зеркало из https://github.com/mozilla/gecko-dev.git
977 строки
30 KiB
C++
977 строки
30 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "GLContext.h"
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#include "mozilla/CheckedInt.h"
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#include "mozilla/UniquePtrExtensions.h"
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#include "nsPrintfCString.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextUtils.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLShader.h"
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#include "WebGLTexture.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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namespace mozilla {
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// For a Tegra workaround.
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static const int MAX_DRAW_CALLS_SINCE_FLUSH = 100;
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////////////////////////////////////////
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class ScopedResolveTexturesForDraw
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{
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struct TexRebindRequest
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{
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uint32_t texUnit;
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WebGLTexture* tex;
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};
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WebGLContext* const mWebGL;
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std::vector<TexRebindRequest> mRebindRequests;
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public:
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ScopedResolveTexturesForDraw(WebGLContext* webgl, const char* funcName,
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bool* const out_error);
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~ScopedResolveTexturesForDraw();
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};
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bool
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WebGLTexture::IsFeedback(WebGLContext* webgl, const char* funcName, uint32_t texUnit,
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const std::vector<const WebGLFBAttachPoint*>& fbAttachments) const
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{
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auto itr = fbAttachments.cbegin();
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for (; itr != fbAttachments.cend(); ++itr) {
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const auto& attach = *itr;
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if (attach->Texture() == this)
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break;
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}
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if (itr == fbAttachments.cend())
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return false;
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////
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const auto minLevel = mBaseMipmapLevel;
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uint32_t maxLevel;
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if (!MaxEffectiveMipmapLevel(texUnit, &maxLevel)) {
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// No valid mips. Will need fake-black.
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return false;
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}
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////
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for (; itr != fbAttachments.cend(); ++itr) {
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const auto& attach = *itr;
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if (attach->Texture() != this)
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continue;
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const auto dstLevel = attach->MipLevel();
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if (minLevel <= dstLevel && dstLevel <= maxLevel) {
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webgl->ErrorInvalidOperation("%s: Feedback loop detected between tex target"
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" 0x%04x, tex unit %u, levels %u-%u; and"
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" framebuffer attachment 0x%04x, level %u.",
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funcName, mTarget.get(), texUnit, minLevel,
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maxLevel, attach->mAttachmentPoint, dstLevel);
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return true;
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}
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}
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return false;
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}
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ScopedResolveTexturesForDraw::ScopedResolveTexturesForDraw(WebGLContext* webgl,
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const char* funcName,
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bool* const out_error)
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: mWebGL(webgl)
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{
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MOZ_ASSERT(mWebGL->gl->IsCurrent());
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if (!mWebGL->mActiveProgramLinkInfo) {
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mWebGL->ErrorInvalidOperation("%s: The current program is not linked.", funcName);
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*out_error = true;
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return;
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}
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std::vector<const WebGLFBAttachPoint*> fbAttachments;
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if (mWebGL->mBoundDrawFramebuffer) {
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const auto& fb = mWebGL->mBoundDrawFramebuffer;
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fb->GatherAttachments(&fbAttachments);
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}
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MOZ_ASSERT(mWebGL->mActiveProgramLinkInfo);
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const auto& uniformSamplers = mWebGL->mActiveProgramLinkInfo->uniformSamplers;
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for (const auto& uniform : uniformSamplers) {
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const auto& texList = *(uniform->mSamplerTexList);
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for (const auto& texUnit : uniform->mSamplerValues) {
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if (texUnit >= texList.Length())
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continue;
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const auto& tex = texList[texUnit];
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if (!tex)
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continue;
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if (tex->IsFeedback(mWebGL, funcName, texUnit, fbAttachments)) {
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*out_error = true;
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return;
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}
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FakeBlackType fakeBlack;
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if (!tex->ResolveForDraw(funcName, texUnit, &fakeBlack)) {
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mWebGL->ErrorOutOfMemory("%s: Failed to resolve textures for draw.",
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funcName);
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*out_error = true;
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return;
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}
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if (fakeBlack == FakeBlackType::None)
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continue;
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if (!mWebGL->BindFakeBlack(texUnit, tex->Target(), fakeBlack)) {
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mWebGL->ErrorOutOfMemory("%s: Failed to create fake black texture.",
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funcName);
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*out_error = true;
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return;
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}
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mRebindRequests.push_back({texUnit, tex});
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}
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}
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*out_error = false;
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}
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ScopedResolveTexturesForDraw::~ScopedResolveTexturesForDraw()
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{
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if (!mRebindRequests.size())
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return;
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gl::GLContext* gl = mWebGL->gl;
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for (const auto& itr : mRebindRequests) {
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gl->fActiveTexture(LOCAL_GL_TEXTURE0 + itr.texUnit);
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gl->fBindTexture(itr.tex->Target().get(), itr.tex->mGLName);
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}
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gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mWebGL->mActiveTexture);
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}
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bool
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WebGLContext::BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack)
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{
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MOZ_ASSERT(fakeBlack == FakeBlackType::RGBA0000 ||
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fakeBlack == FakeBlackType::RGBA0001);
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const auto fnGetSlot = [this, target, fakeBlack]() -> UniquePtr<FakeBlackTexture>*
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{
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switch (fakeBlack) {
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case FakeBlackType::RGBA0000:
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switch (target.get()) {
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case LOCAL_GL_TEXTURE_2D : return &mFakeBlack_2D_0000;
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case LOCAL_GL_TEXTURE_CUBE_MAP: return &mFakeBlack_CubeMap_0000;
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case LOCAL_GL_TEXTURE_3D : return &mFakeBlack_3D_0000;
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case LOCAL_GL_TEXTURE_2D_ARRAY: return &mFakeBlack_2D_Array_0000;
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default: return nullptr;
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}
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case FakeBlackType::RGBA0001:
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switch (target.get()) {
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case LOCAL_GL_TEXTURE_2D : return &mFakeBlack_2D_0001;
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case LOCAL_GL_TEXTURE_CUBE_MAP: return &mFakeBlack_CubeMap_0001;
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case LOCAL_GL_TEXTURE_3D : return &mFakeBlack_3D_0001;
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case LOCAL_GL_TEXTURE_2D_ARRAY: return &mFakeBlack_2D_Array_0001;
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default: return nullptr;
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}
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default:
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return nullptr;
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}
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};
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UniquePtr<FakeBlackTexture>* slot = fnGetSlot();
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if (!slot) {
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MOZ_CRASH("GFX: fnGetSlot failed.");
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}
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UniquePtr<FakeBlackTexture>& fakeBlackTex = *slot;
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if (!fakeBlackTex) {
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fakeBlackTex = FakeBlackTexture::Create(gl, target, fakeBlack);
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if (!fakeBlackTex) {
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return false;
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}
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}
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gl->fActiveTexture(LOCAL_GL_TEXTURE0 + texUnit);
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gl->fBindTexture(target.get(), fakeBlackTex->mGLName);
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gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture);
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return true;
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}
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////////////////////////////////////////
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bool
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WebGLContext::DrawInstanced_check(const char* info)
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{
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MOZ_ASSERT(IsWebGL2() ||
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IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays));
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if (!mBufferFetchingHasPerVertex) {
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/* http://www.khronos.org/registry/gles/extensions/ANGLE/ANGLE_instanced_arrays.txt
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* If all of the enabled vertex attribute arrays that are bound to active
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* generic attributes in the program have a non-zero divisor, the draw
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* call should return INVALID_OPERATION.
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*
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* NB: This also appears to apply to NV_instanced_arrays, though the
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* INVALID_OPERATION emission is not explicitly stated.
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* ARB_instanced_arrays does not have this restriction.
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*/
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ErrorInvalidOperation("%s: at least one vertex attribute divisor should be 0", info);
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return false;
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}
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return true;
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}
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bool
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WebGLContext::DrawArrays_check(GLint first, GLsizei count, GLsizei primcount,
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const char* info)
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{
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if (first < 0 || count < 0) {
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ErrorInvalidValue("%s: negative first or count", info);
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return false;
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}
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if (primcount < 0) {
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ErrorInvalidValue("%s: negative primcount", info);
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return false;
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}
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if (!ValidateStencilParamsForDrawCall()) {
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return false;
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}
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if (IsWebGL2() && !gl->IsSupported(gl::GLFeature::prim_restart_fixed)) {
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MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart));
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if (mPrimRestartTypeBytes != 4) {
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mPrimRestartTypeBytes = 4;
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// OSX has issues leaving this as 0.
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gl->fPrimitiveRestartIndex(UINT32_MAX);
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}
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}
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// If count is 0, there's nothing to do.
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if (count == 0 || primcount == 0) {
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return false;
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}
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if (!ValidateBufferFetching(info)) {
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return false;
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}
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CheckedInt<GLsizei> checked_firstPlusCount = CheckedInt<GLsizei>(first) + count;
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if (!checked_firstPlusCount.isValid()) {
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ErrorInvalidOperation("%s: overflow in first+count", info);
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return false;
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}
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if (uint32_t(checked_firstPlusCount.value()) > mMaxFetchedVertices) {
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ErrorInvalidOperation("%s: bound vertex attribute buffers do not have sufficient size for given first and count", info);
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return false;
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}
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if (uint32_t(primcount) > mMaxFetchedInstances) {
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ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info);
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return false;
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}
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MOZ_ASSERT(gl->IsCurrent());
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if (mBoundDrawFramebuffer) {
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if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(info))
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return false;
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} else {
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ClearBackbufferIfNeeded();
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}
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if (!DoFakeVertexAttrib0(checked_firstPlusCount.value())) {
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return false;
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}
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return true;
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}
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void
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WebGLContext::DrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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const char funcName[] = "drawArrays";
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, funcName))
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return;
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MakeContextCurrent();
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bool error;
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ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
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if (error)
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return;
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if (!DrawArrays_check(first, count, 1, funcName))
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return;
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fDrawArrays(mode, first, count);
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}
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Draw_cleanup(funcName);
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}
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void
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WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
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{
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const char funcName[] = "drawArraysInstanced";
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, funcName))
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return;
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MakeContextCurrent();
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bool error;
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ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
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if (error)
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return;
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if (!DrawArrays_check(first, count, primcount, funcName))
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return;
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if (!DrawInstanced_check(funcName))
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return;
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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gl->fDrawArraysInstanced(mode, first, count, primcount);
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}
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Draw_cleanup(funcName);
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}
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bool
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WebGLContext::DrawElements_check(GLsizei count, GLenum type,
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WebGLintptr byteOffset, GLsizei primcount,
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const char* info, GLuint* out_upperBound)
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{
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if (count < 0 || byteOffset < 0) {
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ErrorInvalidValue("%s: negative count or offset", info);
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return false;
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}
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if (primcount < 0) {
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ErrorInvalidValue("%s: negative primcount", info);
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return false;
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}
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if (!ValidateStencilParamsForDrawCall()) {
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return false;
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}
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// If count is 0, there's nothing to do.
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if (count == 0 || primcount == 0)
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return false;
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uint8_t bytesPerElem = 0;
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switch (type) {
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case LOCAL_GL_UNSIGNED_BYTE:
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bytesPerElem = 1;
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break;
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case LOCAL_GL_UNSIGNED_SHORT:
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bytesPerElem = 2;
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break;
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case LOCAL_GL_UNSIGNED_INT:
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if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_element_index_uint)) {
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bytesPerElem = 4;
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}
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break;
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}
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if (!bytesPerElem) {
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ErrorInvalidEnum("%s: Invalid `type`: 0x%04x", info, type);
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return false;
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}
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if (byteOffset % bytesPerElem != 0) {
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ErrorInvalidOperation("%s: `byteOffset` must be a multiple of the size of `type`",
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info);
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return false;
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}
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////
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if (IsWebGL2() && !gl->IsSupported(gl::GLFeature::prim_restart_fixed)) {
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MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart));
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if (mPrimRestartTypeBytes != bytesPerElem) {
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mPrimRestartTypeBytes = bytesPerElem;
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const uint32_t ones = UINT32_MAX >> (4 - mPrimRestartTypeBytes);
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gl->fPrimitiveRestartIndex(ones);
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}
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}
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////
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const GLsizei first = byteOffset / bytesPerElem;
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const CheckedUint32 checked_byteCount = bytesPerElem * CheckedUint32(count);
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if (!checked_byteCount.isValid()) {
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ErrorInvalidValue("%s: overflow in byteCount", info);
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return false;
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}
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if (!mBoundVertexArray->mElementArrayBuffer) {
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ErrorInvalidOperation("%s: must have element array buffer binding", info);
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return false;
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}
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WebGLBuffer& elemArrayBuffer = *mBoundVertexArray->mElementArrayBuffer;
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if (!elemArrayBuffer.ByteLength()) {
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ErrorInvalidOperation("%s: bound element array buffer doesn't have any data", info);
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return false;
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}
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CheckedInt<GLsizei> checked_neededByteCount = checked_byteCount.toChecked<GLsizei>() + byteOffset;
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if (!checked_neededByteCount.isValid()) {
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ErrorInvalidOperation("%s: overflow in byteOffset+byteCount", info);
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return false;
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}
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if (uint32_t(checked_neededByteCount.value()) > elemArrayBuffer.ByteLength()) {
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ErrorInvalidOperation("%s: bound element array buffer is too small for given count and offset", info);
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return false;
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}
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if (!ValidateBufferFetching(info))
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return false;
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if (!mMaxFetchedVertices ||
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!elemArrayBuffer.Validate(type, mMaxFetchedVertices - 1, first, count, out_upperBound))
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{
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ErrorInvalidOperation(
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"%s: bound vertex attribute buffers do not have sufficient "
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"size for given indices from the bound element array", info);
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return false;
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}
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if (uint32_t(primcount) > mMaxFetchedInstances) {
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ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info);
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return false;
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}
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// Bug 1008310 - Check if buffer has been used with a different previous type
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if (elemArrayBuffer.IsElementArrayUsedWithMultipleTypes()) {
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GenerateWarning("%s: bound element array buffer previously used with a type other than "
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"%s, this will affect performance.",
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info,
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WebGLContext::EnumName(type));
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}
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MOZ_ASSERT(gl->IsCurrent());
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if (mBoundDrawFramebuffer) {
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if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(info))
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return false;
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} else {
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ClearBackbufferIfNeeded();
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}
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if (!DoFakeVertexAttrib0(mMaxFetchedVertices)) {
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return false;
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}
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return true;
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}
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void
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WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type,
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WebGLintptr byteOffset)
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{
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const char funcName[] = "drawElements";
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if (IsContextLost())
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return;
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if (!ValidateDrawModeEnum(mode, funcName))
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return;
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MakeContextCurrent();
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bool error;
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ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
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if (error)
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return;
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GLuint upperBound = 0;
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if (!DrawElements_check(count, type, byteOffset, 1, funcName, &upperBound))
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return;
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RunContextLossTimer();
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{
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ScopedMaskWorkaround autoMask(*this);
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if (gl->IsSupported(gl::GLFeature::draw_range_elements)) {
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gl->fDrawRangeElements(mode, 0, upperBound, count, type,
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reinterpret_cast<GLvoid*>(byteOffset));
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} else {
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gl->fDrawElements(mode, count, type,
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reinterpret_cast<GLvoid*>(byteOffset));
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}
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}
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Draw_cleanup(funcName);
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}
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void
|
|
WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
|
|
WebGLintptr byteOffset, GLsizei primcount)
|
|
{
|
|
const char funcName[] = "drawElementsInstanced";
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
if (!ValidateDrawModeEnum(mode, funcName))
|
|
return;
|
|
|
|
MakeContextCurrent();
|
|
|
|
bool error;
|
|
ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error);
|
|
if (error)
|
|
return;
|
|
|
|
GLuint upperBound = 0;
|
|
if (!DrawElements_check(count, type, byteOffset, primcount, funcName, &upperBound))
|
|
return;
|
|
|
|
if (!DrawInstanced_check(funcName))
|
|
return;
|
|
|
|
RunContextLossTimer();
|
|
|
|
{
|
|
ScopedMaskWorkaround autoMask(*this);
|
|
gl->fDrawElementsInstanced(mode, count, type,
|
|
reinterpret_cast<GLvoid*>(byteOffset),
|
|
primcount);
|
|
}
|
|
|
|
Draw_cleanup(funcName);
|
|
}
|
|
|
|
void WebGLContext::Draw_cleanup(const char* funcName)
|
|
{
|
|
UndoFakeVertexAttrib0();
|
|
|
|
if (!mBoundDrawFramebuffer) {
|
|
Invalidate();
|
|
mShouldPresent = true;
|
|
MOZ_ASSERT(!mBackbufferNeedsClear);
|
|
}
|
|
|
|
if (gl->WorkAroundDriverBugs()) {
|
|
if (gl->Renderer() == gl::GLRenderer::Tegra) {
|
|
mDrawCallsSinceLastFlush++;
|
|
|
|
if (mDrawCallsSinceLastFlush >= MAX_DRAW_CALLS_SINCE_FLUSH) {
|
|
gl->fFlush();
|
|
mDrawCallsSinceLastFlush = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Let's check for a really common error: Viewport is larger than the actual
|
|
// destination framebuffer.
|
|
uint32_t destWidth = mViewportWidth;
|
|
uint32_t destHeight = mViewportHeight;
|
|
|
|
if (mBoundDrawFramebuffer) {
|
|
const auto& fba = mBoundDrawFramebuffer->ColorAttachment(0);
|
|
if (fba.IsDefined()) {
|
|
fba.Size(&destWidth, &destHeight);
|
|
}
|
|
} else {
|
|
destWidth = mWidth;
|
|
destHeight = mHeight;
|
|
}
|
|
|
|
if (mViewportWidth > int32_t(destWidth) ||
|
|
mViewportHeight > int32_t(destHeight))
|
|
{
|
|
if (!mAlreadyWarnedAboutViewportLargerThanDest) {
|
|
GenerateWarning("%s: Drawing to a destination rect smaller than the viewport"
|
|
" rect. (This warning will only be given once)",
|
|
funcName);
|
|
mAlreadyWarnedAboutViewportLargerThanDest = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Verify that state is consistent for drawing, and compute max number of elements (maxAllowedCount)
|
|
* that will be legal to be read from bound VBOs.
|
|
*/
|
|
|
|
bool
|
|
WebGLContext::ValidateBufferFetching(const char* info)
|
|
{
|
|
MOZ_ASSERT(mCurrentProgram);
|
|
// Note that mCurrentProgram->IsLinked() is NOT GUARANTEED.
|
|
MOZ_ASSERT(mActiveProgramLinkInfo);
|
|
|
|
#ifdef DEBUG
|
|
GLint currentProgram = 0;
|
|
MakeContextCurrent();
|
|
gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram);
|
|
MOZ_ASSERT(GLuint(currentProgram) == mCurrentProgram->mGLName,
|
|
"WebGL: current program doesn't agree with GL state");
|
|
#endif
|
|
|
|
if (mBufferFetchingIsVerified)
|
|
return true;
|
|
|
|
bool hasPerVertex = false;
|
|
uint32_t maxVertices = UINT32_MAX;
|
|
uint32_t maxInstances = UINT32_MAX;
|
|
const uint32_t attribCount = mBoundVertexArray->mAttribs.Length();
|
|
|
|
uint32_t i = 0;
|
|
for (const auto& vd : mBoundVertexArray->mAttribs) {
|
|
// If the attrib array isn't enabled, there's nothing to check;
|
|
// it's a static value.
|
|
if (!vd.enabled)
|
|
continue;
|
|
|
|
if (vd.buf == nullptr) {
|
|
ErrorInvalidOperation("%s: no VBO bound to enabled vertex attrib index %du!",
|
|
info, i);
|
|
return false;
|
|
}
|
|
|
|
++i;
|
|
}
|
|
|
|
mBufferFetch_IsAttrib0Active = false;
|
|
|
|
for (const auto& attrib : mActiveProgramLinkInfo->attribs) {
|
|
const auto& attribLoc = attrib.mLoc;
|
|
|
|
if (attribLoc >= attribCount)
|
|
continue;
|
|
|
|
if (attribLoc == 0) {
|
|
mBufferFetch_IsAttrib0Active = true;
|
|
}
|
|
|
|
const auto& vd = mBoundVertexArray->mAttribs[attribLoc];
|
|
if (!vd.enabled)
|
|
continue;
|
|
|
|
// the base offset
|
|
CheckedUint32 checked_byteLength = CheckedUint32(vd.buf->ByteLength()) - vd.byteOffset;
|
|
CheckedUint32 checked_sizeOfLastElement = CheckedUint32(vd.componentSize()) * vd.size;
|
|
|
|
if (!checked_byteLength.isValid() ||
|
|
!checked_sizeOfLastElement.isValid())
|
|
{
|
|
ErrorInvalidOperation("%s: Integer overflow occured while checking vertex"
|
|
" attrib %u.",
|
|
info, attribLoc);
|
|
return false;
|
|
}
|
|
|
|
if (checked_byteLength.value() < checked_sizeOfLastElement.value()) {
|
|
maxVertices = 0;
|
|
maxInstances = 0;
|
|
break;
|
|
}
|
|
|
|
CheckedUint32 checked_maxAllowedCount = ((checked_byteLength - checked_sizeOfLastElement) / vd.actualStride()) + 1;
|
|
|
|
if (!checked_maxAllowedCount.isValid()) {
|
|
ErrorInvalidOperation("%s: Integer overflow occured while checking vertex"
|
|
" attrib %u.",
|
|
info, attribLoc);
|
|
return false;
|
|
}
|
|
|
|
if (vd.divisor == 0) {
|
|
maxVertices = std::min(maxVertices, checked_maxAllowedCount.value());
|
|
hasPerVertex = true;
|
|
} else {
|
|
CheckedUint32 checked_curMaxInstances = checked_maxAllowedCount * vd.divisor;
|
|
|
|
uint32_t curMaxInstances = UINT32_MAX;
|
|
// If this isn't valid, it's because we overflowed our
|
|
// uint32 above. Just leave this as UINT32_MAX, since
|
|
// sizeof(uint32) becomes our limiting factor.
|
|
if (checked_curMaxInstances.isValid()) {
|
|
curMaxInstances = checked_curMaxInstances.value();
|
|
}
|
|
|
|
maxInstances = std::min(maxInstances, curMaxInstances);
|
|
}
|
|
}
|
|
|
|
mBufferFetchingIsVerified = true;
|
|
mBufferFetchingHasPerVertex = hasPerVertex;
|
|
mMaxFetchedVertices = maxVertices;
|
|
mMaxFetchedInstances = maxInstances;
|
|
|
|
return true;
|
|
}
|
|
|
|
WebGLVertexAttrib0Status
|
|
WebGLContext::WhatDoesVertexAttrib0Need()
|
|
{
|
|
MOZ_ASSERT(mCurrentProgram);
|
|
MOZ_ASSERT(mActiveProgramLinkInfo);
|
|
|
|
// work around Mac OSX crash, see bug 631420
|
|
#ifdef XP_MACOSX
|
|
if (gl->WorkAroundDriverBugs() &&
|
|
mBoundVertexArray->IsAttribArrayEnabled(0) &&
|
|
!mBufferFetch_IsAttrib0Active)
|
|
{
|
|
return WebGLVertexAttrib0Status::EmulatedUninitializedArray;
|
|
}
|
|
#endif
|
|
|
|
if (MOZ_LIKELY(gl->IsGLES() ||
|
|
mBoundVertexArray->IsAttribArrayEnabled(0)))
|
|
{
|
|
return WebGLVertexAttrib0Status::Default;
|
|
}
|
|
|
|
return mBufferFetch_IsAttrib0Active
|
|
? WebGLVertexAttrib0Status::EmulatedInitializedArray
|
|
: WebGLVertexAttrib0Status::EmulatedUninitializedArray;
|
|
}
|
|
|
|
bool
|
|
WebGLContext::DoFakeVertexAttrib0(GLuint vertexCount)
|
|
{
|
|
WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
|
|
|
|
if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default))
|
|
return true;
|
|
|
|
if (!mAlreadyWarnedAboutFakeVertexAttrib0) {
|
|
GenerateWarning("Drawing without vertex attrib 0 array enabled forces the browser "
|
|
"to do expensive emulation work when running on desktop OpenGL "
|
|
"platforms, for example on Mac. It is preferable to always draw "
|
|
"with vertex attrib 0 array enabled, by using bindAttribLocation "
|
|
"to bind some always-used attribute to location 0.");
|
|
mAlreadyWarnedAboutFakeVertexAttrib0 = true;
|
|
}
|
|
|
|
CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(GLfloat);
|
|
|
|
if (!checked_dataSize.isValid()) {
|
|
ErrorOutOfMemory("Integer overflow trying to construct a fake vertex attrib 0 array for a draw-operation "
|
|
"with %d vertices. Try reducing the number of vertices.", vertexCount);
|
|
return false;
|
|
}
|
|
|
|
GLuint dataSize = checked_dataSize.value();
|
|
|
|
if (!mFakeVertexAttrib0BufferObject) {
|
|
gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject);
|
|
}
|
|
|
|
// if the VBO status is already exactly what we need, or if the only difference is that it's initialized and
|
|
// we don't need it to be, then consider it OK
|
|
bool vertexAttrib0BufferStatusOK =
|
|
mFakeVertexAttrib0BufferStatus == whatDoesAttrib0Need ||
|
|
(mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray &&
|
|
whatDoesAttrib0Need == WebGLVertexAttrib0Status::EmulatedUninitializedArray);
|
|
|
|
if (!vertexAttrib0BufferStatusOK ||
|
|
mFakeVertexAttrib0BufferObjectSize < dataSize ||
|
|
mFakeVertexAttrib0BufferObjectVector[0] != mVertexAttrib0Vector[0] ||
|
|
mFakeVertexAttrib0BufferObjectVector[1] != mVertexAttrib0Vector[1] ||
|
|
mFakeVertexAttrib0BufferObjectVector[2] != mVertexAttrib0Vector[2] ||
|
|
mFakeVertexAttrib0BufferObjectVector[3] != mVertexAttrib0Vector[3])
|
|
{
|
|
mFakeVertexAttrib0BufferStatus = whatDoesAttrib0Need;
|
|
mFakeVertexAttrib0BufferObjectSize = dataSize;
|
|
mFakeVertexAttrib0BufferObjectVector[0] = mVertexAttrib0Vector[0];
|
|
mFakeVertexAttrib0BufferObjectVector[1] = mVertexAttrib0Vector[1];
|
|
mFakeVertexAttrib0BufferObjectVector[2] = mVertexAttrib0Vector[2];
|
|
mFakeVertexAttrib0BufferObjectVector[3] = mVertexAttrib0Vector[3];
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
|
|
|
|
GetAndFlushUnderlyingGLErrors();
|
|
|
|
if (mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray) {
|
|
auto array = MakeUniqueFallible<GLfloat[]>(4 * vertexCount);
|
|
if (!array) {
|
|
ErrorOutOfMemory("Fake attrib0 array.");
|
|
return false;
|
|
}
|
|
for(size_t i = 0; i < vertexCount; ++i) {
|
|
array[4 * i + 0] = mVertexAttrib0Vector[0];
|
|
array[4 * i + 1] = mVertexAttrib0Vector[1];
|
|
array[4 * i + 2] = mVertexAttrib0Vector[2];
|
|
array[4 * i + 3] = mVertexAttrib0Vector[3];
|
|
}
|
|
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, array.get(), LOCAL_GL_DYNAMIC_DRAW);
|
|
} else {
|
|
gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, nullptr, LOCAL_GL_DYNAMIC_DRAW);
|
|
}
|
|
GLenum error = GetAndFlushUnderlyingGLErrors();
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->mGLName : 0);
|
|
|
|
// note that we do this error checking and early return AFTER having restored the buffer binding above
|
|
if (error) {
|
|
ErrorOutOfMemory("Ran out of memory trying to construct a fake vertex attrib 0 array for a draw-operation "
|
|
"with %d vertices. Try reducing the number of vertices.", vertexCount);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject);
|
|
gl->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0);
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::UndoFakeVertexAttrib0()
|
|
{
|
|
WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
|
|
|
|
if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default))
|
|
return;
|
|
|
|
if (mBoundVertexArray->HasAttrib(0) && mBoundVertexArray->mAttribs[0].buf) {
|
|
const WebGLVertexAttribData& attrib0 = mBoundVertexArray->mAttribs[0];
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0.buf->mGLName);
|
|
if (attrib0.integer) {
|
|
gl->fVertexAttribIPointer(0,
|
|
attrib0.size,
|
|
attrib0.type,
|
|
attrib0.stride,
|
|
reinterpret_cast<const GLvoid*>(attrib0.byteOffset));
|
|
} else {
|
|
gl->fVertexAttribPointer(0,
|
|
attrib0.size,
|
|
attrib0.type,
|
|
attrib0.normalized,
|
|
attrib0.stride,
|
|
reinterpret_cast<const GLvoid*>(attrib0.byteOffset));
|
|
}
|
|
} else {
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->mGLName : 0);
|
|
}
|
|
|
|
static GLuint
|
|
CreateGLTexture(gl::GLContext* gl)
|
|
{
|
|
MOZ_ASSERT(gl->IsCurrent());
|
|
GLuint ret = 0;
|
|
gl->fGenTextures(1, &ret);
|
|
return ret;
|
|
}
|
|
|
|
UniquePtr<WebGLContext::FakeBlackTexture>
|
|
WebGLContext::FakeBlackTexture::Create(gl::GLContext* gl, TexTarget target,
|
|
FakeBlackType type)
|
|
{
|
|
GLenum texFormat;
|
|
switch (type) {
|
|
case FakeBlackType::RGBA0000:
|
|
texFormat = LOCAL_GL_RGBA;
|
|
break;
|
|
|
|
case FakeBlackType::RGBA0001:
|
|
texFormat = LOCAL_GL_RGB;
|
|
break;
|
|
|
|
default:
|
|
MOZ_CRASH("GFX: bad type");
|
|
}
|
|
|
|
UniquePtr<FakeBlackTexture> result(new FakeBlackTexture(gl));
|
|
gl::ScopedBindTexture scopedBind(gl, result->mGLName, target.get());
|
|
|
|
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
|
|
gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
|
|
|
|
// We allocate our zeros on the heap, and we overallocate (16 bytes instead of 4) to
|
|
// minimize the risk of running into a driver bug in texImage2D, as it is a bit
|
|
// unusual maybe to create 1x1 textures, and the stack may not have the alignment that
|
|
// TexImage2D expects.
|
|
|
|
const webgl::DriverUnpackInfo dui = {texFormat, texFormat, LOCAL_GL_UNSIGNED_BYTE};
|
|
UniqueBuffer zeros = moz_xcalloc(1, 16); // Infallible allocation.
|
|
|
|
MOZ_ASSERT(gl->IsCurrent());
|
|
|
|
if (target == LOCAL_GL_TEXTURE_CUBE_MAP) {
|
|
for (int i = 0; i < 6; ++i) {
|
|
const TexImageTarget curTarget = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;
|
|
const GLenum error = DoTexImage(gl, curTarget.get(), 0, &dui, 1, 1, 1,
|
|
zeros.get());
|
|
if (error) {
|
|
return nullptr;
|
|
}
|
|
}
|
|
} else {
|
|
const GLenum error = DoTexImage(gl, target.get(), 0, &dui, 1, 1, 1,
|
|
zeros.get());
|
|
if (error) {
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
WebGLContext::FakeBlackTexture::FakeBlackTexture(gl::GLContext* gl)
|
|
: mGL(gl)
|
|
, mGLName(CreateGLTexture(gl))
|
|
{
|
|
}
|
|
|
|
WebGLContext::FakeBlackTexture::~FakeBlackTexture()
|
|
{
|
|
mGL->MakeCurrent();
|
|
mGL->fDeleteTextures(1, &mGLName);
|
|
}
|
|
|
|
} // namespace mozilla
|