gecko-dev/dom/canvas/WebGLContextGL.cpp

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65 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGLActiveInfo.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShaderPrecisionFormat.h"
#include "WebGLTexture.h"
#include "WebGLExtensions.h"
#include "WebGLVertexArray.h"
#include "nsDebug.h"
#include "nsReadableUtils.h"
#include "nsString.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "nsContentUtils.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "gfxUtils.h"
#include "jsfriendapi.h"
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
#include <algorithm>
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
#include "mozilla/DebugOnly.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/Endian.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtrExtensions.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
//
// WebGL API
//
void
WebGLContext::ActiveTexture(GLenum texture)
{
if (IsContextLost())
return;
if (texture < LOCAL_GL_TEXTURE0 ||
texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits))
{
return ErrorInvalidEnum(
"ActiveTexture: texture unit %d out of range. "
"Accepted values range from TEXTURE0 to TEXTURE0 + %d. "
"Notice that TEXTURE0 != 0.",
texture, mGLMaxTextureUnits);
}
MakeContextCurrent();
mActiveTexture = texture - LOCAL_GL_TEXTURE0;
gl->fActiveTexture(texture);
}
void
WebGLContext::AttachShader(WebGLProgram* program, WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObject("attachShader: program", program) ||
!ValidateObject("attachShader: shader", shader))
{
return;
}
program->AttachShader(shader);
}
void
WebGLContext::BindAttribLocation(WebGLProgram* prog, GLuint location,
const nsAString& name)
{
if (IsContextLost())
return;
if (!ValidateObject("bindAttribLocation: program", prog))
return;
prog->BindAttribLocation(location, name);
}
void
WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "bindFramebuffer"))
return;
if (!ValidateObjectAllowDeletedOrNull("bindFramebuffer", wfb))
return;
// silently ignore a deleted frame buffer
if (wfb && wfb->IsDeleted())
return;
MakeContextCurrent();
if (!wfb) {
gl->fBindFramebuffer(target, 0);
} else {
GLuint framebuffername = wfb->mGLName;
gl->fBindFramebuffer(target, framebuffername);
#ifdef ANDROID
wfb->mIsFB = true;
#endif
}
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
mBoundReadFramebuffer = wfb;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
mBoundReadFramebuffer = wfb;
break;
default:
break;
}
}
void
WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb)
{
if (IsContextLost())
return;
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("bindRenderbuffer: target", target);
if (!ValidateObjectAllowDeletedOrNull("bindRenderbuffer", wrb))
return;
// silently ignore a deleted buffer
if (wrb && wrb->IsDeleted())
return;
// Usually, we would now call into glBindRenderbuffer. However, since we have to
// potentially emulate packed-depth-stencil, there's not a specific renderbuffer that
// we know we should bind here.
// Instead, we do all renderbuffer binding lazily.
if (wrb) {
wrb->mHasBeenBound = true;
}
mBoundRenderbuffer = wrb;
}
void WebGLContext::BlendEquation(GLenum mode)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(mode, "blendEquation: mode"))
return;
MakeContextCurrent();
gl->fBlendEquation(mode);
}
void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") ||
!ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha"))
return;
MakeContextCurrent();
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
}
void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") ||
!ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor"))
return;
if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFunc(sfactor, dfactor);
}
void
WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") ||
!ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") ||
!ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") ||
!ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha"))
return;
// note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see
// "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list
if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GLenum
WebGLContext::CheckFramebufferStatus(GLenum target)
{
if (IsContextLost())
return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
if (!ValidateFramebufferTarget(target, "invalidateFramebuffer"))
return 0;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb)
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
nsCString fbErrorInfo;
return fb->CheckFramebufferStatus(&fbErrorInfo).get();
}
already_AddRefed<WebGLProgram>
WebGLContext::CreateProgram()
{
if (IsContextLost())
return nullptr;
RefPtr<WebGLProgram> globj = new WebGLProgram(this);
return globj.forget();
}
already_AddRefed<WebGLShader>
WebGLContext::CreateShader(GLenum type)
{
if (IsContextLost())
return nullptr;
if (type != LOCAL_GL_VERTEX_SHADER &&
type != LOCAL_GL_FRAGMENT_SHADER)
{
ErrorInvalidEnumInfo("createShader: type", type);
return nullptr;
}
RefPtr<WebGLShader> shader = new WebGLShader(this, type);
return shader.forget();
}
void
WebGLContext::CullFace(GLenum face)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "cullFace"))
return;
MakeContextCurrent();
gl->fCullFace(face);
}
void
WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteFramebuffer", fbuf))
return;
if (!fbuf || fbuf->IsDeleted())
return;
fbuf->RequestDelete();
if (mBoundReadFramebuffer == mBoundDrawFramebuffer) {
if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
} else if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
} else if (mBoundReadFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
}
void
WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteRenderbuffer", rbuf))
return;
if (!rbuf || rbuf->IsDeleted())
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachRenderbuffer(rbuf);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachRenderbuffer(rbuf);
rbuf->InvalidateStatusOfAttachedFBs();
if (mBoundRenderbuffer == rbuf)
BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr);
rbuf->RequestDelete();
}
void
WebGLContext::DeleteTexture(WebGLTexture* tex)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteTexture", tex))
return;
if (!tex || tex->IsDeleted())
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachTexture(tex);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachTexture(tex);
GLuint activeTexture = mActiveTexture;
for (int32_t i = 0; i < mGLMaxTextureUnits; i++) {
if (mBound2DTextures[i] == tex ||
mBoundCubeMapTextures[i] == tex ||
mBound3DTextures[i] == tex ||
mBound2DArrayTextures[i] == tex)
{
ActiveTexture(LOCAL_GL_TEXTURE0 + i);
BindTexture(tex->Target().get(), nullptr);
}
}
ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture);
tex->RequestDelete();
}
void
WebGLContext::DeleteProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteProgram", prog))
return;
if (!prog || prog->IsDeleted())
return;
prog->RequestDelete();
}
void
WebGLContext::DeleteShader(WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("deleteShader", shader))
return;
if (!shader || shader->IsDeleted())
return;
shader->RequestDelete();
}
void
WebGLContext::DetachShader(WebGLProgram* program, WebGLShader* shader)
{
if (IsContextLost())
return;
// It's valid to attempt to detach a deleted shader, since it's still a
// shader.
if (!ValidateObject("detachShader: program", program) ||
!ValidateObjectAllowDeleted("detashShader: shader", shader))
{
return;
}
program->DetachShader(shader);
}
void
WebGLContext::DepthFunc(GLenum func)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "depthFunc"))
return;
MakeContextCurrent();
gl->fDepthFunc(func);
}
void
WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar)
{
if (IsContextLost())
return;
if (zNear > zFar)
return ErrorInvalidOperation("depthRange: the near value is greater than the far value!");
MakeContextCurrent();
gl->fDepthRange(zNear, zFar);
}
void
WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbtarget, WebGLRenderbuffer* wrb)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "framebufferRenderbuffer"))
return;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb) {
return ErrorInvalidOperation("framebufferRenderbuffer: cannot modify"
" framebuffer 0.");
}
if (rbtarget != LOCAL_GL_RENDERBUFFER) {
return ErrorInvalidEnumInfo("framebufferRenderbuffer: rbtarget:",
rbtarget);
}
if (!ValidateFramebufferAttachment(fb, attachment, "framebufferRenderbuffer"))
return;
fb->FramebufferRenderbuffer(attachment, rbtarget, wrb);
}
void
WebGLContext::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture* tobj,
GLint level)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "framebufferTexture2D"))
return;
if (level < 0) {
ErrorInvalidValue("framebufferTexture2D: level must not be negative.");
return;
}
if (textarget != LOCAL_GL_TEXTURE_2D &&
(textarget < LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X ||
textarget > LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z))
{
return ErrorInvalidEnumInfo("framebufferTexture2D: textarget:",
textarget);
}
if (IsWebGL2()) {
/* GLES 3.0.4 p208:
* If textarget is one of TEXTURE_CUBE_MAP_POSITIVE_X,
* TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z,
* TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_Y,
* or TEXTURE_CUBE_MAP_NEGATIVE_Z, then level must be greater
* than or equal to zero and less than or equal to log2 of the
* value of MAX_CUBE_MAP_TEXTURE_SIZE. If textarget is TEXTURE_2D,
* level must be greater than or equal to zero and no larger than
* log2 of the value of MAX_TEXTURE_SIZE. Otherwise, an
* INVALID_VALUE error is generated.
*/
if (textarget == LOCAL_GL_TEXTURE_2D) {
if (uint32_t(level) > FloorLog2(mImplMaxTextureSize)) {
ErrorInvalidValue("framebufferTexture2D: level is too large.");
return;
}
} else {
MOZ_ASSERT(textarget >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
textarget <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
if (uint32_t(level) > FloorLog2(mImplMaxCubeMapTextureSize)) {
ErrorInvalidValue("framebufferTexture2D: level is too large.");
return;
}
}
} else if (level != 0) {
ErrorInvalidValue("framebufferTexture2D: level must be 0.");
return;
}
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
if (!fb) {
return ErrorInvalidOperation("framebufferTexture2D: cannot modify"
" framebuffer 0.");
}
if (!ValidateFramebufferAttachment(fb, attachment, "framebufferTexture2D"))
return;
fb->FramebufferTexture2D(attachment, textarget, tobj, level);
}
void
WebGLContext::FrontFace(GLenum mode)
{
if (IsContextLost())
return;
switch (mode) {
case LOCAL_GL_CW:
case LOCAL_GL_CCW:
break;
default:
return ErrorInvalidEnumInfo("frontFace: mode", mode);
}
MakeContextCurrent();
gl->fFrontFace(mode);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveAttrib(WebGLProgram* prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveAttrib: program", prog))
return nullptr;
return prog->GetActiveAttrib(index);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveUniform(WebGLProgram* prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveUniform: program", prog))
return nullptr;
return prog->GetActiveUniform(index);
}
void
WebGLContext::GetAttachedShaders(WebGLProgram* prog,
dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!prog) {
ErrorInvalidValue("getAttachedShaders: Invalid program.");
return;
}
if (!ValidateObject("getAttachedShaders", prog))
return;
prog->GetAttachedShaders(&retval.SetValue());
}
GLint
WebGLContext::GetAttribLocation(WebGLProgram* prog, const nsAString& name)
{
if (IsContextLost())
return -1;
if (!ValidateObject("getAttribLocation: program", prog))
return -1;
return prog->GetAttribLocation(name);
}
JS::Value
WebGLContext::GetBufferParameter(GLenum target, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateBufferTarget(target, "getBufferParameter"))
return JS::NullValue();
WebGLRefPtr<WebGLBuffer>& slot = GetBufferSlotByTarget(target);
if (!slot) {
ErrorInvalidOperation("No buffer bound to `target` (0x%4x).", target);
return JS::NullValue();
}
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_BUFFER_SIZE:
case LOCAL_GL_BUFFER_USAGE:
{
GLint i = 0;
gl->fGetBufferParameteriv(target, pname, &i);
if (pname == LOCAL_GL_BUFFER_SIZE) {
return JS::Int32Value(i);
}
MOZ_ASSERT(pname == LOCAL_GL_BUFFER_USAGE);
return JS::NumberValue(uint32_t(i));
}
break;
default:
ErrorInvalidEnumInfo("getBufferParameter: parameter", pname);
}
return JS::NullValue();
}
JS::Value
WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
GLenum target,
GLenum attachment,
GLenum pname,
ErrorResult& rv)
{
const char funcName[] = "getFramebufferAttachmentParameter";
if (IsContextLost())
return JS::NullValue();
if (!ValidateFramebufferTarget(target, funcName))
return JS::NullValue();
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("Bad target.");
}
MakeContextCurrent();
if (fb)
return fb->GetAttachmentParameter(funcName, cx, target, attachment, pname, &rv);
////////////////////////////////////
if (!IsWebGL2()) {
ErrorInvalidOperation("%s: Querying against the default framebuffer is not"
" allowed in WebGL 1.",
funcName);
return JS::NullValue();
}
switch (attachment) {
case LOCAL_GL_BACK:
case LOCAL_GL_DEPTH:
case LOCAL_GL_STENCIL:
break;
default:
ErrorInvalidEnum("%s: For the default framebuffer, can only query COLOR, DEPTH,"
" or STENCIL.",
funcName);
return JS::NullValue();
}
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return JS::Int32Value(LOCAL_GL_FRAMEBUFFER_DEFAULT);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
return JS::NullValue();
////////////////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
if (attachment == LOCAL_GL_BACK)
return JS::NumberValue(8);
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
if (attachment == LOCAL_GL_BACK)
return JS::NumberValue(mOptions.alpha ? 8 : 0);
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
if (attachment == LOCAL_GL_DEPTH)
return JS::NumberValue(mOptions.depth ? 24 : 0);
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
if (attachment == LOCAL_GL_STENCIL)
return JS::NumberValue(mOptions.stencil ? 8 : 0);
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE:
if (attachment == LOCAL_GL_STENCIL)
return JS::NumberValue(LOCAL_GL_UNSIGNED_INT);
else
return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:
return JS::NumberValue(LOCAL_GL_LINEAR);
}
ErrorInvalidEnum("%s: Invalid pname: 0x%04x", funcName, pname);
return JS::NullValue();
}
JS::Value
WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("getRenderbufferParameter: target", target);
return JS::NullValue();
}
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound");
return JS::NullValue();
}
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_RENDERBUFFER_SAMPLES:
if (!IsWebGL2())
break;
MOZ_FALLTHROUGH;
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT:
{
// RB emulation means we have to ask the RB itself.
GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname);
return JS::Int32Value(i);
}
default:
break;
}
ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname);
return JS::NullValue();
}
already_AddRefed<WebGLTexture>
WebGLContext::CreateTexture()
{
if (IsContextLost())
return nullptr;
GLuint tex = 0;
MakeContextCurrent();
gl->fGenTextures(1, &tex);
RefPtr<WebGLTexture> globj = new WebGLTexture(this, tex);
return globj.forget();
}
static GLenum
GetAndClearError(GLenum* errorVar)
{
MOZ_ASSERT(errorVar);
GLenum ret = *errorVar;
*errorVar = LOCAL_GL_NO_ERROR;
return ret;
}
GLenum
WebGLContext::GetError()
{
/* WebGL 1.0: Section 5.14.3: Setting and getting state:
* If the context's webgl context lost flag is set, returns
* CONTEXT_LOST_WEBGL the first time this method is called.
* Afterward, returns NO_ERROR until the context has been
* restored.
*
* WEBGL_lose_context:
* [When this extension is enabled: ] loseContext and
* restoreContext are allowed to generate INVALID_OPERATION errors
* even when the context is lost.
*/
if (IsContextLost()) {
if (mEmitContextLostErrorOnce) {
mEmitContextLostErrorOnce = false;
return LOCAL_GL_CONTEXT_LOST;
}
// Don't return yet, since WEBGL_lose_contexts contradicts the
// original spec, and allows error generation while lost.
}
GLenum err = GetAndClearError(&mWebGLError);
if (err != LOCAL_GL_NO_ERROR)
return err;
if (IsContextLost())
return LOCAL_GL_NO_ERROR;
// Either no WebGL-side error, or it's already been cleared.
// UnderlyingGL-side errors, now.
MakeContextCurrent();
GetAndFlushUnderlyingGLErrors();
err = GetAndClearError(&mUnderlyingGLError);
return err;
}
JS::Value
WebGLContext::GetProgramParameter(WebGLProgram* prog, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog))
return JS::NullValue();
return prog->GetProgramParameter(pname);
}
void
WebGLContext::GetProgramInfoLog(WebGLProgram* prog, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getProgramInfoLog: program", prog))
return;
prog->GetProgramInfoLog(&retval);
retval.SetIsVoid(false);
}
JS::Value
WebGLContext::GetUniform(JSContext* js, WebGLProgram* prog,
WebGLUniformLocation* loc)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObject("getUniform: `program`", prog))
return JS::NullValue();
if (!ValidateObject("getUniform: `location`", loc))
return JS::NullValue();
if (!loc->ValidateForProgram(prog, this, "getUniform"))
return JS::NullValue();
return loc->GetUniform(js, this);
}
already_AddRefed<WebGLUniformLocation>
WebGLContext::GetUniformLocation(WebGLProgram* prog, const nsAString& name)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getUniformLocation: program", prog))
return nullptr;
return prog->GetUniformLocation(name);
}
void
WebGLContext::Hint(GLenum target, GLenum mode)
{
if (IsContextLost())
return;
bool isValid = false;
switch (target) {
case LOCAL_GL_GENERATE_MIPMAP_HINT:
// Deprecated and removed in desktop GL Core profiles.
if (gl->IsCoreProfile())
return;
isValid = true;
break;
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
{
isValid = true;
}
break;
}
if (!isValid)
return ErrorInvalidEnum("hint: invalid hint");
MakeContextCurrent();
gl->fHint(target, mode);
}
bool
WebGLContext::IsFramebuffer(WebGLFramebuffer* fb)
{
if (IsContextLost())
return false;
if (!ValidateObjectAllowDeleted("isFramebuffer", fb))
return false;
if (fb->IsDeleted())
return false;
#ifdef ANDROID
if (gl->WorkAroundDriverBugs() &&
gl->Renderer() == GLRenderer::AndroidEmulator)
{
return fb->mIsFB;
}
#endif
MakeContextCurrent();
return gl->fIsFramebuffer(fb->mGLName);
}
bool
WebGLContext::IsProgram(WebGLProgram* prog)
{
if (IsContextLost())
return false;
return ValidateObjectAllowDeleted("isProgram", prog) && !prog->IsDeleted();
}
bool
WebGLContext::IsRenderbuffer(WebGLRenderbuffer* rb)
{
if (IsContextLost())
return false;
if (!ValidateObjectAllowDeleted("isRenderBuffer", rb))
return false;
if (rb->IsDeleted())
return false;
return rb->mHasBeenBound;
}
bool
WebGLContext::IsShader(WebGLShader* shader)
{
if (IsContextLost())
return false;
return ValidateObjectAllowDeleted("isShader", shader) &&
!shader->IsDeleted();
}
void
WebGLContext::LinkProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObject("linkProgram", prog))
return;
prog->LinkProgram();
if (!prog->IsLinked()) {
// If we failed to link, but `prog == mCurrentProgram`, we are *not* supposed to
// null out mActiveProgramLinkInfo.
return;
}
if (prog == mCurrentProgram) {
mActiveProgramLinkInfo = prog->LinkInfo();
if (gl->WorkAroundDriverBugs() &&
gl->Vendor() == gl::GLVendor::NVIDIA)
{
gl->fUseProgram(prog->mGLName);
}
}
}
void
WebGLContext::PixelStorei(GLenum pname, GLint param)
{
if (IsContextLost())
return;
if (IsWebGL2()) {
uint32_t* pValueSlot = nullptr;
switch (pname) {
case LOCAL_GL_UNPACK_IMAGE_HEIGHT:
pValueSlot = &mPixelStore_UnpackImageHeight;
break;
case LOCAL_GL_UNPACK_SKIP_IMAGES:
pValueSlot = &mPixelStore_UnpackSkipImages;
break;
case LOCAL_GL_UNPACK_ROW_LENGTH:
pValueSlot = &mPixelStore_UnpackRowLength;
break;
case LOCAL_GL_UNPACK_SKIP_ROWS:
pValueSlot = &mPixelStore_UnpackSkipRows;
break;
case LOCAL_GL_UNPACK_SKIP_PIXELS:
pValueSlot = &mPixelStore_UnpackSkipPixels;
break;
case LOCAL_GL_PACK_ROW_LENGTH:
pValueSlot = &mPixelStore_PackRowLength;
break;
case LOCAL_GL_PACK_SKIP_ROWS:
pValueSlot = &mPixelStore_PackSkipRows;
break;
case LOCAL_GL_PACK_SKIP_PIXELS:
pValueSlot = &mPixelStore_PackSkipPixels;
break;
}
if (pValueSlot) {
if (param < 0) {
ErrorInvalidValue("pixelStorei: param must be >= 0.");
return;
}
MakeContextCurrent();
gl->fPixelStorei(pname, param);
*pValueSlot = param;
return;
}
}
switch (pname) {
case UNPACK_FLIP_Y_WEBGL:
mPixelStore_FlipY = bool(param);
return;
case UNPACK_PREMULTIPLY_ALPHA_WEBGL:
mPixelStore_PremultiplyAlpha = bool(param);
return;
case UNPACK_COLORSPACE_CONVERSION_WEBGL:
switch (param) {
case LOCAL_GL_NONE:
case BROWSER_DEFAULT_WEBGL:
mPixelStore_ColorspaceConversion = param;
return;
default:
ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter",
param);
return;
}
case LOCAL_GL_PACK_ALIGNMENT:
case LOCAL_GL_UNPACK_ALIGNMENT:
switch (param) {
case 1:
case 2:
case 4:
case 8:
if (pname == LOCAL_GL_PACK_ALIGNMENT)
mPixelStore_PackAlignment = param;
else if (pname == LOCAL_GL_UNPACK_ALIGNMENT)
mPixelStore_UnpackAlignment = param;
MakeContextCurrent();
gl->fPixelStorei(pname, param);
return;
default:
ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value");
return;
}
default:
break;
}
ErrorInvalidEnumInfo("pixelStorei: parameter", pname);
}
bool
WebGLContext::DoReadPixelsAndConvert(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum destFormat, GLenum destType, void* destBytes,
GLenum auxReadFormat, GLenum auxReadType)
{
GLenum readFormat = destFormat;
GLenum readType = destType;
if (gl->WorkAroundDriverBugs() &&
gl->IsANGLE() &&
readType == LOCAL_GL_FLOAT &&
auxReadFormat == destFormat &&
auxReadType == LOCAL_GL_HALF_FLOAT)
{
readType = auxReadType;
const auto readBytesPerPixel = webgl::BytesPerPixel({readFormat, readType});
const auto destBytesPerPixel = webgl::BytesPerPixel({destFormat, destType});
CheckedUint32 readOffset;
CheckedUint32 readStride;
const CheckedUint32 readSize = GetPackSize(width, height, readBytesPerPixel,
&readOffset, &readStride);
CheckedUint32 destOffset;
CheckedUint32 destStride;
const CheckedUint32 destSize = GetPackSize(width, height, destBytesPerPixel,
&destOffset, &destStride);
if (!readSize.isValid() || !destSize.isValid()) {
ErrorOutOfMemory("readPixels: Overflow calculating sizes for conversion.");
return false;
}
UniqueBuffer readBuffer = malloc(readSize.value());
if (!readBuffer) {
ErrorOutOfMemory("readPixels: Failed to alloc temp buffer for conversion.");
return false;
}
gl::GLContext::LocalErrorScope errorScope(*gl);
gl->fReadPixels(x, y, width, height, readFormat, readType, readBuffer.get());
const GLenum error = errorScope.GetError();
if (error == LOCAL_GL_OUT_OF_MEMORY) {
ErrorOutOfMemory("readPixels: Driver ran out of memory.");
return false;
}
if (error) {
MOZ_RELEASE_ASSERT(false, "Unexpected driver error.");
return false;
}
size_t channelsPerRow = std::min(readStride.value() / sizeof(uint16_t),
destStride.value() / sizeof(float));
const uint8_t* srcRow = (uint8_t*)(readBuffer.get()) + readOffset.value();
uint8_t* dstRow = (uint8_t*)(destBytes) + destOffset.value();
for (size_t j = 0; j < (size_t)height; j++) {
auto src = (const uint16_t*)srcRow;
auto dst = (float*)dstRow;
const auto srcEnd = src + channelsPerRow;
while (src != srcEnd) {
*dst = unpackFromFloat16(*src);
++src;
++dst;
}
srcRow += readStride.value();
dstRow += destStride.value();
}
return true;
}
gl->fReadPixels(x, y, width, height, destFormat, destType, destBytes);
return true;
}
static bool
IsFormatAndTypeUnpackable(GLenum format, GLenum type, bool isWebGL2)
{
switch (type) {
case LOCAL_GL_UNSIGNED_BYTE:
switch (format) {
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_LUMINANCE_ALPHA:
return isWebGL2;
case LOCAL_GL_ALPHA:
case LOCAL_GL_RED:
case LOCAL_GL_RED_INTEGER:
case LOCAL_GL_RG:
case LOCAL_GL_RG_INTEGER:
case LOCAL_GL_RGB:
case LOCAL_GL_RGB_INTEGER:
case LOCAL_GL_RGBA:
case LOCAL_GL_RGBA_INTEGER:
return true;
default:
return false;
}
case LOCAL_GL_BYTE:
switch (format) {
case LOCAL_GL_RED:
case LOCAL_GL_RED_INTEGER:
case LOCAL_GL_RG:
case LOCAL_GL_RG_INTEGER:
case LOCAL_GL_RGB:
case LOCAL_GL_RGB_INTEGER:
case LOCAL_GL_RGBA:
case LOCAL_GL_RGBA_INTEGER:
return true;
default:
return false;
}
case LOCAL_GL_FLOAT:
case LOCAL_GL_HALF_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
switch (format) {
case LOCAL_GL_RED:
case LOCAL_GL_RG:
case LOCAL_GL_RGB:
case LOCAL_GL_RGBA:
return true;
default:
return false;
}
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
return format == LOCAL_GL_RGBA;
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
return format == LOCAL_GL_RGB;
default:
return false;
}
}
static bool
IsIntegerFormatAndTypeUnpackable(GLenum format, GLenum type)
{
switch (type) {
case LOCAL_GL_UNSIGNED_SHORT:
case LOCAL_GL_SHORT:
case LOCAL_GL_UNSIGNED_INT:
case LOCAL_GL_INT:
switch (format) {
case LOCAL_GL_RED_INTEGER:
case LOCAL_GL_RG_INTEGER:
case LOCAL_GL_RGB_INTEGER:
case LOCAL_GL_RGBA_INTEGER:
return true;
default:
return false;
}
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
return format == LOCAL_GL_RGBA ||
format == LOCAL_GL_RGBA_INTEGER;
case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV:
case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV:
return format == LOCAL_GL_RGB;
default:
return false;
}
}
CheckedUint32
WebGLContext::GetPackSize(uint32_t width, uint32_t height, uint8_t bytesPerPixel,
CheckedUint32* const out_startOffset,
CheckedUint32* const out_rowStride)
{
if (!width || !height) {
*out_startOffset = 0;
*out_rowStride = 0;
return 0;
}
const CheckedUint32 pixelsPerRow = (mPixelStore_PackRowLength ? mPixelStore_PackRowLength
: width);
const CheckedUint32 skipPixels = mPixelStore_PackSkipPixels;
const CheckedUint32 skipRows = mPixelStore_PackSkipRows;
const CheckedUint32 alignment = mPixelStore_PackAlignment;
// GLES 3.0.4, p116 (PACK_ functions like UNPACK_)
const auto totalBytesPerRow = bytesPerPixel * pixelsPerRow;
const auto rowStride = RoundUpToMultipleOf(totalBytesPerRow, alignment);
const auto startOffset = rowStride * skipRows + bytesPerPixel * skipPixels;
const auto usedBytesPerRow = bytesPerPixel * width;
const auto bytesNeeded = startOffset + rowStride * (height - 1) + usedBytesPerRow;
*out_startOffset = startOffset;
*out_rowStride = rowStride;
return bytesNeeded;
}
void
WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type,
const dom::Nullable<dom::ArrayBufferView>& pixels,
ErrorResult& out_error)
{
if (IsContextLost())
return;
if (mCanvasElement &&
mCanvasElement->IsWriteOnly() &&
!nsContentUtils::IsCallerChrome())
{
GenerateWarning("readPixels: Not allowed");
out_error.Throw(NS_ERROR_DOM_SECURITY_ERR);
return;
}
if (width < 0 || height < 0)
return ErrorInvalidValue("readPixels: negative size passed");
if (pixels.IsNull())
return ErrorInvalidValue("readPixels: null destination buffer");
if (!(IsWebGL2() && IsIntegerFormatAndTypeUnpackable(format, type)) &&
!IsFormatAndTypeUnpackable(format, type, IsWebGL2())) {
return ErrorInvalidEnum("readPixels: Bad format or type.");
}
int channels = 0;
// Check the format param
switch (format) {
case LOCAL_GL_ALPHA:
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_RED:
case LOCAL_GL_RED_INTEGER:
channels = 1;
break;
case LOCAL_GL_LUMINANCE_ALPHA:
case LOCAL_GL_RG:
case LOCAL_GL_RG_INTEGER:
channels = 2;
break;
case LOCAL_GL_RGB:
case LOCAL_GL_RGB_INTEGER:
channels = 3;
break;
case LOCAL_GL_RGBA:
case LOCAL_GL_RGBA_INTEGER:
channels = 4;
break;
default:
MOZ_CRASH("bad `format`");
}
// Check the type param
int bytesPerPixel;
int requiredDataType;
switch (type) {
case LOCAL_GL_BYTE:
bytesPerPixel = 1*channels;
requiredDataType = js::Scalar::Int8;
break;
case LOCAL_GL_UNSIGNED_BYTE:
bytesPerPixel = 1*channels;
requiredDataType = js::Scalar::Uint8;
break;
case LOCAL_GL_SHORT:
bytesPerPixel = 2*channels;
requiredDataType = js::Scalar::Int16;
break;
case LOCAL_GL_UNSIGNED_SHORT:
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
bytesPerPixel = 2;
requiredDataType = js::Scalar::Uint16;
break;
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV:
case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV:
case LOCAL_GL_UNSIGNED_INT_24_8:
bytesPerPixel = 4;
requiredDataType = js::Scalar::Uint32;
break;
case LOCAL_GL_UNSIGNED_INT:
bytesPerPixel = 4*channels;
requiredDataType = js::Scalar::Uint32;
break;
case LOCAL_GL_INT:
bytesPerPixel = 4*channels;
requiredDataType = js::Scalar::Int32;
break;
case LOCAL_GL_FLOAT:
bytesPerPixel = 4*channels;
requiredDataType = js::Scalar::Float32;
break;
case LOCAL_GL_HALF_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
bytesPerPixel = 2*channels;
requiredDataType = js::Scalar::Uint16;
break;
default:
MOZ_CRASH("bad `type`");
}
const auto& view = pixels.Value();
// Compute length and data. Don't reenter after this point, lest the
// precomputed go out of sync with the instant length/data.
view.ComputeLengthAndData();
void* data = view.DataAllowShared();
size_t bytesAvailable = view.LengthAllowShared();
js::Scalar::Type dataType = JS_GetArrayBufferViewType(view.Obj());
// Check the pixels param type
if (dataType != requiredDataType)
return ErrorInvalidOperation("readPixels: Mismatched type/pixels types");
CheckedUint32 startOffset;
CheckedUint32 rowStride;
const auto bytesNeeded = GetPackSize(width, height, bytesPerPixel, &startOffset,
&rowStride);
if (!bytesNeeded.isValid()) {
ErrorInvalidOperation("readPixels: Integer overflow computing the needed buffer"
" size.");
return;
}
if (bytesNeeded.value() > bytesAvailable) {
ErrorInvalidOperation("readPixels: buffer too small");
return;
}
if (!data) {
ErrorOutOfMemory("readPixels: buffer storage is null. Did we run out of memory?");
out_error.Throw(NS_ERROR_OUT_OF_MEMORY);
return;
}
MakeContextCurrent();
const webgl::FormatUsageInfo* srcFormat;
uint32_t srcWidth;
uint32_t srcHeight;
GLenum srcMode;
if (!ValidateCurFBForRead("readPixels", &srcFormat, &srcWidth, &srcHeight, &srcMode))
return;
// Check the format and type params to assure they are an acceptable pair (as per spec)
auto srcType = srcFormat->format->componentType;
GLenum mainReadFormat;
GLenum mainReadType;
switch (srcType) {
case webgl::ComponentType::Float:
mainReadFormat = LOCAL_GL_RGBA;
mainReadType = LOCAL_GL_FLOAT;
break;
case webgl::ComponentType::UInt:
mainReadFormat = LOCAL_GL_RGBA_INTEGER;
mainReadType = LOCAL_GL_UNSIGNED_INT;
break;
case webgl::ComponentType::Int:
mainReadFormat = LOCAL_GL_RGBA_INTEGER;
mainReadType = LOCAL_GL_INT;
break;
default:
mainReadFormat = LOCAL_GL_RGBA;
mainReadType = LOCAL_GL_UNSIGNED_BYTE;
break;
}
GLenum auxReadFormat = mainReadFormat;
GLenum auxReadType = mainReadType;
// OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid
// combination for glReadPixels().
if (gl->IsSupported(gl::GLFeature::ES2_compatibility)) {
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT,
reinterpret_cast<GLint*>(&auxReadFormat));
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE,
reinterpret_cast<GLint*>(&auxReadType));
}
const bool mainMatches = (format == mainReadFormat && type == mainReadType);
const bool auxMatches = (format == auxReadFormat && type == auxReadType);
bool isValid = mainMatches || auxMatches;
// OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is
// RGB10_A2, a third combination of format RGBA and type UNSIGNED_INT_2_10_10_10_REV
// is accepted.
if (srcFormat->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 &&
format == LOCAL_GL_RGBA &&
type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV)
{
isValid = true;
}
if (!isValid)
return ErrorInvalidOperation("readPixels: Invalid format/type pair");
// Now that the errors are out of the way, on to actually reading!
uint32_t readX, readY;
uint32_t writeX, writeY;
uint32_t rwWidth, rwHeight;
Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth);
Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight);
if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) {
// Warning: Possibly shared memory. See bug 1225033.
DoReadPixelsAndConvert(x, y, width, height, format, type, data, auxReadFormat,
auxReadType);
return;
}
// Read request contains out-of-bounds pixels. Unfortunately:
// GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer":
// "If any of these pixels lies outside of the window allocated to the current GL
// context, or outside of the image attached to the currently bound framebuffer
// object, then the values obtained for those pixels are undefined."
// This is a slow-path, so warn people away!
GenerateWarning("readPixels: Out-of-bounds reads with readPixels are deprecated, and"
" may be slow.");
// Currently, the spec dictates that we need to zero the out-of-bounds pixels.
// Ideally we could just ReadPixels into the buffer, then zero the undefined parts.
// However, we can't do this for *shared* ArrayBuffers, as they can have racey
// accesses from Workers.
// We can use a couple tricks to do this faster, but we shouldn't encourage this
// anyway. Why not just do it the really safe, dead-simple way, even if it is
// hilariously slow?
////////////////////////////////////
// Clear the targetted pixels to zero.
if (mPixelStore_PackRowLength ||
mPixelStore_PackSkipPixels ||
mPixelStore_PackSkipRows)
{
// Targetted bytes might not be contiguous, so do it row-by-row.
uint8_t* row = (uint8_t*)data + startOffset.value();
const auto bytesPerRow = bytesPerPixel * width;
for (uint32_t j = 0; j < uint32_t(height); j++) {
std::memset(row, 0, bytesPerRow);
row += rowStride.value();
}
} else {
std::memset(data, 0, bytesNeeded.value());
}
////////////////////////////////////
// Read only the in-bounds pixels.
if (!rwWidth || !rwHeight) {
// There aren't any, so we're 'done'.
DummyReadFramebufferOperation("readPixels");
return;
}
if (IsWebGL2()) {
if (!mPixelStore_PackRowLength) {
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, width);
}
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels + writeX);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows + writeY);
DoReadPixelsAndConvert(readX, readY, rwWidth, rwHeight, format, type, data,
auxReadFormat, auxReadType);
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows);
} else {
// I *did* say "hilariously slow".
uint8_t* row = (uint8_t*)data + startOffset.value() + writeX * bytesPerPixel;
row += writeY * rowStride.value();
for (uint32_t j = 0; j < rwHeight; j++) {
DoReadPixelsAndConvert(readX, readY+j, rwWidth, 1, format, type, row,
auxReadFormat, auxReadType);
row += rowStride.value();
}
}
}
void
WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples, GLenum internalFormat,
GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("`target`", funcName, target);
return;
}
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName);
return;
}
if (samples < 0) {
ErrorInvalidValue("%s: `samples` must be >= 0.", funcName);
return;
}
if (width < 0 || height < 0) {
ErrorInvalidValue("%s: `width` and `height` must be >= 0.", funcName);
return;
}
mBoundRenderbuffer->RenderbufferStorage(funcName, uint32_t(samples), internalFormat,
uint32_t(width), uint32_t(height));
}
void
WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height)
{
RenderbufferStorage_base("renderbufferStorage", target, 0, internalFormat, width,
height);
}
void
WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("scissor: negative size");
MakeContextCurrent();
gl->fScissor(x, y, width, height);
}
void
WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "stencilFunc: func"))
return;
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
MakeContextCurrent();
gl->fStencilFunc(func, ref, mask);
}
void
WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") ||
!ValidateComparisonEnum(func, "stencilFuncSeparate: func"))
return;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilRefFront = ref;
mStencilValueMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilRefBack = ref;
mStencilValueMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilFuncSeparate(face, func, ref, mask);
}
void
WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOp: dppass"))
return;
MakeContextCurrent();
gl->fStencilOp(sfail, dpfail, dppass);
}
void
WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilOpSeparate: face") ||
!ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass"))
return;
MakeContextCurrent();
gl->fStencilOpSeparate(face, sfail, dpfail, dppass);
}
////////////////////////////////////////////////////////////////////////////////
// Uniform setters.
void
WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, "uniform1i", &rawLoc))
return;
// Only uniform1i can take sampler settings.
if (!loc->ValidateSamplerSetter(a1, this, "uniform1i"))
return;
MakeContextCurrent();
gl->fUniform1i(rawLoc, a1);
}
void
WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, "uniform2i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform2i(rawLoc, a1, a2);
}
void
WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, "uniform3i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform3i(rawLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3,
GLint a4)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, "uniform4i", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform4i(rawLoc, a1, a2, a3, a4);
}
void
WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, "uniform1f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform1f(rawLoc, a1);
}
void
WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, "uniform2f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform2f(rawLoc, a1, a2);
}
void
WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, "uniform3f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform3f(rawLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3, GLfloat a4)
{
GLuint rawLoc;
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, "uniform4f", &rawLoc))
return;
MakeContextCurrent();
gl->fUniform4f(rawLoc, a1, a2, a3, a4);
}
////////////////////////////////////////
// Array
void
WebGLContext::Uniform1iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_INT, arrayLength,
"uniform1iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform1iv"))
return;
MakeContextCurrent();
gl->fUniform1iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform2iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_INT, arrayLength,
"uniform2iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform2iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform2iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform2iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform3iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_INT, arrayLength,
"uniform3iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform3iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform3iv") ||
!loc->ValidateSamplerSetter(data[2], this, "uniform3iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform3iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform4iv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLint* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_INT, arrayLength,
"uniform4iv", &rawLoc,
&numElementsToUpload))
{
return;
}
if (!loc->ValidateSamplerSetter(data[0], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[1], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[2], this, "uniform4iv") ||
!loc->ValidateSamplerSetter(data[3], this, "uniform4iv"))
{
return;
}
MakeContextCurrent();
gl->fUniform4iv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform1fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 1, LOCAL_GL_FLOAT, arrayLength,
"uniform1fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform1fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform2fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 2, LOCAL_GL_FLOAT, arrayLength,
"uniform2fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform2fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform3fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 3, LOCAL_GL_FLOAT, arrayLength,
"uniform3fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform3fv(rawLoc, numElementsToUpload, data);
}
void
WebGLContext::Uniform4fv_base(WebGLUniformLocation* loc, size_t arrayLength,
const GLfloat* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformArraySetter(loc, 4, LOCAL_GL_FLOAT, arrayLength,
"uniform4fv", &rawLoc,
&numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniform4fv(rawLoc, numElementsToUpload, data);
}
////////////////////////////////////////
// Matrix
void
WebGLContext::UniformMatrix2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 2, 2, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix2fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix2fv(rawLoc, numElementsToUpload, false, data);
}
void
WebGLContext::UniformMatrix3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 3, 3, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix3fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix3fv(rawLoc, numElementsToUpload, false, data);
}
void
WebGLContext::UniformMatrix4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const float* data)
{
GLuint rawLoc;
GLsizei numElementsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, 4, 4, LOCAL_GL_FLOAT, arrayLength,
transpose, "uniformMatrix4fv",
&rawLoc, &numElementsToUpload))
{
return;
}
MakeContextCurrent();
gl->fUniformMatrix4fv(rawLoc, numElementsToUpload, false, data);
}
////////////////////////////////////////////////////////////////////////////////
void
WebGLContext::UseProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!prog) {
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
return;
}
if (!ValidateObject("useProgram", prog))
return;
if (prog->UseProgram()) {
mCurrentProgram = prog;
mActiveProgramLinkInfo = mCurrentProgram->LinkInfo();
}
}
void
WebGLContext::ValidateProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!ValidateObject("validateProgram", prog))
return;
prog->ValidateProgram();
}
already_AddRefed<WebGLFramebuffer>
WebGLContext::CreateFramebuffer()
{
if (IsContextLost())
return nullptr;
GLuint fbo = 0;
MakeContextCurrent();
gl->fGenFramebuffers(1, &fbo);
RefPtr<WebGLFramebuffer> globj = new WebGLFramebuffer(this, fbo);
return globj.forget();
}
already_AddRefed<WebGLRenderbuffer>
WebGLContext::CreateRenderbuffer()
{
if (IsContextLost())
return nullptr;
MakeContextCurrent();
RefPtr<WebGLRenderbuffer> globj = new WebGLRenderbuffer(this);
return globj.forget();
}
void
WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("viewport: negative size");
MakeContextCurrent();
gl->fViewport(x, y, width, height);
mViewportX = x;
mViewportY = y;
mViewportWidth = width;
mViewportHeight = height;
}
void
WebGLContext::CompileShader(WebGLShader* shader)
{
if (IsContextLost())
return;
if (!ValidateObject("compileShader", shader))
return;
shader->CompileShader();
}
JS::Value
WebGLContext::GetShaderParameter(WebGLShader* shader, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObject("getShaderParameter: shader", shader))
return JS::NullValue();
return shader->GetShaderParameter(pname);
}
void
WebGLContext::GetShaderInfoLog(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderInfoLog: shader", shader))
return;
shader->GetShaderInfoLog(&retval);
retval.SetIsVoid(false);
}
already_AddRefed<WebGLShaderPrecisionFormat>
WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype)
{
if (IsContextLost())
return nullptr;
switch (shadertype) {
case LOCAL_GL_FRAGMENT_SHADER:
case LOCAL_GL_VERTEX_SHADER:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype);
return nullptr;
}
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype);
return nullptr;
}
MakeContextCurrent();
GLint range[2], precision;
if (mDisableFragHighP &&
shadertype == LOCAL_GL_FRAGMENT_SHADER &&
(precisiontype == LOCAL_GL_HIGH_FLOAT ||
precisiontype == LOCAL_GL_HIGH_INT))
{
precision = 0;
range[0] = 0;
range[1] = 0;
} else {
gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision);
}
RefPtr<WebGLShaderPrecisionFormat> retShaderPrecisionFormat
= new WebGLShaderPrecisionFormat(this, range[0], range[1], precision);
return retShaderPrecisionFormat.forget();
}
void
WebGLContext::GetShaderSource(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderSource: shader", shader))
return;
shader->GetShaderSource(&retval);
}
void
WebGLContext::ShaderSource(WebGLShader* shader, const nsAString& source)
{
if (IsContextLost())
return;
if (!ValidateObject("shaderSource: shader", shader))
return;
shader->ShaderSource(source);
}
void
WebGLContext::GetShaderTranslatedSource(WebGLShader* shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderTranslatedSource: shader", shader))
return;
shader->GetShaderTranslatedSource(&retval);
}
void
WebGLContext::LoseContext()
{
if (IsContextLost())
return ErrorInvalidOperation("loseContext: Context is already lost.");
ForceLoseContext(true);
}
void
WebGLContext::RestoreContext()
{
if (!IsContextLost())
return ErrorInvalidOperation("restoreContext: Context is not lost.");
if (!mLastLossWasSimulated) {
return ErrorInvalidOperation("restoreContext: Context loss was not simulated."
" Cannot simulate restore.");
}
// If we're currently lost, and the last loss was simulated, then
// we're currently only simulated-lost, allowing us to call
// restoreContext().
if (!mAllowContextRestore)
return ErrorInvalidOperation("restoreContext: Context cannot be restored.");
ForceRestoreContext();
}
void
WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fBlendColor(r, g, b, a);
}
void
WebGLContext::Flush() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFlush();
}
void
WebGLContext::Finish() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFinish();
}
void
WebGLContext::LineWidth(GLfloat width)
{
if (IsContextLost())
return;
// Doing it this way instead of `if (width <= 0.0)` handles NaNs.
const bool isValid = width > 0.0;
if (!isValid) {
ErrorInvalidValue("lineWidth: `width` must be positive and non-zero.");
return;
}
MakeContextCurrent();
gl->fLineWidth(width);
}
void
WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fPolygonOffset(factor, units);
}
void
WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fSampleCoverage(value, invert);
}
} // namespace mozilla