зеркало из https://github.com/mozilla/gecko-dev.git
2421 строка
74 KiB
C++
2421 строка
74 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include <algorithm>
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#include <queue>
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#include "AccessCheck.h"
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#include "gfxConfig.h"
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#include "gfxContext.h"
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#include "gfxCrashReporterUtils.h"
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#include "gfxPattern.h"
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#include "gfxPrefs.h"
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#include "gfxUtils.h"
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#include "MozFramebuffer.h"
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#include "GLBlitHelper.h"
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#include "GLContext.h"
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#include "GLContextProvider.h"
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#include "GLReadTexImageHelper.h"
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#include "GLScreenBuffer.h"
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#include "ImageContainer.h"
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#include "ImageEncoder.h"
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#include "Layers.h"
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#include "LayerUserData.h"
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#include "mozilla/dom/BindingUtils.h"
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#include "mozilla/dom/Event.h"
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#include "mozilla/dom/HTMLVideoElement.h"
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#include "mozilla/dom/ImageData.h"
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#include "mozilla/dom/WebGLContextEvent.h"
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#include "mozilla/EnumeratedArrayCycleCollection.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/ProcessPriorityManager.h"
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#include "mozilla/ScopeExit.h"
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#include "mozilla/Services.h"
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#include "mozilla/Telemetry.h"
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#include "nsContentUtils.h"
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#include "nsDisplayList.h"
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#include "nsError.h"
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#include "nsIClassInfoImpl.h"
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#include "nsIConsoleService.h"
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#include "nsIGfxInfo.h"
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#include "nsIObserverService.h"
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#include "nsIVariant.h"
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#include "nsIWidget.h"
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#include "nsIXPConnect.h"
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#include "nsServiceManagerUtils.h"
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#include "SVGObserverUtils.h"
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#include "prenv.h"
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#include "ScopedGLHelpers.h"
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#include "VRManagerChild.h"
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#include "mozilla/layers/ImageBridgeChild.h"
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#include "mozilla/layers/TextureClientSharedSurface.h"
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#include "mozilla/layers/WebRenderUserData.h"
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#include "mozilla/layers/WebRenderCanvasRenderer.h"
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// Local
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#include "CanvasUtils.h"
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#include "WebGL1Context.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextLossHandler.h"
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#include "WebGLContextUtils.h"
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#include "WebGLExtensions.h"
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#include "WebGLFormats.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLMemoryTracker.h"
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#include "WebGLObjectModel.h"
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#include "WebGLProgram.h"
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#include "WebGLQuery.h"
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#include "WebGLSampler.h"
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#include "WebGLShader.h"
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#include "WebGLSync.h"
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#include "WebGLTransformFeedback.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#ifdef MOZ_WIDGET_COCOA
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# include "nsCocoaFeatures.h"
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#endif
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#ifdef XP_WIN
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# include "WGLLibrary.h"
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#endif
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// Generated
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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namespace mozilla {
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using namespace mozilla::dom;
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using namespace mozilla::gfx;
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using namespace mozilla::gl;
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using namespace mozilla::layers;
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WebGLContextOptions::WebGLContextOptions() {
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// Set default alpha state based on preference.
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if (gfxPrefs::WebGLDefaultNoAlpha()) alpha = false;
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}
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bool WebGLContextOptions::operator==(const WebGLContextOptions& r) const {
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bool eq = true;
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eq &= (alpha == r.alpha);
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eq &= (depth == r.depth);
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eq &= (stencil == r.stencil);
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eq &= (premultipliedAlpha == r.premultipliedAlpha);
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eq &= (antialias == r.antialias);
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eq &= (preserveDrawingBuffer == r.preserveDrawingBuffer);
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eq &= (failIfMajorPerformanceCaveat == r.failIfMajorPerformanceCaveat);
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eq &= (powerPreference == r.powerPreference);
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return eq;
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}
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WebGLContext::WebGLContext()
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: gl(mGL_OnlyClearInDestroyResourcesAndContext) // const reference
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,
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mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings()),
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mNumPerfWarnings(0),
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mMaxAcceptableFBStatusInvals(
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gfxPrefs::WebGLMaxAcceptableFBStatusInvals()),
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mDataAllocGLCallCount(0),
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mBypassShaderValidation(false),
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mEmptyTFO(0),
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mContextLossHandler(this),
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mNeedsFakeNoAlpha(false),
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mNeedsFakeNoDepth(false),
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mNeedsFakeNoStencil(false),
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mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation()),
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mMsaaSamples((uint8_t)gfxPrefs::WebGLMsaaSamples()) {
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mGeneration = 0;
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mInvalidated = false;
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mCapturedFrameInvalidated = false;
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mShouldPresent = true;
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mResetLayer = true;
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mOptionsFrozen = false;
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mDisableExtensions = false;
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mIsMesa = false;
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mWebGLError = 0;
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mVRReady = false;
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mViewportX = 0;
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mViewportY = 0;
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mViewportWidth = 0;
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mViewportHeight = 0;
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mDitherEnabled = 1;
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mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
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mScissorTestEnabled = 0;
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mStencilTestEnabled = 0;
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::AddWebGLContext(this);
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}
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mAllowContextRestore = true;
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mLastLossWasSimulated = false;
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mLoseContextOnMemoryPressure = false;
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mCanLoseContextInForeground = true;
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mAlreadyGeneratedWarnings = 0;
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mAlreadyWarnedAboutFakeVertexAttrib0 = false;
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mAlreadyWarnedAboutViewportLargerThanDest = false;
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mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
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if (mMaxWarnings < -1) {
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GenerateWarning(
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"webgl.max-warnings-per-context size is too large (seems like a "
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"negative value wrapped)");
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mMaxWarnings = 0;
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}
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mLastUseIndex = 0;
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mDisableFragHighP = false;
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mDrawCallsSinceLastFlush = 0;
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}
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WebGLContext::~WebGLContext() {
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RemovePostRefreshObserver();
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DestroyResourcesAndContext();
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::RemoveWebGLContext(this);
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}
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}
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template <typename T>
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void ClearLinkedList(LinkedList<T>& list) {
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while (!list.isEmpty()) {
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list.getLast()->DeleteOnce();
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}
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}
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void WebGLContext::DestroyResourcesAndContext() {
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if (!gl) return;
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mDefaultFB = nullptr;
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mResolvedDefaultFB = nullptr;
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mBound2DTextures.Clear();
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mBoundCubeMapTextures.Clear();
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mBound3DTextures.Clear();
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mBound2DArrayTextures.Clear();
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mBoundSamplers.Clear();
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mBoundArrayBuffer = nullptr;
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mBoundCopyReadBuffer = nullptr;
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mBoundCopyWriteBuffer = nullptr;
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mBoundPixelPackBuffer = nullptr;
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mBoundPixelUnpackBuffer = nullptr;
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mBoundTransformFeedbackBuffer = nullptr;
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mBoundUniformBuffer = nullptr;
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mCurrentProgram = nullptr;
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mActiveProgramLinkInfo = nullptr;
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mBoundDrawFramebuffer = nullptr;
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mBoundReadFramebuffer = nullptr;
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mBoundRenderbuffer = nullptr;
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mBoundVertexArray = nullptr;
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mDefaultVertexArray = nullptr;
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mBoundTransformFeedback = nullptr;
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mDefaultTransformFeedback = nullptr;
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#if defined(MOZ_WIDGET_ANDROID)
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mVRScreen = nullptr;
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#endif
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mQuerySlot_SamplesPassed = nullptr;
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mQuerySlot_TFPrimsWritten = nullptr;
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mQuerySlot_TimeElapsed = nullptr;
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mIndexedUniformBufferBindings.clear();
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if (mAvailabilityRunnable) {
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mAvailabilityRunnable->Run();
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}
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//////
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ClearLinkedList(mBuffers);
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ClearLinkedList(mFramebuffers);
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ClearLinkedList(mPrograms);
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ClearLinkedList(mQueries);
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ClearLinkedList(mRenderbuffers);
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ClearLinkedList(mSamplers);
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ClearLinkedList(mShaders);
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ClearLinkedList(mSyncs);
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ClearLinkedList(mTextures);
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ClearLinkedList(mTransformFeedbacks);
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ClearLinkedList(mVertexArrays);
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//////
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if (mEmptyTFO) {
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gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
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mEmptyTFO = 0;
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}
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//////
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if (mFakeVertexAttrib0BufferObject) {
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gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
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mFakeVertexAttrib0BufferObject = 0;
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}
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// disable all extensions except "WEBGL_lose_context". see bug #927969
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// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
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WebGLExtensionID extension = WebGLExtensionID(i);
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if (!IsExtensionEnabled(extension) ||
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(extension == WebGLExtensionID::WEBGL_lose_context))
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continue;
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mExtensions[extension]->MarkLost();
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mExtensions[extension] = nullptr;
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}
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// We just got rid of everything, so the context had better
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// have been going away.
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if (GLContext::ShouldSpew()) {
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printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
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}
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MOZ_ASSERT(gl);
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gl->MarkDestroyed();
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mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
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MOZ_ASSERT(!gl);
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}
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void WebGLContext::Invalidate() {
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if (!mCanvasElement) return;
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mCapturedFrameInvalidated = true;
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if (mInvalidated) return;
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SVGObserverUtils::InvalidateDirectRenderingObservers(mCanvasElement);
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mInvalidated = true;
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mCanvasElement->InvalidateCanvasContent(nullptr);
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}
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void WebGLContext::OnMemoryPressure() {
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bool shouldLoseContext = mLoseContextOnMemoryPressure;
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if (!mCanLoseContextInForeground &&
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ProcessPriorityManager::CurrentProcessIsForeground()) {
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shouldLoseContext = false;
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}
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if (shouldLoseContext) ForceLoseContext();
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}
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//
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// nsICanvasRenderingContextInternal
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//
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static bool IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo,
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int32_t feature,
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nsCString* const out_blacklistId) {
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int32_t status;
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if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(
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gfxInfo, feature, *out_blacklistId, &status))) {
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return false;
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}
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return status != nsIGfxInfo::FEATURE_STATUS_OK;
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}
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NS_IMETHODIMP
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WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
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ErrorResult& aRvForDictionaryInit) {
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const FuncScope funcScope(*this, "getContext");
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(void)IsContextLost(); // Ignore this.
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if (options.isNullOrUndefined() && mOptionsFrozen) return NS_OK;
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WebGLContextAttributes attributes;
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if (!attributes.Init(cx, options)) {
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aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
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return NS_ERROR_UNEXPECTED;
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}
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WebGLContextOptions newOpts;
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newOpts.stencil = attributes.mStencil;
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newOpts.depth = attributes.mDepth;
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newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
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newOpts.antialias = attributes.mAntialias;
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newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
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newOpts.failIfMajorPerformanceCaveat =
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attributes.mFailIfMajorPerformanceCaveat;
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newOpts.powerPreference = attributes.mPowerPreference;
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if (attributes.mAlpha.WasPassed()) {
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newOpts.alpha = attributes.mAlpha.Value();
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}
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// Don't do antialiasing if we've disabled MSAA.
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if (!gfxPrefs::MSAALevel()) {
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newOpts.antialias = false;
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}
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if (!gfxPrefs::WebGLForceMSAA()) {
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const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
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nsCString blocklistId;
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if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA,
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&blocklistId)) {
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GenerateWarning(
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"Disallowing antialiased backbuffers due to blacklisting.");
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newOpts.antialias = false;
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}
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}
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#if 0
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GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
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newOpts.antialias ? 1 : 0,
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newOpts.stencil ? 1 : 0,
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newOpts.depth ? 1 : 0,
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newOpts.alpha ? 1 : 0,
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newOpts.premultipliedAlpha ? 1 : 0,
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newOpts.preserveDrawingBuffer ? 1 : 0);
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#endif
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if (mOptionsFrozen && !(newOpts == mOptions)) {
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// Error if the options are already frozen, and the ones that were asked for
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// aren't the same as what they were originally.
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return NS_ERROR_FAILURE;
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}
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mOptions = newOpts;
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return NS_OK;
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}
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static bool HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo) {
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int32_t status;
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nsCString discardFailureId;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
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discardFailureId, &status);
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if (status) return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
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discardFailureId, &status);
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if (status) return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
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discardFailureId, &status);
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if (status) return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
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discardFailureId, &status);
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if (status) return true;
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gfxUtils::ThreadSafeGetFeatureStatus(
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gfxInfo, nsIGfxInfo::FEATURE_OPENGL_LAYERS, discardFailureId, &status);
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if (status) return true;
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return false;
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}
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// --
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bool WebGLContext::CreateAndInitGL(
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bool forceEnabled, std::vector<FailureReason>* const out_failReasons) {
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// Can't use WebGL in headless mode.
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if (gfxPlatform::IsHeadless()) {
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FailureReason reason;
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reason.info =
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"Can't use WebGL in headless mode (https://bugzil.la/1375585).";
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out_failReasons->push_back(reason);
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GenerateWarning("%s", reason.info.BeginReading());
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return false;
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}
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// WebGL can't be used when recording/replaying.
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if (recordreplay::IsRecordingOrReplaying()) {
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FailureReason reason;
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reason.info =
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"Can't use WebGL when recording or replaying "
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"(https://bugzil.la/1506467).";
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out_failReasons->push_back(reason);
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GenerateWarning("%s", reason.info.BeginReading());
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return false;
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}
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// WebGL2 is separately blocked:
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if (IsWebGL2()) {
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const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
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const auto feature = nsIGfxInfo::FEATURE_WEBGL2;
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FailureReason reason;
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if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
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reason.info =
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"Refused to create WebGL2 context because of blacklist"
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" entry: ";
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reason.info.Append(reason.key);
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out_failReasons->push_back(reason);
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GenerateWarning("%s", reason.info.BeginReading());
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return false;
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}
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}
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gl::CreateContextFlags flags = (gl::CreateContextFlags::NO_VALIDATION |
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gl::CreateContextFlags::PREFER_ROBUSTNESS);
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bool tryNativeGL = true;
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bool tryANGLE = false;
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if (forceEnabled) {
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flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
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}
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if (IsWebGL2()) {
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flags |= gl::CreateContextFlags::PREFER_ES3;
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} else if (!gfxPrefs::WebGL1AllowCoreProfile()) {
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flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
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}
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switch (mOptions.powerPreference) {
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case dom::WebGLPowerPreference::Low_power:
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break;
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case dom::WebGLPowerPreference::High_performance:
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flags |= gl::CreateContextFlags::HIGH_POWER;
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break;
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// Eventually add a heuristic, but for now default to high-performance.
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// We can even make it dynamic by holding on to a
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// ForceDiscreteGPUHelperCGL iff we decide it's a high-performance
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// application:
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// - Non-trivial canvas size
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// - Many draw calls
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// - Same origin with root page (try to stem bleeding from WebGL
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// ads/trackers)
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default:
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if (!gfxPrefs::WebGLDefaultLowPower()) {
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flags |= gl::CreateContextFlags::HIGH_POWER;
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}
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break;
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}
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// If "Use hardware acceleration when available" option is disabled:
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if (!gfxConfig::IsEnabled(Feature::HW_COMPOSITING)) {
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flags &= ~gl::CreateContextFlags::HIGH_POWER;
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}
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#ifdef XP_MACOSX
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const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
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nsString vendorID, deviceID;
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|
|
// 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 nsAString& 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;
|
|
|
|
if (!gl) {
|
|
NS_WARNING("GLContext is null!");
|
|
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.mSize = DrawingBufferSize();
|
|
data.mHasAlpha = mOptions.alpha;
|
|
data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
|
|
data.mGLContext = gl;
|
|
|
|
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
|