зеркало из https://github.com/mozilla/gecko-dev.git
704 строки
24 KiB
C++
704 строки
24 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include <algorithm>
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#include "GLSLANG/ShaderLang.h"
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#include "CanvasUtils.h"
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#include "gfxPrefs.h"
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#include "GLContext.h"
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#include "jsfriendapi.h"
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#include "mozilla/CheckedInt.h"
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#include "mozilla/Preferences.h"
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#include "nsIObserverService.h"
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#include "nsPrintfCString.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextUtils.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLProgram.h"
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#include "WebGLRenderbuffer.h"
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#include "WebGLSampler.h"
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#include "WebGLShader.h"
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#include "WebGLTexture.h"
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#include "WebGLUniformLocation.h"
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#include "WebGLValidateStrings.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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#if defined(MOZ_WIDGET_COCOA)
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# include "nsCocoaFeatures.h"
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#endif
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////////////////////
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// Minimum value constants defined in GLES 2.0.25 $6.2 "State Tables":
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const uint32_t kMinMaxVertexAttribs = 8; // Page 164
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const uint32_t kMinMaxVertexUniformVectors = 128; // Page 164
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const uint32_t kMinMaxFragmentUniformVectors = 16; // Page 164
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const uint32_t kMinMaxVaryingVectors = 8; // Page 164
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const uint32_t kMinMaxVertexTextureImageUnits = 0; // Page 164
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const uint32_t kMinMaxFragmentTextureImageUnits = 8; // Page 164
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const uint32_t kMinMaxCombinedTextureImageUnits = 8; // Page 164
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const uint32_t kMinMaxColorAttachments = 4;
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const uint32_t kMinMaxDrawBuffers = 4;
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// These few deviate from the spec: (The minimum values in the spec are
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// ridiculously low)
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const uint32_t kMinMaxTextureSize = 1024; // ES2 spec says `64` (p162)
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const uint32_t kMinMaxCubeMapTextureSize = 512; // ES2 spec says `16` (p162)
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const uint32_t kMinMaxRenderbufferSize = 1024; // ES2 spec says `1` (p164)
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// Minimum value constants defined in GLES 3.0.4 $6.2 "State Tables":
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const uint32_t kMinMax3DTextureSize = 256;
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const uint32_t kMinMaxArrayTextureLayers = 256;
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////////////////////
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// "Common" but usable values to avoid WebGL fingerprinting:
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const uint32_t kCommonMaxTextureSize = 2048;
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const uint32_t kCommonMaxCubeMapTextureSize = 2048;
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const uint32_t kCommonMaxRenderbufferSize = 2048;
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const uint32_t kCommonMaxVertexTextureImageUnits = 8;
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const uint32_t kCommonMaxFragmentTextureImageUnits = 8;
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const uint32_t kCommonMaxCombinedTextureImageUnits = 16;
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const uint32_t kCommonMaxVertexAttribs = 16;
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const uint32_t kCommonMaxVertexUniformVectors = 256;
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const uint32_t kCommonMaxFragmentUniformVectors = 224;
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const uint32_t kCommonMaxVaryingVectors = 8;
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const uint32_t kCommonMaxViewportDims = 4096;
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// The following ranges came from a 2013 Moto E and an old macbook.
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const float kCommonAliasedPointSizeRangeMin = 1;
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const float kCommonAliasedPointSizeRangeMax = 63;
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const float kCommonAliasedLineWidthRangeMin = 1;
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const float kCommonAliasedLineWidthRangeMax = 1;
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template <class T>
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static bool RestrictCap(T* const cap, const T restrictedVal) {
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if (*cap < restrictedVal) {
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return false; // already too low!
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}
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*cap = restrictedVal;
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return true;
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}
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////////////////////
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namespace mozilla {
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bool WebGLContext::ValidateBlendEquationEnum(GLenum mode, const char* info) {
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switch (mode) {
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case LOCAL_GL_FUNC_ADD:
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case LOCAL_GL_FUNC_SUBTRACT:
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case LOCAL_GL_FUNC_REVERSE_SUBTRACT:
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return true;
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case LOCAL_GL_MIN:
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case LOCAL_GL_MAX:
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if (IsWebGL2() ||
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IsExtensionEnabled(WebGLExtensionID::EXT_blend_minmax)) {
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return true;
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}
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break;
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default:
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break;
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}
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ErrorInvalidEnumInfo(info, mode);
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return false;
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}
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bool WebGLContext::ValidateBlendFuncEnumsCompatibility(GLenum sfactor,
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GLenum dfactor,
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const char* info) {
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bool sfactorIsConstantColor = sfactor == LOCAL_GL_CONSTANT_COLOR ||
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sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
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bool sfactorIsConstantAlpha = sfactor == LOCAL_GL_CONSTANT_ALPHA ||
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sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
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bool dfactorIsConstantColor = dfactor == LOCAL_GL_CONSTANT_COLOR ||
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dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
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bool dfactorIsConstantAlpha = dfactor == LOCAL_GL_CONSTANT_ALPHA ||
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dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
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if ((sfactorIsConstantColor && dfactorIsConstantAlpha) ||
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(dfactorIsConstantColor && sfactorIsConstantAlpha)) {
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ErrorInvalidOperation(
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"%s are mutually incompatible, see section 6.8 in"
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" the WebGL 1.0 spec",
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info);
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return false;
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}
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return true;
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}
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bool WebGLContext::ValidateStencilOpEnum(GLenum action, const char* info) {
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switch (action) {
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case LOCAL_GL_KEEP:
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case LOCAL_GL_ZERO:
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case LOCAL_GL_REPLACE:
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case LOCAL_GL_INCR:
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case LOCAL_GL_INCR_WRAP:
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case LOCAL_GL_DECR:
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case LOCAL_GL_DECR_WRAP:
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case LOCAL_GL_INVERT:
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return true;
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default:
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ErrorInvalidEnumInfo(info, action);
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return false;
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}
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}
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bool WebGLContext::ValidateFaceEnum(const GLenum face) {
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switch (face) {
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case LOCAL_GL_FRONT:
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case LOCAL_GL_BACK:
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case LOCAL_GL_FRONT_AND_BACK:
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return true;
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default:
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ErrorInvalidEnumInfo("face", face);
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return false;
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}
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}
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bool WebGLContext::ValidateUniformLocation(
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const WebGLUniformLocation* const loc) {
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/* GLES 2.0.25, p38:
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* If the value of location is -1, the Uniform* commands will silently
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* ignore the data passed in, and the current uniform values will not be
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* changed.
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*/
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if (!loc) return false;
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if (!ValidateObjectAllowDeleted("loc", *loc)) return false;
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if (!mCurrentProgram) {
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ErrorInvalidOperation("No program is currently bound.");
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return false;
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}
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return loc->ValidateForProgram(mCurrentProgram);
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}
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bool WebGLContext::ValidateAttribArraySetter(uint32_t setterElemSize,
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uint32_t arrayLength) {
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if (IsContextLost()) return false;
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if (arrayLength < setterElemSize) {
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ErrorInvalidValue("Array must have >= %d elements.", setterElemSize);
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return false;
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}
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return true;
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}
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bool WebGLContext::ValidateUniformSetter(
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const WebGLUniformLocation* const loc, const uint8_t setterElemSize,
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const webgl::AttribBaseType setterType) {
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if (IsContextLost()) return false;
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if (!ValidateUniformLocation(loc)) return false;
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if (!loc->ValidateSizeAndType(setterElemSize, setterType)) return false;
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return true;
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}
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bool WebGLContext::ValidateUniformArraySetter(
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const WebGLUniformLocation* const loc, const uint8_t setterElemSize,
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const webgl::AttribBaseType setterType, const uint32_t setterArraySize,
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uint32_t* const out_numElementsToUpload) {
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if (IsContextLost()) return false;
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if (!ValidateUniformLocation(loc)) return false;
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if (!loc->ValidateSizeAndType(setterElemSize, setterType)) return false;
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if (!loc->ValidateArrayLength(setterElemSize, setterArraySize)) return false;
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const auto& elemCount = loc->mInfo->mActiveInfo->mElemCount;
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MOZ_ASSERT(elemCount > loc->mArrayIndex);
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const uint32_t uniformElemCount = elemCount - loc->mArrayIndex;
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*out_numElementsToUpload =
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std::min(uniformElemCount, setterArraySize / setterElemSize);
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return true;
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}
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bool WebGLContext::ValidateUniformMatrixArraySetter(
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const WebGLUniformLocation* const loc, const uint8_t setterCols,
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const uint8_t setterRows, const webgl::AttribBaseType setterType,
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const uint32_t setterArraySize, const bool setterTranspose,
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uint32_t* const out_numElementsToUpload) {
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const uint8_t setterElemSize = setterCols * setterRows;
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if (IsContextLost()) return false;
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if (!ValidateUniformLocation(loc)) return false;
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if (!loc->ValidateSizeAndType(setterElemSize, setterType)) return false;
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if (!loc->ValidateArrayLength(setterElemSize, setterArraySize)) return false;
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if (setterTranspose && !IsWebGL2()) {
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ErrorInvalidValue("`transpose` must be false.");
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return false;
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}
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const auto& elemCount = loc->mInfo->mActiveInfo->mElemCount;
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MOZ_ASSERT(elemCount > loc->mArrayIndex);
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const uint32_t uniformElemCount = elemCount - loc->mArrayIndex;
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*out_numElementsToUpload =
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std::min(uniformElemCount, setterArraySize / setterElemSize);
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return true;
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}
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bool WebGLContext::InitAndValidateGL(FailureReason* const out_failReason) {
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MOZ_RELEASE_ASSERT(gl, "GFX: GL not initialized");
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// Unconditionally create a new format usage authority. This is
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// important when restoring contexts and extensions need to add
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// formats back into the authority.
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mFormatUsage = CreateFormatUsage(gl);
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if (!mFormatUsage) {
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*out_failReason = {"FEATURE_FAILURE_WEBGL_FORMAT",
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"Failed to create mFormatUsage."};
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return false;
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}
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GLenum error = gl->fGetError();
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if (error != LOCAL_GL_NO_ERROR) {
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const nsPrintfCString reason(
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"GL error 0x%x occurred during OpenGL context"
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" initialization, before WebGL initialization!",
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error);
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*out_failReason = {"FEATURE_FAILURE_WEBGL_GLERR_1", reason};
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return false;
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}
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mDisableExtensions = gfxPrefs::WebGLDisableExtensions();
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mLoseContextOnMemoryPressure = gfxPrefs::WebGLLoseContextOnMemoryPressure();
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mCanLoseContextInForeground = gfxPrefs::WebGLCanLoseContextInForeground();
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// These are the default values, see 6.2 State tables in the
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// OpenGL ES 2.0.25 spec.
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mColorWriteMask = 0x0f;
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mDriverColorMask = mColorWriteMask;
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mColorClearValue[0] = 0.f;
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mColorClearValue[1] = 0.f;
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mColorClearValue[2] = 0.f;
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mColorClearValue[3] = 0.f;
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mDepthWriteMask = true;
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mDepthClearValue = 1.f;
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mStencilClearValue = 0;
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mStencilRefFront = 0;
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mStencilRefBack = 0;
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mLineWidth = 1.0;
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/*
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// Technically, we should be setting mStencil[...] values to
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// `allOnes`, but either ANGLE breaks or the SGX540s on Try break.
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GLuint stencilBits = 0;
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gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits);
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GLuint allOnes = ~(UINT32_MAX << stencilBits);
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mStencilValueMaskFront = allOnes;
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mStencilValueMaskBack = allOnes;
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mStencilWriteMaskFront = allOnes;
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mStencilWriteMaskBack = allOnes;
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*/
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gl->GetUIntegerv(LOCAL_GL_STENCIL_VALUE_MASK, &mStencilValueMaskFront);
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gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_VALUE_MASK, &mStencilValueMaskBack);
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gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &mStencilWriteMaskFront);
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gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &mStencilWriteMaskBack);
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AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK,
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mStencilValueMaskFront);
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AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK,
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mStencilValueMaskBack);
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AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK,
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mStencilWriteMaskFront);
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AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK,
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mStencilWriteMaskBack);
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mDitherEnabled = true;
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mRasterizerDiscardEnabled = false;
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mScissorTestEnabled = false;
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mDepthTestEnabled = 0;
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mDriverDepthTest = false;
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mStencilTestEnabled = 0;
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mDriverStencilTest = false;
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mGenerateMipmapHint = LOCAL_GL_DONT_CARE;
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// Bindings, etc.
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mActiveTexture = 0;
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mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;
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mDefaultFB_ReadBuffer = LOCAL_GL_BACK;
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mWebGLError = LOCAL_GL_NO_ERROR;
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mBound2DTextures.Clear();
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mBoundCubeMapTextures.Clear();
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mBound3DTextures.Clear();
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mBound2DArrayTextures.Clear();
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mBoundSamplers.Clear();
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mBoundArrayBuffer = nullptr;
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mCurrentProgram = nullptr;
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mBoundDrawFramebuffer = nullptr;
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mBoundReadFramebuffer = nullptr;
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mBoundRenderbuffer = nullptr;
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gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &mGLMaxVertexAttribs);
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if (mGLMaxVertexAttribs < 8) {
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const nsPrintfCString reason("GL_MAX_VERTEX_ATTRIBS: %d is < 8!",
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mGLMaxVertexAttribs);
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*out_failReason = {"FEATURE_FAILURE_WEBGL_V_ATRB", reason};
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return false;
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}
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// Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware,
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// even though the hardware supports much more. The
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// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value.
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mGLMaxCombinedTextureImageUnits =
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gl->GetIntAs<GLuint>(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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mGLMaxTextureUnits = mGLMaxCombinedTextureImageUnits;
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if (mGLMaxCombinedTextureImageUnits < 8) {
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const nsPrintfCString reason(
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"GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %u is < 8!", mGLMaxTextureUnits);
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*out_failReason = {"FEATURE_FAILURE_WEBGL_T_UNIT", reason};
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return false;
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}
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mBound2DTextures.SetLength(mGLMaxTextureUnits);
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mBoundCubeMapTextures.SetLength(mGLMaxTextureUnits);
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mBound3DTextures.SetLength(mGLMaxTextureUnits);
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mBound2DArrayTextures.SetLength(mGLMaxTextureUnits);
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mBoundSamplers.SetLength(mGLMaxTextureUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_VIEWPORT_DIMS, (GLint*)mGLMaxViewportDims);
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////////////////
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*)&mGLMaxTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE,
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(GLint*)&mGLMaxCubeMapTextureSize);
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gl->fGetIntegerv(LOCAL_GL_MAX_RENDERBUFFER_SIZE,
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(GLint*)&mGLMaxRenderbufferSize);
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if (!gl->GetPotentialInteger(LOCAL_GL_MAX_3D_TEXTURE_SIZE,
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(GLint*)&mGLMax3DTextureSize))
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mGLMax3DTextureSize = 0;
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if (!gl->GetPotentialInteger(LOCAL_GL_MAX_ARRAY_TEXTURE_LAYERS,
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(GLint*)&mGLMaxArrayTextureLayers))
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mGLMaxArrayTextureLayers = 0;
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gl->GetUIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS,
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&mGLMaxFragmentTextureImageUnits);
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gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
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&mGLMaxVertexTextureImageUnits);
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////////////////
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mGLMaxColorAttachments = 1;
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mGLMaxDrawBuffers = 1;
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if (IsWebGL2()) {
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UpdateMaxDrawBuffers();
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}
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////////////////
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if (gl->IsGLES()) {
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mGLMaxFragmentUniformVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS);
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mGLMaxVertexUniformVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS);
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if (gl->Version() >= 300) {
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mGLMaxVertexOutputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
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mGLMaxFragmentInputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
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} else {
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mGLMaxFragmentInputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_VECTORS);
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mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors;
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}
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} else {
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mGLMaxFragmentUniformVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS) / 4;
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mGLMaxVertexUniformVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4;
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if (gl->Version() >= 320) {
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mGLMaxVertexOutputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
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mGLMaxFragmentInputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
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} else {
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// Same enum val as GL2's GL_MAX_VARYING_FLOATS.
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mGLMaxFragmentInputVectors =
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gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_COMPONENTS) / 4;
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mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors;
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}
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}
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////////////////
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gl->fGetFloatv(LOCAL_GL_ALIASED_LINE_WIDTH_RANGE, mGLAliasedLineWidthRange);
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const GLenum driverPName = gl->IsCoreProfile()
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? LOCAL_GL_POINT_SIZE_RANGE
|
|
: LOCAL_GL_ALIASED_POINT_SIZE_RANGE;
|
|
gl->fGetFloatv(driverPName, mGLAliasedPointSizeRange);
|
|
|
|
////////////////
|
|
bool shouldResistFingerprinting =
|
|
mCanvasElement ?
|
|
// If we're constructed from a canvas element
|
|
nsContentUtils::ShouldResistFingerprinting(GetOwnerDoc())
|
|
:
|
|
// If we're constructed from an offscreen canvas
|
|
(mOffscreenCanvas->GetOwnerGlobal()
|
|
? nsContentUtils::ShouldResistFingerprinting(
|
|
mOffscreenCanvas->GetOwnerGlobal()->PrincipalOrNull())
|
|
:
|
|
// Last resort, just check the global preference
|
|
nsContentUtils::ShouldResistFingerprinting());
|
|
|
|
if (gfxPrefs::WebGLMinCapabilityMode()) {
|
|
bool ok = true;
|
|
|
|
ok &= RestrictCap(&mGLMaxVertexTextureImageUnits,
|
|
kMinMaxVertexTextureImageUnits);
|
|
ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits,
|
|
kMinMaxFragmentTextureImageUnits);
|
|
ok &= RestrictCap(&mGLMaxCombinedTextureImageUnits,
|
|
kMinMaxCombinedTextureImageUnits);
|
|
|
|
ok &= RestrictCap(&mGLMaxVertexAttribs, kMinMaxVertexAttribs);
|
|
ok &= RestrictCap(&mGLMaxVertexUniformVectors, kMinMaxVertexUniformVectors);
|
|
ok &= RestrictCap(&mGLMaxFragmentUniformVectors,
|
|
kMinMaxFragmentUniformVectors);
|
|
ok &= RestrictCap(&mGLMaxVertexOutputVectors, kMinMaxVaryingVectors);
|
|
ok &= RestrictCap(&mGLMaxFragmentInputVectors, kMinMaxVaryingVectors);
|
|
|
|
ok &= RestrictCap(&mGLMaxColorAttachments, kMinMaxColorAttachments);
|
|
ok &= RestrictCap(&mGLMaxDrawBuffers, kMinMaxDrawBuffers);
|
|
|
|
ok &= RestrictCap(&mGLMaxTextureSize, kMinMaxTextureSize);
|
|
ok &= RestrictCap(&mGLMaxCubeMapTextureSize, kMinMaxCubeMapTextureSize);
|
|
ok &= RestrictCap(&mGLMax3DTextureSize, kMinMax3DTextureSize);
|
|
|
|
ok &= RestrictCap(&mGLMaxArrayTextureLayers, kMinMaxArrayTextureLayers);
|
|
ok &= RestrictCap(&mGLMaxRenderbufferSize, kMinMaxRenderbufferSize);
|
|
|
|
if (!ok) {
|
|
GenerateWarning("Unable to restrict WebGL limits to minimums.");
|
|
return false;
|
|
}
|
|
|
|
mDisableFragHighP = true;
|
|
} else if (shouldResistFingerprinting) {
|
|
bool ok = true;
|
|
|
|
ok &= RestrictCap(&mGLMaxTextureSize, kCommonMaxTextureSize);
|
|
ok &= RestrictCap(&mGLMaxCubeMapTextureSize, kCommonMaxCubeMapTextureSize);
|
|
ok &= RestrictCap(&mGLMaxRenderbufferSize, kCommonMaxRenderbufferSize);
|
|
|
|
ok &= RestrictCap(&mGLMaxVertexTextureImageUnits,
|
|
kCommonMaxVertexTextureImageUnits);
|
|
ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits,
|
|
kCommonMaxFragmentTextureImageUnits);
|
|
ok &= RestrictCap(&mGLMaxCombinedTextureImageUnits,
|
|
kCommonMaxCombinedTextureImageUnits);
|
|
|
|
ok &= RestrictCap(&mGLMaxVertexAttribs, kCommonMaxVertexAttribs);
|
|
ok &= RestrictCap(&mGLMaxVertexUniformVectors,
|
|
kCommonMaxVertexUniformVectors);
|
|
ok &= RestrictCap(&mGLMaxFragmentUniformVectors,
|
|
kCommonMaxFragmentUniformVectors);
|
|
ok &= RestrictCap(&mGLMaxVertexOutputVectors, kCommonMaxVaryingVectors);
|
|
ok &= RestrictCap(&mGLMaxFragmentInputVectors, kCommonMaxVaryingVectors);
|
|
|
|
ok &= RestrictCap(&mGLAliasedLineWidthRange[0],
|
|
kCommonAliasedLineWidthRangeMin);
|
|
ok &= RestrictCap(&mGLAliasedLineWidthRange[1],
|
|
kCommonAliasedLineWidthRangeMax);
|
|
ok &= RestrictCap(&mGLAliasedPointSizeRange[0],
|
|
kCommonAliasedPointSizeRangeMin);
|
|
ok &= RestrictCap(&mGLAliasedPointSizeRange[1],
|
|
kCommonAliasedPointSizeRangeMax);
|
|
|
|
ok &= RestrictCap(&mGLMaxViewportDims[0], kCommonMaxViewportDims);
|
|
ok &= RestrictCap(&mGLMaxViewportDims[1], kCommonMaxViewportDims);
|
|
|
|
if (!ok) {
|
|
GenerateWarning(
|
|
"Unable to restrict WebGL limits in order to resist fingerprinting");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
////////////////
|
|
|
|
if (gl->IsCompatibilityProfile()) {
|
|
gl->fEnable(LOCAL_GL_POINT_SPRITE);
|
|
}
|
|
|
|
if (!gl->IsGLES()) {
|
|
gl->fEnable(LOCAL_GL_PROGRAM_POINT_SIZE);
|
|
}
|
|
|
|
#ifdef XP_MACOSX
|
|
if (gl->WorkAroundDriverBugs() && gl->Vendor() == gl::GLVendor::ATI &&
|
|
!nsCocoaFeatures::IsAtLeastVersion(10, 9)) {
|
|
// The Mac ATI driver, in all known OSX version up to and including
|
|
// 10.8, renders points sprites upside-down. (Apple bug 11778921)
|
|
gl->fPointParameterf(LOCAL_GL_POINT_SPRITE_COORD_ORIGIN,
|
|
LOCAL_GL_LOWER_LEFT);
|
|
}
|
|
#endif
|
|
|
|
if (gl->IsSupported(gl::GLFeature::seamless_cube_map_opt_in)) {
|
|
gl->fEnable(LOCAL_GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
}
|
|
|
|
// initialize shader translator
|
|
if (!sh::Initialize()) {
|
|
*out_failReason = {"FEATURE_FAILURE_WEBGL_GLSL",
|
|
"GLSL translator initialization failed!"};
|
|
return false;
|
|
}
|
|
|
|
// Mesa can only be detected with the GL_VERSION string, of the form
|
|
// "2.1 Mesa 7.11.0"
|
|
const char* versionStr = (const char*)(gl->fGetString(LOCAL_GL_VERSION));
|
|
mIsMesa = strstr(versionStr, "Mesa");
|
|
|
|
// Notice that the point of calling fGetError here is not only to check for
|
|
// errors, but also to reset the error flags so that a subsequent WebGL
|
|
// getError call will give the correct result.
|
|
error = gl->fGetError();
|
|
if (error != LOCAL_GL_NO_ERROR) {
|
|
const nsPrintfCString reason(
|
|
"GL error 0x%x occurred during WebGL context"
|
|
" initialization!",
|
|
error);
|
|
*out_failReason = {"FEATURE_FAILURE_WEBGL_GLERR_2", reason};
|
|
return false;
|
|
}
|
|
|
|
if (IsWebGL2() && !InitWebGL2(out_failReason)) {
|
|
// Todo: Bug 898404: Only allow WebGL2 on GL>=3.0 on desktop GL.
|
|
return false;
|
|
}
|
|
|
|
if (!gl->IsSupported(GLFeature::vertex_array_object)) {
|
|
*out_failReason = {"FEATURE_FAILURE_WEBGL_VAOS",
|
|
"Requires vertex_array_object."};
|
|
return false;
|
|
}
|
|
|
|
// OpenGL core profiles remove the default VAO object from version
|
|
// 4.0.0. We create a default VAO for all core profiles,
|
|
// regardless of version.
|
|
//
|
|
// GL Spec 4.0.0:
|
|
// (https://www.opengl.org/registry/doc/glspec40.core.20100311.pdf)
|
|
// in Section E.2.2 "Removed Features", pg 397: "[...] The default
|
|
// vertex array object (the name zero) is also deprecated. [...]"
|
|
mDefaultVertexArray = WebGLVertexArray::Create(this);
|
|
mDefaultVertexArray->BindVertexArray();
|
|
mDefaultVertexArray->mAttribs.SetLength(mGLMaxVertexAttribs);
|
|
|
|
mPixelStore_FlipY = false;
|
|
mPixelStore_PremultiplyAlpha = false;
|
|
mPixelStore_ColorspaceConversion = BROWSER_DEFAULT_WEBGL;
|
|
mPixelStore_RequireFastPath = false;
|
|
|
|
// GLES 3.0.4, p259:
|
|
mPixelStore_UnpackImageHeight = 0;
|
|
mPixelStore_UnpackSkipImages = 0;
|
|
mPixelStore_UnpackRowLength = 0;
|
|
mPixelStore_UnpackSkipRows = 0;
|
|
mPixelStore_UnpackSkipPixels = 0;
|
|
mPixelStore_UnpackAlignment = 4;
|
|
mPixelStore_PackRowLength = 0;
|
|
mPixelStore_PackSkipRows = 0;
|
|
mPixelStore_PackSkipPixels = 0;
|
|
mPixelStore_PackAlignment = 4;
|
|
|
|
mPrimRestartTypeBytes = 0;
|
|
|
|
mGenericVertexAttribTypes.assign(mGLMaxVertexAttribs,
|
|
webgl::AttribBaseType::Float);
|
|
mGenericVertexAttribTypeInvalidator.InvalidateCaches();
|
|
|
|
static const float kDefaultGenericVertexAttribData[4] = {0, 0, 0, 1};
|
|
memcpy(mGenericVertexAttrib0Data, kDefaultGenericVertexAttribData,
|
|
sizeof(mGenericVertexAttrib0Data));
|
|
|
|
mFakeVertexAttrib0BufferObject = 0;
|
|
|
|
mNeedsIndexValidation =
|
|
!gl->IsSupported(gl::GLFeature::robust_buffer_access_behavior);
|
|
switch (gfxPrefs::WebGLForceIndexValidation()) {
|
|
case -1:
|
|
mNeedsIndexValidation = false;
|
|
break;
|
|
case 1:
|
|
mNeedsIndexValidation = true;
|
|
break;
|
|
default:
|
|
MOZ_ASSERT(gfxPrefs::WebGLForceIndexValidation() == 0);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool WebGLContext::ValidateFramebufferTarget(GLenum target) {
|
|
bool isValid = true;
|
|
switch (target) {
|
|
case LOCAL_GL_FRAMEBUFFER:
|
|
break;
|
|
|
|
case LOCAL_GL_DRAW_FRAMEBUFFER:
|
|
case LOCAL_GL_READ_FRAMEBUFFER:
|
|
isValid = IsWebGL2();
|
|
break;
|
|
|
|
default:
|
|
isValid = false;
|
|
break;
|
|
}
|
|
|
|
if (MOZ_LIKELY(isValid)) {
|
|
return true;
|
|
}
|
|
|
|
ErrorInvalidEnumArg("target", target);
|
|
return false;
|
|
}
|
|
|
|
} // namespace mozilla
|