvasElement),
NS_LITERAL_STRING("webglcontextrestored"), CanBubble::eYes,
Cancelable::eYes);
} else {
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"),
CanBubble::eYes, Cancelable::eYes);
event->SetTrusted(true);
mOffscreenCanvas->DispatchEvent(*event);
}
return;
}
}
void WebGLContext::ForceLoseContext(bool simulateLosing) {
printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
MOZ_ASSERT(gl);
mContextStatus = ContextStatus::LostAwaitingEvent;
mWebGLError = LOCAL_GL_CONTEXT_LOST_WEBGL;
// Burn it all!
DestroyResourcesAndContext();
mLastLossWasSimulated = simulateLosing;
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
void WebGLContext::ForceRestoreContext() {
printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
mContextStatus = ContextStatus::LostAwaitingRestore;
mAllowContextRestore = true; // Hey, you did say 'force'.
// Queue up a task, since we know the status changed.
EnqueueUpdateContextLossStatus();
}
already_AddRefed<mozilla::gfx::SourceSurface> WebGLContext::GetSurfaceSnapshot(
gfxAlphaType* const out_alphaType) {
const FuncScope funcScope(*this, "<GetSurfaceSnapshot>");
if (IsContextLost()) return nullptr;
if (!BindDefaultFBForRead()) return nullptr;
const auto surfFormat =
mOptions.alpha ? SurfaceFormat::B8G8R8A8 : SurfaceFormat::B8G8R8X8;
const auto& size = mDefaultFB->mSize;
RefPtr<DataSourceSurface> surf;
surf = Factory::CreateDataSourceSurfaceWithStride(size, surfFormat,
size.width * 4);
if (NS_WARN_IF(!surf)) return nullptr;
ReadPixelsIntoDataSurface(gl, surf);
gfxAlphaType alphaType;
if (!mOptions.alpha) {
alphaType = gfxAlphaType::Opaque;
} else if (mOptions.premultipliedAlpha) {
alphaType = gfxAlphaType::Premult;
} else {
alphaType = gfxAlphaType::NonPremult;
}
if (out_alphaType) {
*out_alphaType = alphaType;
} else {
// Expects Opaque or Premult
if (alphaType == gfxAlphaType::NonPremult) {
gfxUtils::PremultiplyDataSurface(surf, surf);
}
}
RefPtr<DrawTarget> dt = Factory::CreateDrawTarget(
gfxPlatform::GetPlatform()->GetSoftwareBackend(), size,
SurfaceFormat::B8G8R8A8);
if (!dt) return nullptr;
dt->SetTransform(Matrix::Translation(0.0, size.height).PreScale(1.0, -1.0));
const gfx::Rect rect{0, 0, float(size.width), float(size.height)};
dt->DrawSurface(surf, rect, rect, DrawSurfaceOptions(),
DrawOptions(1.0f, CompositionOp::OP_SOURCE));
return dt->Snapshot();
}
void WebGLContext::DidRefresh() {
if (gl) {
gl->FlushIfHeavyGLCallsSinceLastFlush();
}
}
////////////////////////////////////////////////////////////////////////////////
gfx::IntSize WebGLContext::DrawingBufferSize() {
const gfx::IntSize zeros{0, 0};
if (IsContextLost()) return zeros;
if (!EnsureDefaultFB()) return zeros;
return mDefaultFB->mSize;
}
bool WebGLContext::ValidateAndInitFB(const WebGLFramebuffer* const fb,
const GLenum incompleteFbError) {
if (fb) return fb->ValidateAndInitAttachments(incompleteFbError);
if (!EnsureDefaultFB()) return false;
if (mDefaultFB_IsInvalid) {
// Clear it!
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
const webgl::ScopedPrepForResourceClear scopedPrep(*this);
if (!mOptions.alpha) {
gl->fClearColor(0, 0, 0, 1);
}
const GLbitfield bits = LOCAL_GL_COLOR_BUFFER_BIT |
LOCAL_GL_DEPTH_BUFFER_BIT |
LOCAL_GL_STENCIL_BUFFER_BIT;
gl->fClear(bits);
mDefaultFB_IsInvalid = false;
}
return true;
}
void WebGLContext::DoBindFB(const WebGLFramebuffer* const fb,
const GLenum target) const {
const GLenum driverFB = fb ? fb->mGLName : mDefaultFB->mFB;
gl->fBindFramebuffer(target, driverFB);
}
bool WebGLContext::BindCurFBForDraw() {
const auto& fb = mBoundDrawFramebuffer;
if (!ValidateAndInitFB(fb)) return false;
DoBindFB(fb);
return true;
}
bool WebGLContext::BindCurFBForColorRead(
const webgl::FormatUsageInfo** const out_format, uint32_t* const out_width,
uint32_t* const out_height, const GLenum incompleteFbError) {
const auto& fb = mBoundReadFramebuffer;
if (fb) {
if (!ValidateAndInitFB(fb, incompleteFbError)) return false;
if (!fb->ValidateForColorRead(out_format, out_width, out_height))
return false;
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb->mGLName);
return true;
}
if (!BindDefaultFBForRead()) return false;
if (mDefaultFB_ReadBuffer == LOCAL_GL_NONE) {
ErrorInvalidOperation(
"Can't read from backbuffer when readBuffer mode is NONE.");
return false;
}
auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
: webgl::EffectiveFormat::RGB8;
*out_format = mFormatUsage->GetUsage(effFormat);
MOZ_ASSERT(*out_format);
*out_width = mDefaultFB->mSize.width;
*out_height = mDefaultFB->mSize.height;
return true;
}
bool WebGLContext::BindDefaultFBForRead() {
if (!ValidateAndInitFB(nullptr)) return false;
if (!mDefaultFB->mSamples) {
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
return true;
}
if (!mResolvedDefaultFB) {
mResolvedDefaultFB =
MozFramebuffer::Create(gl, mDefaultFB->mSize, 0, false);
if (!mResolvedDefaultFB) {
gfxCriticalNote << FuncName() << ": Failed to create mResolvedDefaultFB.";
return false;
}
}
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
BlitBackbufferToCurDriverFB();
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
return true;
}
void WebGLContext::DoColorMask(const uint8_t bitmask) const {
if (mDriverColorMask != bitmask) {
mDriverColorMask = bitmask;
gl->fColorMask(
bool(mDriverColorMask & (1 << 0)), bool(mDriverColorMask & (1 << 1)),
bool(mDriverColorMask & (1 << 2)), bool(mDriverColorMask & (1 << 3)));
}
}
////////////////////////////////////////////////////////////////////////////////
ScopedDrawCallWrapper::ScopedDrawCallWrapper(WebGLContext& webgl)
: mWebGL(webgl) {
uint8_t driverColorMask = mWebGL.mColorWriteMask;
bool driverDepthTest = mWebGL.mDepthTestEnabled;
bool driverStencilTest = mWebGL.mStencilTestEnabled;
const auto& fb = mWebGL.mBoundDrawFramebuffer;
if (!fb) {
if (mWebGL.mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE) {
driverColorMask = 0; // Is this well-optimized enough for depth-first
// rendering?
} else {
driverColorMask &= ~(uint8_t(mWebGL.mNeedsFakeNoAlpha) << 3);
}
driverDepthTest &= !mWebGL.mNeedsFakeNoDepth;
driverStencilTest &= !mWebGL.mNeedsFakeNoStencil;
} else {
if (mWebGL.mNeedsFakeNoStencil_UserFBs &&
fb->DepthAttachment().HasAttachment() &&
!fb->StencilAttachment().HasAttachment()) {
driverStencilTest = false;
}
}
const auto& gl = mWebGL.gl;
mWebGL.DoColorMask(driverColorMask);
if (mWebGL.mDriverDepthTest != driverDepthTest) {
// "When disabled, the depth comparison and subsequent possible updates to
// the
// depth buffer value are bypassed and the fragment is passed to the next
// operation." [GLES 3.0.5, p177]
mWebGL.mDriverDepthTest = driverDepthTest;
gl->SetEnabled(LOCAL_GL_DEPTH_TEST, mWebGL.mDriverDepthTest);
}
if (mWebGL.mDriverStencilTest != driverStencilTest) {
// "When disabled, the stencil test and associated modifications are not
// made, and
// the fragment is always passed." [GLES 3.0.5, p175]
mWebGL.mDriverStencilTest = driverStencilTest;
gl->SetEnabled(LOCAL_GL_STENCIL_TEST, mWebGL.mDriverStencilTest);
}
}
ScopedDrawCallWrapper::~ScopedDrawCallWrapper() {
if (mWebGL.mBoundDrawFramebuffer) return;
mWebGL.mResolvedDefaultFB = nullptr;
mWebGL.Invalidate();
mWebGL.mShouldPresent = true;
}
// -
void WebGLContext::ScissorRect::Apply(gl::GLContext& gl) const {
gl.fScissor(x, y, w, h);
}
////////////////////////////////////////
IndexedBufferBinding::IndexedBufferBinding() : mRangeStart(0), mRangeSize(0) {}
uint64_t IndexedBufferBinding::ByteCount() const {
if (!mBufferBinding) return 0;
uint64_t bufferSize = mBufferBinding->ByteLength();
if (!mRangeSize) // BindBufferBase
return bufferSize;
if (mRangeStart >= bufferSize) return 0;
bufferSize -= mRangeStart;
return std::min(bufferSize, mRangeSize);
}
////////////////////////////////////////
ScopedUnpackReset::ScopedUnpackReset(const WebGLContext* const webgl)
: ScopedGLWrapper<ScopedUnpackReset>(webgl->gl), mWebGL(webgl) {
// clang-format off
if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
if (mWebGL->IsWebGL2()) {
if (mWebGL->mPixelStore_UnpackRowLength != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , 0);
if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
if (mWebGL->mPixelStore_UnpackSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
if (mWebGL->mPixelStore_UnpackSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , 0);
if (mWebGL->mPixelStore_UnpackSkipImages != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);
if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
}
// clang-format on
}
void ScopedUnpackReset::UnwrapImpl() {
// clang-format off
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);
if (mWebGL->IsWebGL2()) {
mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , mWebGL->mPixelStore_UnpackRowLength );
mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , mWebGL->mPixelStore_UnpackSkipRows );
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );
GLuint pbo = 0;
if (mWebGL->mBoundPixelUnpackBuffer) {
pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
}
mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
}
// clang-format on
}
////////////////////
void ScopedFBRebinder::UnwrapImpl() {
const auto fnName = [&](WebGLFramebuffer* fb) {
return fb ? fb->mGLName : 0;
};
if (mWebGL->IsWebGL2()) {
mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER,
fnName(mWebGL->mBoundDrawFramebuffer));
mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER,
fnName(mWebGL->mBoundReadFramebuffer));
} else {
MOZ_ASSERT(mWebGL->mBoundDrawFramebuffer == mWebGL->mBoundReadFramebuffer);
mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER,
fnName(mWebGL->mBoundDrawFramebuffer));
}
}
////////////////////
static GLenum TargetIfLazy(GLenum target) {
switch (target) {
case LOCAL_GL_PIXEL_PACK_BUFFER:
case LOCAL_GL_PIXEL_UNPACK_BUFFER:
return target;
default:
return 0;
}
}
ScopedLazyBind::ScopedLazyBind(gl::GLContext* gl, GLenum target,
const WebGLBuffer* buf)
: ScopedGLWrapper<ScopedLazyBind>(gl),
mTarget(buf ? TargetIfLazy(target) : 0),
mBuf(buf) {
if (mTarget) {
mGL->fBindBuffer(mTarget, mBuf->mGLName);
}
}
void ScopedLazyBind::UnwrapImpl() {
if (mTarget) {
mGL->fBindBuffer(mTarget, 0);
}
}
////////////////////////////////////////
bool Intersect(const int32_t srcSize, const int32_t read0,
const int32_t readSize, int32_t* const out_intRead0,
int32_t* const out_intWrite0, int32_t* const out_intSize) {
MOZ_ASSERT(srcSize >= 0);
MOZ_ASSERT(readSize >= 0);
const auto read1 = int64_t(read0) + readSize;
int32_t intRead0 = read0; // Clearly doesn't need validation.
int64_t intWrite0 = 0;
int64_t intSize = readSize;
if (read1 <= 0 || read0 >= srcSize) {
// Disjoint ranges.
intSize = 0;
} else {
if (read0 < 0) {
const auto diff = int64_t(0) - read0;
MOZ_ASSERT(diff >= 0);
intRead0 = 0;
intWrite0 = diff;
intSize -= diff;
}
if (read1 > srcSize) {
const auto diff = int64_t(read1) - srcSize;
MOZ_ASSERT(diff >= 0);
intSize -= diff;
}
if (!CheckedInt<int32_t>(intWrite0).isValid() ||
!CheckedInt<int32_t>(intSize).isValid()) {
return false;
}
}
*out_intRead0 = intRead0;
*out_intWrite0 = intWrite0;
*out_intSize = intSize;
return true;
}
// --
uint64_t AvailGroups(const uint64_t totalAvailItems,
const uint64_t firstItemOffset, const uint32_t groupSize,
const uint32_t groupStride) {
MOZ_ASSERT(groupSize && groupStride);
MOZ_ASSERT(groupSize <= groupStride);
if (totalAvailItems <= firstItemOffset) return 0;
const size_t availItems = totalAvailItems - firstItemOffset;
size_t availGroups = availItems / groupStride;
const size_t tailItems = availItems % groupStride;
if (tailItems >= groupSize) {
availGroups += 1;
}
return availGroups;
}
////////////////////////////////////////////////////////////////////////////////
CheckedUint32 WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width,
uint32_t height, uint32_t depth,
uint8_t bytesPerPixel) {
if (!width || !height || !depth) return 0;
////////////////
const auto& maybeRowLength = mPixelStore_UnpackRowLength;
const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;
const auto usedPixelsPerRow =
CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
const auto stridePixelsPerRow =
(maybeRowLength ? CheckedUint32(maybeRowLength) : usedPixelsPerRow);
const auto usedRowsPerImage =
CheckedUint32(mPixelStore_UnpackSkipRows) + height;
const auto strideRowsPerImage =
(maybeImageHeight ? CheckedUint32(maybeImageHeight) : usedRowsPerImage);
const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages : 0);
const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;
////////////////
CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
strideBytesPerRow =
RoundUpToMultipleOf(strideBytesPerRow, mPixelStore_UnpackAlignment);
const CheckedUint32 strideBytesPerImage =
strideBytesPerRow * strideRowsPerImage;
////////////////
CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
// Don't round this to the alignment, since alignment here is really just used
// for establishing stride, particularly in WebGL 1, where you can't set
// ROW_LENGTH.
CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
totalBytes += usedBytesPerRow;
return totalBytes;
}
#if defined(MOZ_WIDGET_ANDROID)
already_AddRefed<layers::SharedSurfaceTextureClient>
WebGLContext::GetVRFrame() {
if (!gl) return nullptr;
EnsureVRReady();
// Create a custom GLScreenBuffer for VR.
if (!mVRScreen) {
auto caps = gl->Screen()->mCaps;
mVRScreen = GLScreenBuffer::Create(gl, gfx::IntSize(1, 1), caps);
RefPtr<ImageBridgeChild> imageBridge = ImageBridgeChild::GetSingleton();
if (imageBridge) {
TextureFlags flags = TextureFlags::ORIGIN_BOTTOM_LEFT;
UniquePtr<gl::SurfaceFactory> factory =
gl::GLScreenBuffer::CreateFactory(gl, caps, imageBridge.get(), flags);
mVRScreen->Morph(std::move(factory));
}
}
// Swap buffers as though composition has occurred.
// We will then share the resulting front buffer to be submitted to the VR
// compositor.
BeginComposition(mVRScreen.get());
EndComposition();
if (IsContextLost()) return nullptr;
RefPtr<SharedSurfaceTextureClient> sharedSurface = mVRScreen->Front();
if (!sharedSurface || !sharedSurface->Surf()) return nullptr;
// Make sure that the WebGL buffer is committed to the attached SurfaceTexture
// on Android.
sharedSurface->Surf()->ProducerAcquire();
sharedSurface->Surf()->Commit();
sharedSurface->Surf()->ProducerRelease();
return sharedSurface.forget();
}
#else
already_AddRefed<layers::SharedSurfaceTextureClient>
WebGLContext::GetVRFrame() {
if (!gl) return nullptr;
EnsureVRReady();
/**
* Swap buffers as though composition has occurred.
* We will then share the resulting front buffer to be submitted to the VR
* compositor.
*/
BeginComposition();
EndComposition();
gl::GLScreenBuffer* screen = gl->Screen();
if (!screen) return nullptr;
RefPtr<SharedSurfaceTextureClient> sharedSurface = screen->Front();
if (!sharedSurface) return nullptr;
return sharedSurface.forget();
}
#endif // ifdefined(MOZ_WIDGET_ANDROID)
void WebGLContext::EnsureVRReady() {
if (mVRReady) {
return;
}
// Make not composited canvases work with WebVR. See bug #1492554
// WebGLContext::InitializeCanvasRenderer is only called when the 2D
// compositor renders a WebGL canvas for the first time. This causes canvases
// not added to the DOM not to work properly with WebVR. Here we mimic what
// InitializeCanvasRenderer does internally as a workaround.
const auto imageBridge = ImageBridgeChild::GetSingleton();
if (imageBridge) {
const auto caps = gl->Screen()->mCaps;
auto flags = TextureFlags::ORIGIN_BOTTOM_LEFT;
if (!IsPremultAlpha() && mOptions.alpha) {
flags |= TextureFlags::NON_PREMULTIPLIED;
}
auto factory =
gl::GLScreenBuffer::CreateFactory(gl, caps, imageBridge.get(), flags);
gl->Screen()->Morph(std::move(factory));
#if defined(MOZ_WIDGET_ANDROID)
// On Android we are using a different GLScreenBuffer for WebVR, so we need
// a resize here because PresentScreenBuffer() may not be called for the
// gl->Screen() after we set the new factory.
gl->Screen()->Resize(DrawingBufferSize());
#endif
mVRReady = true;
}
}
////////////////////////////////////////////////////////////////////////////////
static inline size_t SizeOfViewElem(const dom::ArrayBufferView& view) {
const auto& elemType = view.Type();
if (elemType == js::Scalar::MaxTypedArrayViewType) // DataViews.
return 1;
return js::Scalar::byteSize(elemType);
}
bool WebGLContext::ValidateArrayBufferView(const dom::ArrayBufferView& view,
GLuint elemOffset,
GLuint elemCountOverride,
const GLenum errorEnum,
uint8_t** const out_bytes,
size_t* const out_byteLen) const {
view.ComputeLengthAndData();
uint8_t* const bytes = view.DataAllowShared();
const size_t byteLen = view.LengthAllowShared();
const auto& elemSize = SizeOfViewElem(view);
size_t elemCount = byteLen / elemSize;
if (elemOffset > elemCount) {
GenerateError(errorEnum, "Invalid offset into ArrayBufferView.");
return false;
}
elemCount -= elemOffset;
if (elemCountOverride) {
if (elemCountOverride > elemCount) {
GenerateError(errorEnum, "Invalid sub-length for ArrayBufferView.");
return false;
}
elemCount = elemCountOverride;
}
*out_bytes = bytes + (elemOffset * elemSize);
*out_byteLen = elemCount * elemSize;
return true;
}
////
void WebGLContext::UpdateMaxDrawBuffers() {
mGLMaxColorAttachments =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_COLOR_ATTACHMENTS);
mGLMaxDrawBuffers = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_DRAW_BUFFERS);
// WEBGL_draw_buffers:
// "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater
// than or
// equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter."
mGLMaxDrawBuffers = std::min(mGLMaxDrawBuffers, mGLMaxColorAttachments);
}
// --
const char* WebGLContext::FuncName() const {
const char* ret;
if (MOZ_LIKELY(mFuncScope)) {
ret = mFuncScope->mFuncName;
} else {
MOZ_ASSERT(false);
ret = "<funcName unknown>";
}
return ret;
}
// -
WebGLContext::FuncScope::FuncScope(const WebGLContext& webgl,
const char* const funcName)
: mWebGL(webgl), mFuncName(bool(mWebGL.mFuncScope) ? nullptr : funcName) {
if (MOZ_UNLIKELY(!mFuncName)) {
#ifdef DEBUG
mStillNeedsToCheckContextLost = false;
#endif
return;
}
mWebGL.mFuncScope = this;
}
WebGLContext::FuncScope::~FuncScope() {
if (MOZ_UNLIKELY(!mFuncName)) return;
MOZ_ASSERT(!mStillNeedsToCheckContextLost);
mWebGL.mFuncScope = nullptr;
}
bool WebGLContext::IsContextLost() const {
if (MOZ_LIKELY(mFuncScope)) {
mFuncScope->OnCheckContextLost();
}
return mContextStatus != ContextStatus::NotLost;
}
// --
bool WebGLContext::ValidateIsObject(
const WebGLDeletableObject* const object) const {
if (IsContextLost()) return false;
if (!object) return false;
if (!object->IsCompatibleWithContext(this)) return false;
if (object->IsDeleted()) return false;
return true;
}
bool WebGLContext::ValidateDeleteObject(
const WebGLDeletableObject* const object) {
if (IsContextLost()) return false;
if (!object) return false;
if (!ValidateObjectAllowDeleted("obj", *object)) return false;
if (object->IsDeleteRequested()) return false;
return true;
}
// --
webgl::AvailabilityRunnable* WebGLContext::EnsureAvailabilityRunnable() {
if (!mAvailabilityRunnable) {
RefPtr<webgl::AvailabilityRunnable> runnable =
new webgl::AvailabilityRunnable(this);
Document* document = GetOwnerDoc();
if (document) {
document->Dispatch(TaskCategory::Other, runnable.forget());
} else {
NS_DispatchToCurrentThread(runnable.forget());
}
}
return mAvailabilityRunnable;
}
webgl::AvailabilityRunnable::AvailabilityRunnable(WebGLContext* const webgl)
: Runnable("webgl::AvailabilityRunnable"), mWebGL(webgl) {
mWebGL->mAvailabilityRunnable = this;
}
webgl::AvailabilityRunnable::~AvailabilityRunnable() {
MOZ_ASSERT(mQueries.empty());
MOZ_ASSERT(mSyncs.empty());
}
nsresult webgl::AvailabilityRunnable::Run() {
for (const auto& cur : mQueries) {
cur->mCanBeAvailable = true;
}
mQueries.clear();
for (const auto& cur : mSyncs) {
cur->mCanBeAvailable = true;
}
mSyncs.clear();
mWebGL->mAvailabilityRunnable = nullptr;
return NS_OK;
}
////////////////////////////////////////////////////////////////////////////////
// XPCOM goop
void ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
const std::vector<IndexedBufferBinding>& field,
const char* name, uint32_t flags) {
for (const auto& cur : field) {
ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags);
}
}
void ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field) {
field.clear();
}
////
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(
WebGLContext, mCanvasElement, mOffscreenCanvas, mExtensions,
mBound2DTextures, mBoundCubeMapTextures, mBound3DTextures,
mBound2DArrayTextures, mBoundSamplers, mBoundArrayBuffer,
mBoundCopyReadBuffer, mBoundCopyWriteBuffer, mBoundPixelPackBuffer,
mBoundPixelUnpackBuffer, mBoundTransformFeedback,
mBoundTransformFeedbackBuffer, mBoundUniformBuffer, mCurrentProgram,
mBoundDrawFramebuffer, mBoundReadFramebuffer, mBoundRenderbuffer,
mBoundVertexArray, mDefaultVertexArray, mQuerySlot_SamplesPassed,
mQuerySlot_TFPrimsWritten, mQuerySlot_TimeElapsed)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
// If the exact way we cast to nsISupports here ever changes, fix our
// ToSupports() method.
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports,
nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_END
} // namespace mozilla