gecko-dev/dom/canvas/WebGL2Context.cpp

178 строки
5.6 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGL2Context.h"
#include "gfxPrefs.h"
#include "GLContext.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/Telemetry.h"
#include "nsPrintfCString.h"
#include "WebGLBuffer.h"
#include "WebGLFormats.h"
#include "WebGLTransformFeedback.h"
namespace mozilla {
WebGL2Context::WebGL2Context() : WebGLContext() {
MOZ_ASSERT(IsSupported(),
"not supposed to create a WebGL2Context"
"context when not supported");
}
WebGL2Context::~WebGL2Context() {}
UniquePtr<webgl::FormatUsageAuthority> WebGL2Context::CreateFormatUsage(
gl::GLContext* gl) const {
return webgl::FormatUsageAuthority::CreateForWebGL2(gl);
}
/*static*/
bool WebGL2Context::IsSupported() { return gfxPrefs::WebGL2Enabled(); }
/*static*/
WebGL2Context* WebGL2Context::Create() { return new WebGL2Context(); }
JSObject* WebGL2Context::WrapObject(JSContext* cx,
JS::Handle<JSObject*> givenProto) {
return dom::WebGL2RenderingContext_Binding::Wrap(cx, this, givenProto);
}
////////////////////////////////////////////////////////////////////////////////
// WebGL 2 initialisation
static const gl::GLFeature kRequiredFeatures[] = {
gl::GLFeature::blend_minmax,
gl::GLFeature::clear_buffers,
gl::GLFeature::copy_buffer,
gl::GLFeature::depth_texture,
gl::GLFeature::draw_instanced,
gl::GLFeature::draw_range_elements,
gl::GLFeature::element_index_uint,
gl::GLFeature::frag_color_float,
gl::GLFeature::frag_depth,
gl::GLFeature::framebuffer_object,
gl::GLFeature::get_integer_indexed,
gl::GLFeature::get_integer64_indexed,
gl::GLFeature::gpu_shader4,
gl::GLFeature::instanced_arrays,
gl::GLFeature::instanced_non_arrays,
gl::GLFeature::map_buffer_range, // Used by GetBufferSubData.
gl::GLFeature::occlusion_query2,
gl::GLFeature::packed_depth_stencil,
gl::GLFeature::query_objects,
gl::GLFeature::renderbuffer_color_float,
gl::GLFeature::renderbuffer_color_half_float,
gl::GLFeature::sRGB,
gl::GLFeature::sampler_objects,
gl::GLFeature::standard_derivatives,
gl::GLFeature::texture_3D,
gl::GLFeature::texture_3D_compressed,
gl::GLFeature::texture_3D_copy,
gl::GLFeature::texture_float,
gl::GLFeature::texture_half_float,
gl::GLFeature::texture_half_float_linear,
gl::GLFeature::texture_non_power_of_two,
gl::GLFeature::texture_storage,
gl::GLFeature::transform_feedback2,
gl::GLFeature::uniform_buffer_object,
gl::GLFeature::uniform_matrix_nonsquare,
gl::GLFeature::vertex_array_object};
bool WebGLContext::InitWebGL2(FailureReason* const out_failReason) {
MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");
std::vector<gl::GLFeature> missingList;
const auto fnGatherMissing = [&](gl::GLFeature cur) {
if (!gl->IsSupported(cur)) {
missingList.push_back(cur);
}
};
const auto fnGatherMissing2 = [&](gl::GLFeature main, gl::GLFeature alt) {
if (!gl->IsSupported(main) && !gl->IsSupported(alt)) {
missingList.push_back(main);
}
};
////
for (const auto& cur : kRequiredFeatures) {
fnGatherMissing(cur);
}
// On desktop, we fake occlusion_query_boolean with occlusion_query if
// necessary. (See WebGL2ContextQueries.cpp)
fnGatherMissing2(gl::GLFeature::occlusion_query_boolean,
gl::GLFeature::occlusion_query);
#ifdef XP_MACOSX
// On OSX, GL core profile is used. This requires texture swizzle
// support to emulate legacy texture formats: ALPHA, LUMINANCE,
// and LUMINANCE_ALPHA.
fnGatherMissing(gl::GLFeature::texture_swizzle);
#endif
fnGatherMissing2(gl::GLFeature::prim_restart_fixed,
gl::GLFeature::prim_restart);
////
if (!missingList.empty()) {
nsAutoCString exts;
for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) {
exts.AppendLiteral("\n ");
exts.Append(gl::GLContext::GetFeatureName(*itr));
}
const nsPrintfCString reason(
"WebGL 2 requires support for the following"
" features: %s",
exts.BeginReading());
*out_failReason = FailureReason("FEATURE_FAILURE_WEBGL2_OCCL", reason);
return false;
}
// we initialise WebGL 2 related stuff.
gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&mGLMaxTransformFeedbackSeparateAttribs);
gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
&mGLMaxUniformBufferBindings);
mGLMinProgramTexelOffset =
gl->GetIntAs<uint32_t>(LOCAL_GL_MIN_PROGRAM_TEXEL_OFFSET);
mGLMaxProgramTexelOffset =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_PROGRAM_TEXEL_OFFSET);
mIndexedUniformBufferBindings.resize(mGLMaxUniformBufferBindings);
mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
mBoundTransformFeedback = mDefaultTransformFeedback;
gl->fGenTransformFeedbacks(1, &mEmptyTFO);
////
if (!gl->IsGLES()) {
// Desktop OpenGL requires the following to be enabled in order to
// support sRGB operations on framebuffers.
gl->fEnable(LOCAL_GL_FRAMEBUFFER_SRGB_EXT);
}
if (gl->IsSupported(gl::GLFeature::prim_restart_fixed)) {
gl->fEnable(LOCAL_GL_PRIMITIVE_RESTART_FIXED_INDEX);
} else {
MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart));
}
//////
return true;
}
} // namespace mozilla