зеркало из https://github.com/mozilla/gecko-dev.git
1687 строки
66 KiB
C++
1687 строки
66 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef WEBGLCONTEXT_H_
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#define WEBGLCONTEXT_H_
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#include "mozilla/Attributes.h"
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#include "mozilla/CheckedInt.h"
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#include "mozilla/EnumeratedArray.h"
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#include "mozilla/LinkedList.h"
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#include "mozilla/UniquePtr.h"
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#include "mozilla/WeakPtr.h"
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#include "GLDefs.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLContextUnchecked.h"
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#include "WebGLObjectModel.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLTexture.h"
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#include "WebGLShaderValidator.h"
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#include "WebGLStrongTypes.h"
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#include <stdarg.h>
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#include "nsTArray.h"
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#include "nsCycleCollectionNoteChild.h"
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#include "nsIDOMWebGLRenderingContext.h"
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#include "nsICanvasRenderingContextInternal.h"
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#include "mozilla/dom/HTMLCanvasElement.h"
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#include "nsWrapperCache.h"
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#include "nsIObserver.h"
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#include "nsIDOMEventListener.h"
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#include "nsLayoutUtils.h"
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#include "GLContextProvider.h"
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#include "mozilla/gfx/2D.h"
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#ifdef XP_MACOSX
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#include "ForceDiscreteGPUHelperCGL.h"
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#endif
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#include "mozilla/dom/TypedArray.h"
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#include "mozilla/ErrorResult.h"
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class nsIDocShell;
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/*
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* Minimum value constants defined in 6.2 State Tables of OpenGL ES - 2.0.25
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* https://bugzilla.mozilla.org/show_bug.cgi?id=686732
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*
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* Exceptions: some of the following values are set to higher values than in the spec because
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* the values in the spec are ridiculously low. They are explicitly marked below
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*/
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#define MINVALUE_GL_MAX_TEXTURE_SIZE 1024 // Different from the spec, which sets it to 64 on page 162
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#define MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE 512 // Different from the spec, which sets it to 16 on page 162
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#define MINVALUE_GL_MAX_VERTEX_ATTRIBS 8 // Page 164
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#define MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS 16 // Page 164
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#define MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS 128 // Page 164
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#define MINVALUE_GL_MAX_VARYING_VECTORS 8 // Page 164
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#define MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS 8 // Page 164
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#define MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0 // Page 164
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#define MINVALUE_GL_MAX_RENDERBUFFER_SIZE 1024 // Different from the spec, which sets it to 1 on page 164
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#define MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 8 // Page 164
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namespace mozilla {
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class WebGLActiveInfo;
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class WebGLContextBoundObject;
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class WebGLContextLossHandler;
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class WebGLBuffer;
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class WebGLExtensionBase;
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class WebGLFramebuffer;
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class WebGLObserver;
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class WebGLProgram;
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class WebGLQuery;
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class WebGLRenderbuffer;
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class WebGLSampler;
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class WebGLShader;
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class WebGLShaderPrecisionFormat;
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class WebGLTexture;
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class WebGLTransformFeedback;
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class WebGLUniformLocation;
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class WebGLVertexArray;
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struct WebGLVertexAttribData;
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namespace dom {
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class Element;
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class ImageData;
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struct WebGLContextAttributes;
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template<typename> struct Nullable;
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}
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namespace gfx {
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class SourceSurface;
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}
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namespace webgl {
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struct LinkedProgramInfo;
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}
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WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
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void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
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struct WebGLContextOptions
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{
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// these are defaults
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WebGLContextOptions();
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bool operator==(const WebGLContextOptions& other) const {
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return
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alpha == other.alpha &&
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depth == other.depth &&
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stencil == other.stencil &&
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premultipliedAlpha == other.premultipliedAlpha &&
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antialias == other.antialias &&
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preserveDrawingBuffer == other.preserveDrawingBuffer;
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}
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bool operator!=(const WebGLContextOptions& other) const {
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return !operator==(other);
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}
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bool alpha;
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bool depth;
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bool stencil;
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bool premultipliedAlpha;
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bool antialias;
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bool preserveDrawingBuffer;
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};
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// From WebGLContextUtils
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TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
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class WebGLIntOrFloat {
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enum {
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Int,
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Float,
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Uint
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} mType;
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union {
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GLint i;
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GLfloat f;
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GLuint u;
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} mValue;
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public:
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explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
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explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
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GLint AsInt() const { return (mType == Int) ? mValue.i : NS_lroundf(mValue.f); }
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GLfloat AsFloat() const { return (mType == Float) ? mValue.f : GLfloat(mValue.i); }
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};
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class WebGLContext
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: public nsIDOMWebGLRenderingContext
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, public nsICanvasRenderingContextInternal
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, public nsSupportsWeakReference
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, public WebGLContextUnchecked
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, public WebGLRectangleObject
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, public nsWrapperCache
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, public SupportsWeakPtr<WebGLContext>
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{
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friend class WebGL2Context;
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friend class WebGLContextUserData;
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friend class WebGLExtensionCompressedTextureATC;
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friend class WebGLExtensionCompressedTextureETC1;
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friend class WebGLExtensionCompressedTexturePVRTC;
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friend class WebGLExtensionCompressedTextureS3TC;
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friend class WebGLExtensionDepthTexture;
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friend class WebGLExtensionDrawBuffers;
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friend class WebGLExtensionLoseContext;
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friend class WebGLExtensionVertexArray;
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friend class WebGLMemoryTracker;
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friend class WebGLObserver;
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enum {
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UNPACK_FLIP_Y_WEBGL = 0x9240,
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UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
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CONTEXT_LOST_WEBGL = 0x9242,
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UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
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BROWSER_DEFAULT_WEBGL = 0x9244,
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UNMASKED_VENDOR_WEBGL = 0x9245,
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UNMASKED_RENDERER_WEBGL = 0x9246
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};
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public:
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WebGLContext();
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MOZ_DECLARE_REFCOUNTED_TYPENAME(WebGLContext)
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NS_DECL_CYCLE_COLLECTING_ISUPPORTS
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NS_DECL_CYCLE_COLLECTION_SCRIPT_HOLDER_CLASS_AMBIGUOUS(WebGLContext,
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nsIDOMWebGLRenderingContext)
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virtual JSObject* WrapObject(JSContext* aCx) MOZ_OVERRIDE = 0;
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NS_DECL_NSIDOMWEBGLRENDERINGCONTEXT
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// nsICanvasRenderingContextInternal
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#ifdef DEBUG
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virtual int32_t GetWidth() const MOZ_OVERRIDE;
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virtual int32_t GetHeight() const MOZ_OVERRIDE;
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#endif
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NS_IMETHOD SetDimensions(int32_t width, int32_t height) MOZ_OVERRIDE;
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NS_IMETHOD InitializeWithSurface(nsIDocShell*, gfxASurface*, int32_t,
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int32_t) MOZ_OVERRIDE
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{
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return NS_ERROR_NOT_IMPLEMENTED;
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}
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NS_IMETHOD Reset() MOZ_OVERRIDE {
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/* (InitializeWithSurface) */
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return NS_ERROR_NOT_IMPLEMENTED;
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}
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virtual void GetImageBuffer(uint8_t** out_imageBuffer,
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int32_t* out_format) MOZ_OVERRIDE;
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NS_IMETHOD GetInputStream(const char* mimeType,
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const char16_t* encoderOptions,
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nsIInputStream** out_stream) MOZ_OVERRIDE;
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mozilla::TemporaryRef<mozilla::gfx::SourceSurface>
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GetSurfaceSnapshot(bool* out_premultAlpha) MOZ_OVERRIDE;
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NS_IMETHOD SetIsOpaque(bool) MOZ_OVERRIDE { return NS_OK; };
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bool GetIsOpaque() MOZ_OVERRIDE { return false; }
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NS_IMETHOD SetContextOptions(JSContext* cx,
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JS::Handle<JS::Value> options) MOZ_OVERRIDE;
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NS_IMETHOD SetIsIPC(bool) MOZ_OVERRIDE {
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return NS_ERROR_NOT_IMPLEMENTED;
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}
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/**
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* An abstract base class to be implemented by callers wanting to be notified
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* that a refresh has occurred. Callers must ensure an observer is removed
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* before it is destroyed.
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*/
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virtual void DidRefresh() MOZ_OVERRIDE;
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NS_IMETHOD Redraw(const gfxRect&) MOZ_OVERRIDE {
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return NS_ERROR_NOT_IMPLEMENTED;
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}
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void SynthesizeGLError(GLenum err);
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void SynthesizeGLError(GLenum err, const char* fmt, ...);
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void ErrorInvalidEnum(const char* fmt = 0, ...);
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void ErrorInvalidOperation(const char* fmt = 0, ...);
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void ErrorInvalidValue(const char* fmt = 0, ...);
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void ErrorInvalidFramebufferOperation(const char* fmt = 0, ...);
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void ErrorInvalidEnumInfo(const char* info, GLenum enumvalue);
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void ErrorOutOfMemory(const char* fmt = 0, ...);
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const char* ErrorName(GLenum error);
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/**
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* Return displayable name for GLenum.
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* This version is like gl::GLenumToStr but with out the GL_ prefix to
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* keep consistency with how errors are reported from WebGL.
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*/
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// Returns nullptr if glenum is unknown.
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static const char* EnumName(GLenum glenum);
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// Returns hex formatted version of glenum if glenum is unknown.
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static void EnumName(GLenum glenum, nsACString* out_name);
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bool IsCompressedTextureFormat(GLenum format);
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bool IsTextureFormatCompressed(TexInternalFormat format);
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void DummyFramebufferOperation(const char* funcName);
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WebGLTexture* ActiveBoundTextureForTarget(const TexTarget texTarget) const {
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switch (texTarget.get()) {
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case LOCAL_GL_TEXTURE_2D:
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return mBound2DTextures[mActiveTexture];
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case LOCAL_GL_TEXTURE_CUBE_MAP:
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return mBoundCubeMapTextures[mActiveTexture];
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case LOCAL_GL_TEXTURE_3D:
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return mBound3DTextures[mActiveTexture];
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default:
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MOZ_CRASH("bad target");
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}
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}
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/* Use this function when you have the texture image target, for example:
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* GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_[POSITIVE|NEGATIVE]_[X|Y|Z], and
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* not the actual texture binding target: GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP.
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*/
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WebGLTexture*
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ActiveBoundTextureForTexImageTarget(const TexImageTarget texImgTarget) const
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{
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const TexTarget texTarget = TexImageTargetToTexTarget(texImgTarget);
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return ActiveBoundTextureForTarget(texTarget);
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}
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already_AddRefed<CanvasLayer>
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GetCanvasLayer(nsDisplayListBuilder* builder, CanvasLayer* oldLayer,
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LayerManager* manager) MOZ_OVERRIDE;
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// Note that 'clean' here refers to its invalidation state, not the
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// contents of the buffer.
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void MarkContextClean() MOZ_OVERRIDE { mInvalidated = false; }
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gl::GLContext* GL() const { return gl; }
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bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
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bool PresentScreenBuffer();
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// a number that increments every time we have an event that causes
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// all context resources to be lost.
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uint32_t Generation() { return mGeneration.value(); }
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// Returns null if the current bound FB is not likely complete.
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const WebGLRectangleObject* CurValidDrawFBRectObject() const;
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const WebGLRectangleObject* CurValidReadFBRectObject() const;
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static const size_t kMaxColorAttachments = 16;
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// This is similar to GLContext::ClearSafely, but tries to minimize the
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// amount of work it does.
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// It only clears the buffers we specify, and can reset its state without
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// first having to query anything, as WebGL knows its state at all times.
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void ForceClearFramebufferWithDefaultValues(GLbitfield mask,
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const bool colorAttachmentsMask[kMaxColorAttachments]);
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// Calls ForceClearFramebufferWithDefaultValues() for the Context's 'screen'.
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void ClearScreen();
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void ClearBackbufferIfNeeded();
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bool MinCapabilityMode() const { return mMinCapability; }
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void RunContextLossTimer();
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void UpdateContextLossStatus();
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void EnqueueUpdateContextLossStatus();
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bool TryToRestoreContext();
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void AssertCachedBindings();
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void AssertCachedState();
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// WebIDL WebGLRenderingContext API
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dom::HTMLCanvasElement* GetCanvas() const { return mCanvasElement; }
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GLsizei DrawingBufferWidth() const { return IsContextLost() ? 0 : mWidth; }
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GLsizei DrawingBufferHeight() const {
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return IsContextLost() ? 0 : mHeight;
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}
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void
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GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
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bool IsContextLost() const { return mContextStatus != ContextNotLost; }
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void GetSupportedExtensions(JSContext* cx,
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dom::Nullable< nsTArray<nsString> >& retval);
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void GetExtension(JSContext* cx, const nsAString& name,
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JS::MutableHandle<JSObject*> retval, ErrorResult& rv);
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void ActiveTexture(GLenum texture);
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void AttachShader(WebGLProgram* prog, WebGLShader* shader);
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void BindAttribLocation(WebGLProgram* prog, GLuint location,
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const nsAString& name);
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void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
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void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
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void BindTexture(GLenum target, WebGLTexture* tex);
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void BindVertexArray(WebGLVertexArray* vao);
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void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
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void BlendEquation(GLenum mode);
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void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void BlendFunc(GLenum sfactor, GLenum dfactor);
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void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
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GLenum srcAlpha, GLenum dstAlpha);
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GLenum CheckFramebufferStatus(GLenum target);
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void Clear(GLbitfield mask);
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void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
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void ClearDepth(GLclampf v);
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void ClearStencil(GLint v);
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void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
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void CompileShader(WebGLShader* shader);
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void CompileShaderANGLE(WebGLShader* shader);
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void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
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void CompressedTexImage2D(GLenum target, GLint level,
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GLenum internalformat, GLsizei width,
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GLsizei height, GLint border,
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const dom::ArrayBufferView& view);
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void CompressedTexSubImage2D(GLenum texImageTarget, GLint level,
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GLint xoffset, GLint yoffset, GLsizei width,
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GLsizei height, GLenum format,
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const dom::ArrayBufferView& view);
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void CopyTexImage2D(GLenum texImageTarget, GLint level,
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GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void CopyTexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
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GLint yoffset, GLint x, GLint y, GLsizei width,
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GLsizei height);
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already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
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already_AddRefed<WebGLProgram> CreateProgram();
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already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
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already_AddRefed<WebGLTexture> CreateTexture();
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already_AddRefed<WebGLShader> CreateShader(GLenum type);
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already_AddRefed<WebGLVertexArray> CreateVertexArray();
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void CullFace(GLenum face);
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void DeleteFramebuffer(WebGLFramebuffer* fb);
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void DeleteProgram(WebGLProgram* prog);
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void DeleteRenderbuffer(WebGLRenderbuffer* rb);
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void DeleteShader(WebGLShader* shader);
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void DeleteVertexArray(WebGLVertexArray* vao);
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void DeleteTexture(WebGLTexture* tex);
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void DepthFunc(GLenum func);
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void DepthMask(WebGLboolean b);
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void DepthRange(GLclampf zNear, GLclampf zFar);
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void DetachShader(WebGLProgram* prog, WebGLShader* shader);
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void DrawBuffers(const dom::Sequence<GLenum>& buffers);
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void Flush();
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void Finish();
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void FramebufferRenderbuffer(GLenum target, GLenum attachment,
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GLenum rbTarget, WebGLRenderbuffer* rb);
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void FramebufferTexture2D(GLenum target, GLenum attachment,
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GLenum texImageTarget, WebGLTexture* tex,
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GLint level);
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// Framebuffer validation
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bool ValidateFramebufferAttachment(const WebGLFramebuffer* fb,
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GLenum attachment, const char* funcName);
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void FrontFace(GLenum mode);
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void GenerateMipmap(GLenum target);
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already_AddRefed<WebGLActiveInfo> GetActiveAttrib(WebGLProgram* prog,
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GLuint index);
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already_AddRefed<WebGLActiveInfo> GetActiveUniform(WebGLProgram* prog,
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GLuint index);
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void
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GetAttachedShaders(WebGLProgram* prog,
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dom::Nullable<nsTArray<nsRefPtr<WebGLShader>>>& retval);
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GLint GetAttribLocation(WebGLProgram* prog, const nsAString& name);
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JS::Value GetBufferParameter(GLenum target, GLenum pname);
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void GetBufferParameter(JSContext*, GLenum target, GLenum pname,
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JS::MutableHandle<JS::Value> retval)
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{
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retval.set(GetBufferParameter(target, pname));
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}
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GLenum GetError();
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JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
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GLenum attachment, GLenum pname,
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ErrorResult& rv);
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void GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
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GLenum attachment, GLenum pname,
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JS::MutableHandle<JS::Value> retval,
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ErrorResult& rv)
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{
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retval.set(GetFramebufferAttachmentParameter(cx, target, attachment,
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pname, rv));
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}
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JS::Value GetProgramParameter(WebGLProgram* prog, GLenum pname);
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void GetProgramParameter(JSContext*, WebGLProgram* prog, GLenum pname,
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JS::MutableHandle<JS::Value> retval)
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{
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retval.set(GetProgramParameter(prog, pname));
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}
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void GetProgramInfoLog(WebGLProgram* prog, nsACString& retval);
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void GetProgramInfoLog(WebGLProgram* prog, nsAString& retval);
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JS::Value GetRenderbufferParameter(GLenum target, GLenum pname);
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void GetRenderbufferParameter(JSContext*, GLenum target, GLenum pname,
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JS::MutableHandle<JS::Value> retval)
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{
|
|
retval.set(GetRenderbufferParameter(target, pname));
|
|
}
|
|
|
|
JS::Value GetShaderParameter(WebGLShader* shader, GLenum pname);
|
|
|
|
void GetShaderParameter(JSContext*, WebGLShader* shader, GLenum pname,
|
|
JS::MutableHandle<JS::Value> retval)
|
|
{
|
|
retval.set(GetShaderParameter(shader, pname));
|
|
}
|
|
|
|
already_AddRefed<WebGLShaderPrecisionFormat>
|
|
GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
|
|
|
|
void GetShaderInfoLog(WebGLShader* shader, nsACString& retval);
|
|
void GetShaderInfoLog(WebGLShader* shader, nsAString& retval);
|
|
void GetShaderSource(WebGLShader* shader, nsAString& retval);
|
|
void GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval);
|
|
JS::Value GetTexParameter(GLenum target, GLenum pname);
|
|
|
|
void GetTexParameter(JSContext*, GLenum target, GLenum pname,
|
|
JS::MutableHandle<JS::Value> retval)
|
|
{
|
|
retval.set(GetTexParameter(target, pname));
|
|
}
|
|
|
|
JS::Value GetUniform(JSContext* cx, WebGLProgram* prog,
|
|
WebGLUniformLocation* loc);
|
|
|
|
void GetUniform(JSContext* cx, WebGLProgram* prog,
|
|
WebGLUniformLocation* loc,
|
|
JS::MutableHandle<JS::Value> retval)
|
|
{
|
|
retval.set(GetUniform(cx, prog, loc));
|
|
}
|
|
|
|
already_AddRefed<WebGLUniformLocation>
|
|
GetUniformLocation(WebGLProgram* prog, const nsAString& name);
|
|
|
|
void Hint(GLenum target, GLenum mode);
|
|
bool IsFramebuffer(WebGLFramebuffer* fb);
|
|
bool IsProgram(WebGLProgram* prog);
|
|
bool IsRenderbuffer(WebGLRenderbuffer* rb);
|
|
bool IsShader(WebGLShader* shader);
|
|
bool IsTexture(WebGLTexture* tex);
|
|
bool IsVertexArray(WebGLVertexArray* vao);
|
|
void LineWidth(GLfloat width);
|
|
void LinkProgram(WebGLProgram* prog);
|
|
void PixelStorei(GLenum pname, GLint param);
|
|
void PolygonOffset(GLfloat factor, GLfloat units);
|
|
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
|
|
GLenum format, GLenum type,
|
|
const Nullable<dom::ArrayBufferView>& pixels,
|
|
ErrorResult& rv);
|
|
void RenderbufferStorage(GLenum target, GLenum internalFormat,
|
|
GLsizei width, GLsizei height);
|
|
void SampleCoverage(GLclampf value, WebGLboolean invert);
|
|
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
|
|
void ShaderSource(WebGLShader* shader, const nsAString& source);
|
|
void StencilFunc(GLenum func, GLint ref, GLuint mask);
|
|
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
|
|
void StencilMask(GLuint mask);
|
|
void StencilMaskSeparate(GLenum face, GLuint mask);
|
|
void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
|
|
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
|
|
GLenum dppass);
|
|
void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat,
|
|
GLsizei width, GLsizei height, GLint border, GLenum format,
|
|
GLenum type, const Nullable<dom::ArrayBufferView>& pixels,
|
|
ErrorResult& rv);
|
|
void TexImage2D(GLenum texImageTarget, GLint level, GLenum internalFormat,
|
|
GLenum format, GLenum type, dom::ImageData* pixels,
|
|
ErrorResult& rv);
|
|
// Allow whatever element types the bindings are willing to pass
|
|
// us in TexImage2D
|
|
bool TexImageFromVideoElement(TexImageTarget texImageTarget, GLint level,
|
|
GLenum internalFormat, GLenum format,
|
|
GLenum type, mozilla::dom::Element& image);
|
|
|
|
template<class ElementType>
|
|
void TexImage2D(GLenum rawTexImageTarget, GLint level,
|
|
GLenum internalFormat, GLenum format, GLenum type,
|
|
ElementType& elt, ErrorResult& rv)
|
|
{
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
if (!ValidateTexImageTarget(rawTexImageTarget,
|
|
WebGLTexImageFunc::TexImage,
|
|
WebGLTexDimensions::Tex2D))
|
|
{
|
|
ErrorInvalidEnumInfo("texSubImage2D: target", rawTexImageTarget);
|
|
return;
|
|
}
|
|
|
|
const TexImageTarget texImageTarget(rawTexImageTarget);
|
|
|
|
if (level < 0)
|
|
return ErrorInvalidValue("texImage2D: level is negative");
|
|
|
|
const int32_t maxLevel = MaxTextureLevelForTexImageTarget(texImageTarget);
|
|
if (level > maxLevel) {
|
|
ErrorInvalidValue("texImage2D: level %d is too large, max is %d",
|
|
level, maxLevel);
|
|
return;
|
|
}
|
|
|
|
WebGLTexture* tex = ActiveBoundTextureForTexImageTarget(texImageTarget);
|
|
|
|
if (!tex)
|
|
return ErrorInvalidOperation("no texture is bound to this target");
|
|
|
|
// Trying to handle the video by GPU directly first
|
|
if (TexImageFromVideoElement(texImageTarget, level, internalFormat,
|
|
format, type, elt))
|
|
{
|
|
return;
|
|
}
|
|
|
|
RefPtr<gfx::DataSourceSurface> data;
|
|
WebGLTexelFormat srcFormat;
|
|
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
|
|
rv = SurfaceFromElementResultToImageSurface(res, data, &srcFormat);
|
|
if (rv.Failed() || !data)
|
|
return;
|
|
|
|
gfx::IntSize size = data->GetSize();
|
|
uint32_t byteLength = data->Stride() * size.height;
|
|
return TexImage2D_base(texImageTarget, level, internalFormat,
|
|
size.width, size.height, data->Stride(), 0,
|
|
format, type, data->GetData(), byteLength,
|
|
js::Scalar::MaxTypedArrayViewType, srcFormat,
|
|
mPixelStorePremultiplyAlpha);
|
|
}
|
|
|
|
void TexParameterf(GLenum target, GLenum pname, GLfloat param) {
|
|
TexParameter_base(target, pname, nullptr, ¶m);
|
|
}
|
|
void TexParameteri(GLenum target, GLenum pname, GLint param) {
|
|
TexParameter_base(target, pname, ¶m, nullptr);
|
|
}
|
|
|
|
void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
|
|
GLint yoffset, GLsizei width, GLsizei height,
|
|
GLenum format, GLenum type,
|
|
const Nullable<dom::ArrayBufferView>& pixels,
|
|
ErrorResult& rv);
|
|
void TexSubImage2D(GLenum texImageTarget, GLint level, GLint xoffset,
|
|
GLint yoffset, GLenum format, GLenum type,
|
|
dom::ImageData* pixels, ErrorResult& rv);
|
|
// Allow whatever element types the bindings are willing to pass
|
|
// us in TexSubImage2D
|
|
template<class ElementType>
|
|
void TexSubImage2D(GLenum rawTexImageTarget, GLint level, GLint xoffset,
|
|
GLint yoffset, GLenum format, GLenum type,
|
|
ElementType& elt, ErrorResult& rv)
|
|
{
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
if (!ValidateTexImageTarget(rawTexImageTarget,
|
|
WebGLTexImageFunc::TexSubImage,
|
|
WebGLTexDimensions::Tex2D))
|
|
{
|
|
ErrorInvalidEnumInfo("texSubImage2D: target", rawTexImageTarget);
|
|
return;
|
|
}
|
|
|
|
const TexImageTarget texImageTarget(rawTexImageTarget);
|
|
|
|
if (level < 0)
|
|
return ErrorInvalidValue("texSubImage2D: level is negative");
|
|
|
|
const int32_t maxLevel = MaxTextureLevelForTexImageTarget(texImageTarget);
|
|
if (level > maxLevel) {
|
|
ErrorInvalidValue("texSubImage2D: level %d is too large, max is %d",
|
|
level, maxLevel);
|
|
return;
|
|
}
|
|
|
|
WebGLTexture* tex = ActiveBoundTextureForTexImageTarget(texImageTarget);
|
|
if (!tex)
|
|
return ErrorInvalidOperation("texSubImage2D: no texture bound on active texture unit");
|
|
|
|
const WebGLTexture::ImageInfo& imageInfo = tex->ImageInfoAt(texImageTarget, level);
|
|
const TexInternalFormat internalFormat = imageInfo.EffectiveInternalFormat();
|
|
|
|
// Trying to handle the video by GPU directly first
|
|
if (TexImageFromVideoElement(texImageTarget, level,
|
|
internalFormat.get(), format, type, elt))
|
|
{
|
|
return;
|
|
}
|
|
|
|
RefPtr<gfx::DataSourceSurface> data;
|
|
WebGLTexelFormat srcFormat;
|
|
nsLayoutUtils::SurfaceFromElementResult res = SurfaceFromElement(elt);
|
|
rv = SurfaceFromElementResultToImageSurface(res, data, &srcFormat);
|
|
if (rv.Failed() || !data)
|
|
return;
|
|
|
|
gfx::IntSize size = data->GetSize();
|
|
uint32_t byteLength = data->Stride() * size.height;
|
|
return TexSubImage2D_base(texImageTarget.get(), level, xoffset, yoffset,
|
|
size.width, size.height, data->Stride(),
|
|
format, type, data->GetData(), byteLength,
|
|
js::Scalar::MaxTypedArrayViewType, srcFormat,
|
|
mPixelStorePremultiplyAlpha);
|
|
}
|
|
|
|
void Uniform1i(WebGLUniformLocation* loc, GLint x);
|
|
void Uniform2i(WebGLUniformLocation* loc, GLint x, GLint y);
|
|
void Uniform3i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z);
|
|
void Uniform4i(WebGLUniformLocation* loc, GLint x, GLint y, GLint z,
|
|
GLint w);
|
|
|
|
void Uniform1f(WebGLUniformLocation* loc, GLfloat x);
|
|
void Uniform2f(WebGLUniformLocation* loc, GLfloat x, GLfloat y);
|
|
void Uniform3f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z);
|
|
void Uniform4f(WebGLUniformLocation* loc, GLfloat x, GLfloat y, GLfloat z,
|
|
GLfloat w);
|
|
|
|
// Int array
|
|
void Uniform1iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform1iv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform1iv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLint>& arr)
|
|
{
|
|
Uniform1iv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLint* data);
|
|
|
|
void Uniform2iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform2iv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform2iv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLint>& arr)
|
|
{
|
|
Uniform2iv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLint* data);
|
|
|
|
void Uniform3iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform3iv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform3iv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLint>& arr)
|
|
{
|
|
Uniform3iv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLint* data);
|
|
|
|
void Uniform4iv(WebGLUniformLocation* loc, const dom::Int32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform4iv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform4iv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLint>& arr)
|
|
{
|
|
Uniform4iv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLint* data);
|
|
|
|
// Float array
|
|
void Uniform1fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform1fv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform1fv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLfloat>& arr)
|
|
{
|
|
Uniform1fv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLfloat* data);
|
|
|
|
void Uniform2fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform2fv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform2fv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLfloat>& arr)
|
|
{
|
|
Uniform2fv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLfloat* data);
|
|
|
|
void Uniform3fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform3fv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform3fv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLfloat>& arr)
|
|
{
|
|
Uniform3fv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLfloat* data);
|
|
|
|
void Uniform4fv(WebGLUniformLocation* loc, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
Uniform4fv_base(loc, arr.Length(), arr.Data());
|
|
}
|
|
void Uniform4fv(WebGLUniformLocation* loc,
|
|
const dom::Sequence<GLfloat>& arr)
|
|
{
|
|
Uniform4fv_base(loc, arr.Length(), arr.Elements());
|
|
}
|
|
void Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength,
|
|
const GLfloat* data);
|
|
|
|
// Matrix
|
|
void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Float32Array& value)
|
|
{
|
|
value.ComputeLengthAndData();
|
|
UniformMatrix2fv_base(loc, transpose, value.Length(), value.Data());
|
|
}
|
|
void UniformMatrix2fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Sequence<float>& value)
|
|
{
|
|
UniformMatrix2fv_base(loc, transpose, value.Length(),
|
|
value.Elements());
|
|
}
|
|
void UniformMatrix2fv_base(WebGLUniformLocation* loc,
|
|
WebGLboolean transpose, size_t arrayLength,
|
|
const float* data);
|
|
|
|
void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Float32Array& value)
|
|
{
|
|
value.ComputeLengthAndData();
|
|
UniformMatrix3fv_base(loc, transpose, value.Length(), value.Data());
|
|
}
|
|
void UniformMatrix3fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Sequence<float>& value)
|
|
{
|
|
UniformMatrix3fv_base(loc, transpose, value.Length(), value.Elements());
|
|
}
|
|
void UniformMatrix3fv_base(WebGLUniformLocation* loc,
|
|
WebGLboolean transpose, size_t arrayLength,
|
|
const float* data);
|
|
|
|
void UniformMatrix4fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Float32Array& value)
|
|
{
|
|
value.ComputeLengthAndData();
|
|
UniformMatrix4fv_base(loc, transpose, value.Length(), value.Data());
|
|
}
|
|
void UniformMatrix4fv(WebGLUniformLocation* loc, WebGLboolean transpose,
|
|
const dom::Sequence<float>& value)
|
|
{
|
|
UniformMatrix4fv_base(loc, transpose, value.Length(),
|
|
value.Elements());
|
|
}
|
|
void UniformMatrix4fv_base(WebGLUniformLocation* loc,
|
|
WebGLboolean transpose, size_t arrayLength,
|
|
const float* data);
|
|
|
|
void UseProgram(WebGLProgram* prog);
|
|
|
|
bool ValidateAttribArraySetter(const char* name, uint32_t count,
|
|
uint32_t arrayLength);
|
|
bool ValidateUniformLocation(WebGLUniformLocation* loc, const char* funcName);
|
|
bool ValidateUniformSetter(WebGLUniformLocation* loc, uint8_t setterSize,
|
|
GLenum setterType, const char* info,
|
|
GLuint* out_rawLoc);
|
|
bool ValidateUniformArraySetter(WebGLUniformLocation* loc,
|
|
uint8_t setterElemSize, GLenum setterType,
|
|
size_t setterArraySize, const char* info,
|
|
GLuint* out_rawLoc,
|
|
GLsizei* out_numElementsToUpload);
|
|
bool ValidateUniformMatrixArraySetter(WebGLUniformLocation* loc,
|
|
uint8_t setterDims, GLenum setterType,
|
|
size_t setterArraySize,
|
|
bool setterTranspose,
|
|
const char* info, GLuint* out_rawLoc,
|
|
GLsizei* out_numElementsToUpload);
|
|
void ValidateProgram(WebGLProgram* prog);
|
|
bool ValidateUniformLocation(const char* info, WebGLUniformLocation* loc);
|
|
bool ValidateSamplerUniformSetter(const char* info,
|
|
WebGLUniformLocation* loc, GLint value);
|
|
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
|
|
// -----------------------------------------------------------------------------
|
|
// WEBGL_lose_context
|
|
public:
|
|
void LoseContext();
|
|
void RestoreContext();
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Buffer Objects (WebGLContextBuffers.cpp)
|
|
private:
|
|
void UpdateBoundBuffer(GLenum target, WebGLBuffer* buffer);
|
|
void UpdateBoundBufferIndexed(GLenum target, GLuint index, WebGLBuffer* buffer);
|
|
|
|
public:
|
|
void BindBuffer(GLenum target, WebGLBuffer* buffer);
|
|
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buf);
|
|
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
|
|
WebGLintptr offset, WebGLsizeiptr size);
|
|
|
|
private:
|
|
void BufferDataUnchecked(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
|
|
void BufferData(GLenum target, WebGLsizeiptr size, void* data, GLenum usage);
|
|
|
|
public:
|
|
void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage);
|
|
void BufferData(GLenum target, const dom::ArrayBufferView& data,
|
|
GLenum usage);
|
|
void BufferData(GLenum target, const Nullable<dom::ArrayBuffer>& maybeData,
|
|
GLenum usage);
|
|
|
|
private:
|
|
void BufferSubDataUnchecked(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
|
|
void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
|
|
|
|
public:
|
|
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
|
|
const dom::ArrayBufferView& data);
|
|
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
|
|
const Nullable<dom::ArrayBuffer>& maybeData);
|
|
already_AddRefed<WebGLBuffer> CreateBuffer();
|
|
void DeleteBuffer(WebGLBuffer* buf);
|
|
bool IsBuffer(WebGLBuffer* buf);
|
|
|
|
protected:
|
|
// bound buffer state
|
|
WebGLRefPtr<WebGLBuffer> mBoundArrayBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundCopyReadBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundPixelPackBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
|
|
WebGLRefPtr<WebGLBuffer> mBoundUniformBuffer;
|
|
|
|
UniquePtr<WebGLRefPtr<WebGLBuffer>[]> mBoundUniformBuffers;
|
|
UniquePtr<WebGLRefPtr<WebGLBuffer>[]> mBoundTransformFeedbackBuffers;
|
|
|
|
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
|
|
WebGLRefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
|
|
GLuint index);
|
|
bool ValidateBufferUsageEnum(GLenum target, const char* info);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Queries (WebGL2ContextQueries.cpp)
|
|
protected:
|
|
WebGLRefPtr<WebGLQuery>* GetQueryTargetSlot(GLenum target);
|
|
|
|
WebGLRefPtr<WebGLQuery> mActiveOcclusionQuery;
|
|
WebGLRefPtr<WebGLQuery> mActiveTransformFeedbackQuery;
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// State and State Requests (WebGLContextState.cpp)
|
|
public:
|
|
void Disable(GLenum cap);
|
|
void Enable(GLenum cap);
|
|
bool GetStencilBits(GLint* out_stencilBits);
|
|
JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv);
|
|
|
|
void GetParameter(JSContext* cx, GLenum pname,
|
|
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
|
|
{
|
|
retval.set(GetParameter(cx, pname, rv));
|
|
}
|
|
|
|
void GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index,
|
|
JS::MutableHandle<JS::Value> retval);
|
|
bool IsEnabled(GLenum cap);
|
|
|
|
private:
|
|
// State tracking slots
|
|
realGLboolean mDitherEnabled;
|
|
realGLboolean mRasterizerDiscardEnabled;
|
|
realGLboolean mScissorTestEnabled;
|
|
|
|
bool ValidateCapabilityEnum(GLenum cap, const char* info);
|
|
realGLboolean* GetStateTrackingSlot(GLenum cap);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Vertices Feature (WebGLContextVertices.cpp)
|
|
public:
|
|
void DrawArrays(GLenum mode, GLint first, GLsizei count);
|
|
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
|
|
GLsizei primcount);
|
|
void DrawElements(GLenum mode, GLsizei count, GLenum type,
|
|
WebGLintptr byteOffset);
|
|
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
|
|
WebGLintptr byteOffset, GLsizei primcount);
|
|
|
|
void EnableVertexAttribArray(GLuint index);
|
|
void DisableVertexAttribArray(GLuint index);
|
|
|
|
JS::Value GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
|
|
ErrorResult& rv);
|
|
|
|
void GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
|
|
JS::MutableHandle<JS::Value> retval, ErrorResult& rv)
|
|
{
|
|
retval.set(GetVertexAttrib(cx, index, pname, rv));
|
|
}
|
|
|
|
WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname);
|
|
|
|
void VertexAttrib1f(GLuint index, GLfloat x0);
|
|
void VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1);
|
|
void VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2);
|
|
void VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2,
|
|
GLfloat x3);
|
|
|
|
void VertexAttrib1fv(GLuint idx, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
VertexAttrib1fv_base(idx, arr.Length(), arr.Data());
|
|
}
|
|
void VertexAttrib1fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
|
|
VertexAttrib1fv_base(idx, arr.Length(), arr.Elements());
|
|
}
|
|
|
|
void VertexAttrib2fv(GLuint idx, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
VertexAttrib2fv_base(idx, arr.Length(), arr.Data());
|
|
}
|
|
void VertexAttrib2fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
|
|
VertexAttrib2fv_base(idx, arr.Length(), arr.Elements());
|
|
}
|
|
|
|
void VertexAttrib3fv(GLuint idx, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
VertexAttrib3fv_base(idx, arr.Length(), arr.Data());
|
|
}
|
|
void VertexAttrib3fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
|
|
VertexAttrib3fv_base(idx, arr.Length(), arr.Elements());
|
|
}
|
|
|
|
void VertexAttrib4fv(GLuint idx, const dom::Float32Array& arr) {
|
|
arr.ComputeLengthAndData();
|
|
VertexAttrib4fv_base(idx, arr.Length(), arr.Data());
|
|
}
|
|
void VertexAttrib4fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
|
|
VertexAttrib4fv_base(idx, arr.Length(), arr.Elements());
|
|
}
|
|
|
|
void VertexAttribPointer(GLuint index, GLint size, GLenum type,
|
|
WebGLboolean normalized, GLsizei stride,
|
|
WebGLintptr byteOffset);
|
|
void VertexAttribDivisor(GLuint index, GLuint divisor);
|
|
|
|
private:
|
|
// Cache the max number of vertices and instances that can be read from
|
|
// bound VBOs (result of ValidateBuffers).
|
|
bool mBufferFetchingIsVerified;
|
|
bool mBufferFetchingHasPerVertex;
|
|
uint32_t mMaxFetchedVertices;
|
|
uint32_t mMaxFetchedInstances;
|
|
|
|
bool DrawArrays_check(GLint first, GLsizei count, GLsizei primcount,
|
|
const char* info);
|
|
bool DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset,
|
|
GLsizei primcount, const char* info,
|
|
GLuint* out_upperBound);
|
|
bool DrawInstanced_check(const char* info);
|
|
void Draw_cleanup();
|
|
|
|
void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
|
|
const GLfloat* ptr);
|
|
void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
|
|
const GLfloat* ptr);
|
|
void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
|
|
const GLfloat* ptr);
|
|
void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
|
|
const GLfloat* ptr);
|
|
|
|
bool ValidateBufferFetching(const char* info);
|
|
bool BindArrayAttribToLocation0(WebGLProgram* prog);
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// PROTECTED
|
|
protected:
|
|
virtual ~WebGLContext();
|
|
|
|
void SetFakeBlackStatus(WebGLContextFakeBlackStatus x) {
|
|
mFakeBlackStatus = x;
|
|
}
|
|
// Returns the current fake-black-status, except if it was Unknown,
|
|
// in which case this function resolves it first, so it never returns Unknown.
|
|
WebGLContextFakeBlackStatus ResolvedFakeBlackStatus();
|
|
|
|
void BindFakeBlackTextures();
|
|
void UnbindFakeBlackTextures();
|
|
|
|
WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need();
|
|
bool DoFakeVertexAttrib0(GLuint vertexCount);
|
|
void UndoFakeVertexAttrib0();
|
|
|
|
static CheckedUint32 GetImageSize(GLsizei height, GLsizei width,
|
|
GLsizei depth, uint32_t pixelSize,
|
|
uint32_t alignment);
|
|
|
|
virtual JS::Value GetTexParameterInternal(const TexTarget& target,
|
|
GLenum pname);
|
|
|
|
// Returns x rounded to the next highest multiple of y.
|
|
static CheckedUint32 RoundedToNextMultipleOf(CheckedUint32 x,
|
|
CheckedUint32 y)
|
|
{
|
|
return ((x + y - 1) / y) * y;
|
|
}
|
|
|
|
inline void InvalidateBufferFetching()
|
|
{
|
|
mBufferFetchingIsVerified = false;
|
|
mBufferFetchingHasPerVertex = false;
|
|
mMaxFetchedVertices = 0;
|
|
mMaxFetchedInstances = 0;
|
|
}
|
|
|
|
CheckedUint32 mGeneration;
|
|
|
|
WebGLContextOptions mOptions;
|
|
|
|
bool mInvalidated;
|
|
bool mResetLayer;
|
|
bool mOptionsFrozen;
|
|
bool mMinCapability;
|
|
bool mDisableExtensions;
|
|
bool mIsMesa;
|
|
bool mLoseContextOnMemoryPressure;
|
|
bool mCanLoseContextInForeground;
|
|
bool mRestoreWhenVisible;
|
|
bool mShouldPresent;
|
|
bool mBackbufferNeedsClear;
|
|
bool mDisableFragHighP;
|
|
|
|
template<typename WebGLObjectType>
|
|
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
|
|
|
|
GLuint mActiveTexture;
|
|
|
|
// glGetError sources:
|
|
bool mEmitContextLostErrorOnce;
|
|
GLenum mWebGLError;
|
|
GLenum mUnderlyingGLError;
|
|
GLenum GetAndFlushUnderlyingGLErrors();
|
|
|
|
bool mBypassShaderValidation;
|
|
|
|
webgl::ShaderValidator* CreateShaderValidator(GLenum shaderType) const;
|
|
|
|
// some GL constants
|
|
int32_t mGLMaxVertexAttribs;
|
|
int32_t mGLMaxTextureUnits;
|
|
int32_t mGLMaxTextureSize;
|
|
int32_t mGLMaxTextureSizeLog2;
|
|
int32_t mGLMaxCubeMapTextureSize;
|
|
int32_t mGLMaxCubeMapTextureSizeLog2;
|
|
int32_t mGLMaxRenderbufferSize;
|
|
int32_t mGLMaxTextureImageUnits;
|
|
int32_t mGLMaxVertexTextureImageUnits;
|
|
int32_t mGLMaxVaryingVectors;
|
|
int32_t mGLMaxFragmentUniformVectors;
|
|
int32_t mGLMaxVertexUniformVectors;
|
|
int32_t mGLMaxColorAttachments;
|
|
int32_t mGLMaxDrawBuffers;
|
|
GLuint mGLMaxTransformFeedbackSeparateAttribs;
|
|
GLuint mGLMaxUniformBufferBindings;
|
|
|
|
public:
|
|
GLuint MaxVertexAttribs() const {
|
|
return mGLMaxVertexAttribs;
|
|
}
|
|
|
|
GLuint GLMaxTextureUnits() const {
|
|
return mGLMaxTextureUnits;
|
|
}
|
|
|
|
|
|
bool IsFormatValidForFB(GLenum sizedFormat) const;
|
|
|
|
protected:
|
|
// Represents current status of the context with respect to context loss.
|
|
// That is, whether the context is lost, and what part of the context loss
|
|
// process we currently are at.
|
|
// This is used to support the WebGL spec's asyncronous nature in handling
|
|
// context loss.
|
|
enum ContextStatus {
|
|
// The context is stable; there either are none or we don't know of any.
|
|
ContextNotLost,
|
|
// The context has been lost, but we have not yet sent an event to the
|
|
// script informing it of this.
|
|
ContextLostAwaitingEvent,
|
|
// The context has been lost, and we have sent the script an event
|
|
// informing it of this.
|
|
ContextLost,
|
|
// The context is lost, an event has been sent to the script, and the
|
|
// script correctly handled the event. We are waiting for the context to
|
|
// be restored.
|
|
ContextLostAwaitingRestore
|
|
};
|
|
|
|
// -------------------------------------------------------------------------
|
|
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
|
|
typedef EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
|
|
nsRefPtr<WebGLExtensionBase>> ExtensionsArrayType;
|
|
|
|
ExtensionsArrayType mExtensions;
|
|
|
|
// enable an extension. the extension should not be enabled before.
|
|
void EnableExtension(WebGLExtensionID ext);
|
|
|
|
// Enable an extension if it's supported. Return the extension on success.
|
|
WebGLExtensionBase* EnableSupportedExtension(JSContext* js,
|
|
WebGLExtensionID ext);
|
|
|
|
// returns true if the extension has been enabled by calling getExtension.
|
|
bool IsExtensionEnabled(WebGLExtensionID ext) const;
|
|
|
|
// returns true if the extension is supported for this JSContext (this decides what getSupportedExtensions exposes)
|
|
bool IsExtensionSupported(JSContext* cx, WebGLExtensionID ext) const;
|
|
bool IsExtensionSupported(WebGLExtensionID ext) const;
|
|
|
|
static const char* GetExtensionString(WebGLExtensionID ext);
|
|
|
|
nsTArray<GLenum> mCompressedTextureFormats;
|
|
|
|
// -------------------------------------------------------------------------
|
|
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
|
|
public:
|
|
virtual bool IsWebGL2() const = 0;
|
|
|
|
protected:
|
|
bool InitWebGL2();
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Validation functions (implemented in WebGLContextValidate.cpp)
|
|
bool CreateOffscreenGL(bool forceEnabled);
|
|
bool InitAndValidateGL();
|
|
bool ResizeBackbuffer(uint32_t width, uint32_t height);
|
|
bool ValidateBlendEquationEnum(GLenum cap, const char* info);
|
|
bool ValidateBlendFuncDstEnum(GLenum mode, const char* info);
|
|
bool ValidateBlendFuncSrcEnum(GLenum mode, const char* info);
|
|
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
|
|
const char* info);
|
|
bool ValidateDataOffsetSize(WebGLintptr offset, WebGLsizeiptr size, WebGLsizeiptr bufferSize, const char* info);
|
|
bool ValidateDataRanges(WebGLintptr readOffset, WebGLintptr writeOffset, WebGLsizeiptr size, const char* info);
|
|
bool ValidateTextureTargetEnum(GLenum target, const char* info);
|
|
bool ValidateComparisonEnum(GLenum target, const char* info);
|
|
bool ValidateStencilOpEnum(GLenum action, const char* info);
|
|
bool ValidateFaceEnum(GLenum face, const char* info);
|
|
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
|
|
WebGLTexImageFunc func, WebGLTexDimensions dims);
|
|
bool ValidateDrawModeEnum(GLenum mode, const char* info);
|
|
bool ValidateAttribIndex(GLuint index, const char* info);
|
|
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size, GLenum type,
|
|
WebGLboolean normalized, GLsizei stride,
|
|
WebGLintptr byteOffset, const char* info);
|
|
bool ValidateStencilParamsForDrawCall();
|
|
|
|
bool ValidateCopyTexImage(GLenum internalFormat, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
|
|
bool ValidateSamplerParameterName(GLenum pname, const char* info);
|
|
bool ValidateSamplerParameterParams(GLenum pname, const WebGLIntOrFloat& param, const char* info);
|
|
|
|
bool ValidateTexImage(TexImageTarget texImageTarget,
|
|
GLint level, GLenum internalFormat,
|
|
GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLint width, GLint height, GLint depth,
|
|
GLint border, GLenum format, GLenum type,
|
|
WebGLTexImageFunc func, WebGLTexDimensions dims);
|
|
bool ValidateTexImageTarget(GLenum texImageTarget, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
|
|
WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateCompTexImageInternalFormat(GLenum format,
|
|
WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateCopyTexImageInternalFormat(GLenum format,
|
|
WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
|
|
GLint width, GLint height, GLint depth,
|
|
WebGLTexImageFunc func, WebGLTexDimensions dims);
|
|
bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
|
|
GLsizei height, GLsizei depth,
|
|
GLsizei baseWidth, GLsizei baseHeight,
|
|
GLsizei baseDepth, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
|
|
GLint xoffset, GLint yoffset, GLsizei width,
|
|
GLsizei height, GLsizei levelWidth,
|
|
GLsizei levelHeight, WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
|
|
GLsizei width, GLsizei height,
|
|
uint32_t byteLength,
|
|
WebGLTexImageFunc func,
|
|
WebGLTexDimensions dims);
|
|
|
|
bool ValidateUniformLocationForProgram(WebGLUniformLocation* location,
|
|
WebGLProgram* program,
|
|
const char* funcName);
|
|
|
|
void Invalidate();
|
|
void DestroyResourcesAndContext();
|
|
|
|
void MakeContextCurrent() const;
|
|
|
|
// helpers
|
|
|
|
// If jsArrayType is MaxTypedArrayViewType, it means no array.
|
|
void TexImage2D_base(TexImageTarget texImageTarget, GLint level,
|
|
GLenum internalFormat, GLsizei width,
|
|
GLsizei height, GLsizei srcStrideOrZero, GLint border,
|
|
GLenum format, GLenum type, void* data,
|
|
uint32_t byteLength, js::Scalar::Type jsArrayType,
|
|
WebGLTexelFormat srcFormat, bool srcPremultiplied);
|
|
void TexSubImage2D_base(TexImageTarget texImageTarget, GLint level,
|
|
GLint xoffset, GLint yoffset, GLsizei width,
|
|
GLsizei height, GLsizei srcStrideOrZero,
|
|
GLenum format, GLenum type, void* pixels,
|
|
uint32_t byteLength, js::Scalar::Type jsArrayType,
|
|
WebGLTexelFormat srcFormat, bool srcPremultiplied);
|
|
|
|
void TexParameter_base(GLenum target, GLenum pname,
|
|
GLint* const out_intParam,
|
|
GLfloat* const out_floatParam);
|
|
|
|
bool ConvertImage(size_t width, size_t height, size_t srcStride,
|
|
size_t dstStride, const uint8_t* src, uint8_t* dst,
|
|
WebGLTexelFormat srcFormat, bool srcPremultiplied,
|
|
WebGLTexelFormat dstFormat, bool dstPremultiplied,
|
|
size_t dstTexelSize);
|
|
|
|
template<class ElementType>
|
|
nsLayoutUtils::SurfaceFromElementResult
|
|
SurfaceFromElement(ElementType* element) {
|
|
MOZ_ASSERT(element);
|
|
|
|
uint32_t flags = nsLayoutUtils::SFE_WANT_IMAGE_SURFACE;
|
|
if (mPixelStoreColorspaceConversion == LOCAL_GL_NONE)
|
|
flags |= nsLayoutUtils::SFE_NO_COLORSPACE_CONVERSION;
|
|
if (!mPixelStorePremultiplyAlpha)
|
|
flags |= nsLayoutUtils::SFE_PREFER_NO_PREMULTIPLY_ALPHA;
|
|
|
|
return nsLayoutUtils::SurfaceFromElement(element, flags);
|
|
}
|
|
|
|
template<class ElementType>
|
|
nsLayoutUtils::SurfaceFromElementResult
|
|
SurfaceFromElement(ElementType& element) {
|
|
return SurfaceFromElement(&element);
|
|
}
|
|
|
|
nsresult
|
|
SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromElementResult& res,
|
|
RefPtr<gfx::DataSourceSurface>& imageOut,
|
|
WebGLTexelFormat* format);
|
|
|
|
void CopyTexSubImage2D_base(TexImageTarget texImageTarget,
|
|
GLint level, TexInternalFormat internalFormat,
|
|
GLint xoffset, GLint yoffset, GLint x, GLint y,
|
|
GLsizei width, GLsizei height, bool isSub);
|
|
|
|
// Returns false if `object` is null or not valid.
|
|
template<class ObjectType>
|
|
bool ValidateObject(const char* info, ObjectType* object);
|
|
|
|
// Returns false if `object` is not valid. Considers null to be valid.
|
|
template<class ObjectType>
|
|
bool ValidateObjectAllowNull(const char* info, ObjectType* object);
|
|
|
|
// Returns false if `object` is not valid, but considers deleted objects and
|
|
// null objects valid.
|
|
template<class ObjectType>
|
|
bool ValidateObjectAllowDeletedOrNull(const char* info, ObjectType* object);
|
|
|
|
// Returns false if `object` is null or not valid, but considers deleted
|
|
// objects valid.
|
|
template<class ObjectType>
|
|
bool ValidateObjectAllowDeleted(const char* info, ObjectType* object);
|
|
|
|
private:
|
|
// Like ValidateObject, but only for cases when `object` is known to not be
|
|
// null already.
|
|
template<class ObjectType>
|
|
bool ValidateObjectAssumeNonNull(const char* info, ObjectType* object);
|
|
|
|
private:
|
|
// -------------------------------------------------------------------------
|
|
// Context customization points
|
|
virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info) = 0;
|
|
virtual bool ValidateBufferTarget(GLenum target, const char* info) = 0;
|
|
virtual bool ValidateBufferIndexedTarget(GLenum target, const char* info) = 0;
|
|
virtual bool ValidateBufferForTarget(GLenum target, WebGLBuffer* buffer, const char* info) = 0;
|
|
|
|
protected:
|
|
int32_t MaxTextureSizeForTarget(TexTarget target) const {
|
|
return (target == LOCAL_GL_TEXTURE_2D) ? mGLMaxTextureSize
|
|
: mGLMaxCubeMapTextureSize;
|
|
}
|
|
|
|
int32_t
|
|
MaxTextureLevelForTexImageTarget(TexImageTarget texImageTarget) const {
|
|
const TexTarget target = TexImageTargetToTexTarget(texImageTarget);
|
|
return (target == LOCAL_GL_TEXTURE_2D) ? mGLMaxTextureSizeLog2
|
|
: mGLMaxCubeMapTextureSizeLog2;
|
|
}
|
|
|
|
/** Like glBufferData, but if the call may change the buffer size, checks
|
|
* any GL error generated by this glBufferData call and returns it.
|
|
*/
|
|
GLenum CheckedBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
|
|
GLenum usage);
|
|
|
|
/** Like glTexImage2D, but if the call may change the texture size, checks
|
|
* any GL error generated by this glTexImage2D call and returns it.
|
|
*/
|
|
GLenum CheckedTexImage2D(TexImageTarget texImageTarget, GLint level,
|
|
TexInternalFormat internalFormat, GLsizei width,
|
|
GLsizei height, GLint border, TexFormat format,
|
|
TexType type, const GLvoid* data);
|
|
|
|
void ForceLoseContext(bool simulateLoss = false);
|
|
void ForceRestoreContext();
|
|
|
|
nsTArray<WebGLRefPtr<WebGLTexture> > mBound2DTextures;
|
|
nsTArray<WebGLRefPtr<WebGLTexture> > mBoundCubeMapTextures;
|
|
nsTArray<WebGLRefPtr<WebGLTexture> > mBound3DTextures;
|
|
|
|
WebGLRefPtr<WebGLProgram> mCurrentProgram;
|
|
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
|
|
|
|
uint32_t mMaxFramebufferColorAttachments;
|
|
|
|
bool ValidateFramebufferTarget(GLenum target, const char* const info);
|
|
|
|
WebGLRefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
|
|
WebGLRefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
|
|
WebGLRefPtr<WebGLRenderbuffer> mBoundRenderbuffer;
|
|
WebGLRefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
|
|
WebGLRefPtr<WebGLVertexArray> mBoundVertexArray;
|
|
|
|
LinkedList<WebGLTexture> mTextures;
|
|
LinkedList<WebGLBuffer> mBuffers;
|
|
LinkedList<WebGLProgram> mPrograms;
|
|
LinkedList<WebGLQuery> mQueries;
|
|
LinkedList<WebGLShader> mShaders;
|
|
LinkedList<WebGLRenderbuffer> mRenderbuffers;
|
|
LinkedList<WebGLFramebuffer> mFramebuffers;
|
|
LinkedList<WebGLVertexArray> mVertexArrays;
|
|
|
|
// TODO(djg): Does this need a rethink? Should it be WebGL2Context?
|
|
LinkedList<WebGLSampler> mSamplers;
|
|
LinkedList<WebGLTransformFeedback> mTransformFeedbacks;
|
|
|
|
WebGLRefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
|
|
WebGLRefPtr<WebGLVertexArray> mDefaultVertexArray;
|
|
|
|
// PixelStore parameters
|
|
uint32_t mPixelStorePackAlignment;
|
|
uint32_t mPixelStoreUnpackAlignment;
|
|
uint32_t mPixelStoreColorspaceConversion;
|
|
bool mPixelStoreFlipY;
|
|
bool mPixelStorePremultiplyAlpha;
|
|
|
|
WebGLContextFakeBlackStatus mFakeBlackStatus;
|
|
|
|
class FakeBlackTexture {
|
|
gl::GLContext* const mGL;
|
|
GLuint mGLName;
|
|
|
|
public:
|
|
FakeBlackTexture(gl::GLContext* gl, TexTarget target, GLenum format);
|
|
~FakeBlackTexture();
|
|
GLuint GLName() const { return mGLName; }
|
|
};
|
|
|
|
UniquePtr<FakeBlackTexture> mBlackOpaqueTexture2D;
|
|
UniquePtr<FakeBlackTexture> mBlackOpaqueTextureCubeMap;
|
|
UniquePtr<FakeBlackTexture> mBlackTransparentTexture2D;
|
|
UniquePtr<FakeBlackTexture> mBlackTransparentTextureCubeMap;
|
|
|
|
void
|
|
BindFakeBlackTexturesHelper(GLenum target,
|
|
const nsTArray<WebGLRefPtr<WebGLTexture> >& boundTexturesArray,
|
|
UniquePtr<FakeBlackTexture>& opaqueTextureScopedPtr,
|
|
UniquePtr<FakeBlackTexture>& transparentTextureScopedPtr);
|
|
|
|
GLfloat mVertexAttrib0Vector[4];
|
|
GLfloat mFakeVertexAttrib0BufferObjectVector[4];
|
|
size_t mFakeVertexAttrib0BufferObjectSize;
|
|
GLuint mFakeVertexAttrib0BufferObject;
|
|
WebGLVertexAttrib0Status mFakeVertexAttrib0BufferStatus;
|
|
|
|
GLint mStencilRefFront;
|
|
GLint mStencilRefBack;
|
|
GLuint mStencilValueMaskFront;
|
|
GLuint mStencilValueMaskBack;
|
|
GLuint mStencilWriteMaskFront;
|
|
GLuint mStencilWriteMaskBack;
|
|
realGLboolean mColorWriteMask[4];
|
|
realGLboolean mDepthWriteMask;
|
|
GLfloat mColorClearValue[4];
|
|
GLint mStencilClearValue;
|
|
GLfloat mDepthClearValue;
|
|
|
|
GLint mViewportX;
|
|
GLint mViewportY;
|
|
GLsizei mViewportWidth;
|
|
GLsizei mViewportHeight;
|
|
bool mAlreadyWarnedAboutViewportLargerThanDest;
|
|
|
|
RefPtr<WebGLContextLossHandler> mContextLossHandler;
|
|
bool mAllowContextRestore;
|
|
bool mLastLossWasSimulated;
|
|
ContextStatus mContextStatus;
|
|
bool mContextLostErrorSet;
|
|
|
|
// Used for some hardware (particularly Tegra 2 and 4) that likes to
|
|
// be Flushed while doing hundreds of draw calls.
|
|
int mDrawCallsSinceLastFlush;
|
|
|
|
int mAlreadyGeneratedWarnings;
|
|
int mMaxWarnings;
|
|
bool mAlreadyWarnedAboutFakeVertexAttrib0;
|
|
|
|
bool ShouldGenerateWarnings() const;
|
|
|
|
uint64_t mLastUseIndex;
|
|
|
|
bool mNeedsFakeNoAlpha;
|
|
|
|
struct ScopedMaskWorkaround {
|
|
WebGLContext& mWebGL;
|
|
const bool mNeedsChange;
|
|
|
|
static bool NeedsChange(WebGLContext& webgl) {
|
|
// We should only be doing this if we're about to draw to the backbuffer, but
|
|
// the backbuffer needs to have this fake-no-alpha workaround.
|
|
return !webgl.mBoundDrawFramebuffer &&
|
|
webgl.mNeedsFakeNoAlpha &&
|
|
webgl.mColorWriteMask[3] != false;
|
|
}
|
|
|
|
explicit ScopedMaskWorkaround(WebGLContext& webgl);
|
|
|
|
~ScopedMaskWorkaround();
|
|
};
|
|
|
|
void LoseOldestWebGLContextIfLimitExceeded();
|
|
void UpdateLastUseIndex();
|
|
|
|
template <typename WebGLObjectType>
|
|
JS::Value WebGLObjectAsJSValue(JSContext* cx, const WebGLObjectType*,
|
|
ErrorResult& rv) const;
|
|
template <typename WebGLObjectType>
|
|
JSObject* WebGLObjectAsJSObject(JSContext* cx, const WebGLObjectType*,
|
|
ErrorResult& rv) const;
|
|
|
|
#ifdef XP_MACOSX
|
|
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime
|
|
// Debouncing note: we don't want to switch GPUs too frequently, so try to not create and destroy
|
|
// these objects at high frequency. Having WebGLContext's hold one such object seems fine,
|
|
// because WebGLContext objects only go away during GC, which shouldn't happen too frequently.
|
|
// If in the future GC becomes much more frequent, we may have to revisit then (maybe use a timer).
|
|
ForceDiscreteGPUHelperCGL mForceDiscreteGPUHelper;
|
|
#endif
|
|
|
|
nsRefPtr<WebGLObserver> mContextObserver;
|
|
|
|
public:
|
|
// console logging helpers
|
|
void GenerateWarning(const char* fmt, ...);
|
|
void GenerateWarning(const char* fmt, va_list ap);
|
|
|
|
friend class WebGLTexture;
|
|
friend class WebGLFramebuffer;
|
|
friend class WebGLRenderbuffer;
|
|
friend class WebGLProgram;
|
|
friend class WebGLQuery;
|
|
friend class WebGLBuffer;
|
|
friend class WebGLSampler;
|
|
friend class WebGLShader;
|
|
friend class WebGLTransformFeedback;
|
|
friend class WebGLUniformLocation;
|
|
friend class WebGLVertexArray;
|
|
friend class WebGLVertexArrayFake;
|
|
friend class WebGLVertexArrayGL;
|
|
};
|
|
|
|
// used by DOM bindings in conjunction with GetParentObject
|
|
inline nsISupports*
|
|
ToSupports(WebGLContext* webgl)
|
|
{
|
|
return static_cast<nsIDOMWebGLRenderingContext*>(webgl);
|
|
}
|
|
|
|
/**
|
|
** Template implementations
|
|
**/
|
|
|
|
template<class ObjectType>
|
|
inline bool
|
|
WebGLContext::ValidateObjectAllowDeletedOrNull(const char* info,
|
|
ObjectType* object)
|
|
{
|
|
if (object && !object->IsCompatibleWithContext(this)) {
|
|
ErrorInvalidOperation("%s: object from different WebGL context "
|
|
"(or older generation of this one) "
|
|
"passed as argument", info);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
template<class ObjectType>
|
|
inline bool
|
|
WebGLContext::ValidateObjectAssumeNonNull(const char* info, ObjectType* object)
|
|
{
|
|
MOZ_ASSERT(object);
|
|
|
|
if (!ValidateObjectAllowDeletedOrNull(info, object))
|
|
return false;
|
|
|
|
if (object->IsDeleted()) {
|
|
ErrorInvalidValue("%s: Deleted object passed as argument.", info);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
template<class ObjectType>
|
|
inline bool
|
|
WebGLContext::ValidateObjectAllowNull(const char* info, ObjectType* object)
|
|
{
|
|
if (!object)
|
|
return true;
|
|
|
|
return ValidateObjectAssumeNonNull(info, object);
|
|
}
|
|
|
|
template<class ObjectType>
|
|
inline bool
|
|
WebGLContext::ValidateObjectAllowDeleted(const char* info, ObjectType* object)
|
|
{
|
|
if (!object) {
|
|
ErrorInvalidValue("%s: null object passed as argument", info);
|
|
return false;
|
|
}
|
|
|
|
return ValidateObjectAllowDeletedOrNull(info, object);
|
|
}
|
|
|
|
template<class ObjectType>
|
|
inline bool
|
|
WebGLContext::ValidateObject(const char* info, ObjectType* object)
|
|
{
|
|
if (!object) {
|
|
ErrorInvalidValue("%s: null object passed as argument", info);
|
|
return false;
|
|
}
|
|
|
|
return ValidateObjectAssumeNonNull(info, object);
|
|
}
|
|
|
|
// Listen visibilitychange and memory-pressure event for context lose/restore
|
|
class WebGLObserver MOZ_FINAL
|
|
: public nsIObserver
|
|
, public nsIDOMEventListener
|
|
{
|
|
public:
|
|
NS_DECL_ISUPPORTS
|
|
NS_DECL_NSIOBSERVER
|
|
NS_DECL_NSIDOMEVENTLISTENER
|
|
|
|
explicit WebGLObserver(WebGLContext* webgl);
|
|
|
|
void Destroy();
|
|
|
|
void RegisterVisibilityChangeEvent();
|
|
void UnregisterVisibilityChangeEvent();
|
|
|
|
void RegisterMemoryPressureEvent();
|
|
void UnregisterMemoryPressureEvent();
|
|
|
|
private:
|
|
~WebGLObserver();
|
|
|
|
WebGLContext* mWebGL;
|
|
};
|
|
|
|
} // namespace mozilla
|
|
|
|
#endif
|