gecko-dev/dom/canvas/HostWebGLContext.h

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef HOSTWEBGLCONTEXT_H_
#define HOSTWEBGLCONTEXT_H_
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/GfxMessageUtils.h"
#include "mozilla/Maybe.h"
#include "mozilla/UniquePtr.h"
#include "WebGLContext.h"
#include "WebGL2Context.h"
#include "WebGLFramebuffer.h"
#include "WebGLTypes.h"
#include "WebGLCommandQueue.h"
#include "WebGLCrossProcessCommandQueue.h"
#include "ProducerConsumerQueue.h"
#include "IpdlQueue.h"
#include <unordered_map>
#include <unordered_set>
#include <vector>
#ifndef WEBGL_BRIDGE_LOG_
# define WEBGL_BRIDGE_LOG_(lvl, ...) \
MOZ_LOG(mozilla::gWebGLBridgeLog, lvl, (__VA_ARGS__))
# define WEBGL_BRIDGE_LOGD(...) WEBGL_BRIDGE_LOG_(LogLevel::Debug, __VA_ARGS__)
# define WEBGL_BRIDGE_LOGE(...) WEBGL_BRIDGE_LOG_(LogLevel::Error, __VA_ARGS__)
#endif // WEBGL_BRIDGE_LOG_
namespace mozilla {
extern LazyLogModule gWebGLBridgeLog;
namespace dom {
class WebGLParent;
}
namespace layers {
class CompositableHost;
}
struct LockedOutstandingContexts final {
private:
// StaticMutexAutoLock lock; // We can't use it directly (STACK_CLASS), but
// this is effectively what we hold via RAII.
public:
const std::unordered_set<HostWebGLContext*>& contexts;
LockedOutstandingContexts();
~LockedOutstandingContexts();
};
/**
* Host endpoint of a WebGLContext. HostWebGLContext owns a WebGLContext
* that it uses to execute commands sent from its ClientWebGLContext.
*
* A HostWebGLContext continuously issues a Task to the Compositor thread that
* causes it to drain its queue of commands. It also maintains a map of WebGL
* objects (e.g. ObjectIdMap<WebGLShader>) that it uses associate them with
* their cross-process IDs.
*
* This class is not an implementation of the
* nsICanvasRenderingContextInternal DOM class. That is the
* ClientWebGLContext.
*/
class HostWebGLContext final : public SupportsWeakPtr<HostWebGLContext> {
friend class WebGLContext;
friend class WebGLMemoryTracker;
using ObjectId = webgl::ObjectId;
static std::unique_ptr<LockedOutstandingContexts> OutstandingContexts() {
return std::make_unique<LockedOutstandingContexts>();
}
public:
MOZ_DECLARE_WEAKREFERENCE_TYPENAME(HostWebGLContext)
struct RemotingData final {
dom::WebGLParent& mParent;
UniquePtr<HostWebGLCommandSinkP> mCommandSinkP;
UniquePtr<HostWebGLCommandSinkI> mCommandSinkI;
};
struct OwnerData final {
Maybe<ClientWebGLContext*> inProcess;
Maybe<RemotingData> outOfProcess;
};
static UniquePtr<HostWebGLContext> Create(OwnerData&&,
const webgl::InitContextDesc&,
webgl::InitContextResult* out);
private:
explicit HostWebGLContext(OwnerData&&);
public:
virtual ~HostWebGLContext();
WebGLContext* GetWebGLContext() const { return mContext; }
public:
const OwnerData mOwnerData;
private:
RefPtr<WebGLContext> mContext;
#define _(X) std::unordered_map<ObjectId, RefPtr<WebGL##X>> m##X##Map;
_(Buffer)
_(Framebuffer)
_(Program)
_(Query)
_(Renderbuffer)
_(Sampler)
_(Shader)
_(Sync)
_(Texture)
_(TransformFeedback)
_(VertexArray)
#undef _
class AutoResolveT final {
friend class HostWebGLContext;
const HostWebGLContext& mParent;
const ObjectId mId;
public:
AutoResolveT(const HostWebGLContext& parent, const ObjectId id)
: mParent(parent), mId(id) {}
#define _(X) \
WebGL##X* As(WebGL##X*) const { \
const auto maybe = MaybeFind(mParent.m##X##Map, mId); \
if (!maybe) return nullptr; \
return maybe->get(); \
}
_(Buffer)
_(Framebuffer)
_(Program)
_(Query)
_(Renderbuffer)
_(Sampler)
_(Shader)
_(Sync)
_(Texture)
_(TransformFeedback)
_(VertexArray)
#undef _
template <typename T>
MOZ_IMPLICIT operator T*() const {
T* coercer = nullptr;
return As(coercer);
}
template <typename T>
MOZ_IMPLICIT operator const T*() const {
T* coercer = nullptr;
return As(coercer);
}
};
AutoResolveT AutoResolve(const ObjectId id) const { return {*this, id}; }
template <typename T>
T* ById(const ObjectId id) const {
T* coercer = nullptr;
return AutoResolve(id).As(coercer);
}
// -------------------------------------------------------------------------
// Host-side methods. Calls in the client are forwarded to the host.
// -------------------------------------------------------------------------
public:
// ------------------------- Composition -------------------------
void SetCompositableHost(RefPtr<layers::CompositableHost>& compositableHost) {
mContext->SetCompositableHost(compositableHost);
}
void Present() { mContext->Present(); }
void ClearVRFrame() const { mContext->ClearVRFrame(); }
Maybe<ICRData> InitializeCanvasRenderer(layers::LayersBackend backend) {
return mContext->InitializeCanvasRenderer(backend);
}
void Resize(const uvec2& size) { return mContext->Resize(size); }
uvec2 DrawingBufferSize() { return mContext->DrawingBufferSize(); }
void OnMemoryPressure() { return mContext->OnMemoryPressure(); }
void DidRefresh() { mContext->DidRefresh(); }
void GenerateError(const GLenum error, const std::string& text) const {
mContext->GenerateErrorImpl(error, text);
}
void OnContextLoss(webgl::ContextLossReason);
void RequestExtension(const WebGLExtensionID ext) {
mContext->RequestExtension(ext);
}
// -
// Child-ward
void JsWarning(const std::string&) const;
// -
// Creation and destruction
void CreateBuffer(ObjectId);
void CreateFramebuffer(ObjectId);
bool CreateOpaqueFramebuffer(ObjectId,
const webgl::OpaqueFramebufferOptions& options);
void CreateProgram(ObjectId);
void CreateQuery(ObjectId);
void CreateRenderbuffer(ObjectId);
void CreateSampler(ObjectId);
void CreateShader(ObjectId, GLenum type);
void CreateSync(ObjectId);
void CreateTexture(ObjectId);
void CreateTransformFeedback(ObjectId);
void CreateVertexArray(ObjectId);
void DeleteBuffer(ObjectId);
void DeleteFramebuffer(ObjectId);
void DeleteProgram(ObjectId);
void DeleteQuery(ObjectId);
void DeleteRenderbuffer(ObjectId);
void DeleteSampler(ObjectId);
void DeleteShader(ObjectId);
void DeleteSync(ObjectId);
void DeleteTexture(ObjectId);
void DeleteTransformFeedback(ObjectId);
void DeleteVertexArray(ObjectId);
// ------------------------- GL State -------------------------
bool IsContextLost() const { return mContext->IsContextLost(); }
void Disable(GLenum cap) const { mContext->Disable(cap); }
void Enable(GLenum cap) const { mContext->Enable(cap); }
bool IsEnabled(GLenum cap) const { return mContext->IsEnabled(cap); }
Maybe<double> GetParameter(GLenum pname) const {
return mContext->GetParameter(pname);
}
Maybe<std::string> GetString(GLenum pname) const {
return mContext->GetString(pname);
}
void AttachShader(ObjectId prog, ObjectId shader) const {
const auto pProg = ById<WebGLProgram>(prog);
const auto pShader = ById<WebGLShader>(shader);
if (!pProg || !pShader) return;
mContext->AttachShader(*pProg, *pShader);
}
void BindAttribLocation(ObjectId id, GLuint location,
const std::string& name) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return;
mContext->BindAttribLocation(*obj, location, name);
}
void BindFramebuffer(GLenum target, ObjectId id) const {
mContext->BindFramebuffer(target, AutoResolve(id));
}
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const {
mContext->BlendColor(r, g, b, a);
}
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const {
mContext->BlendEquationSeparate(modeRGB, modeAlpha);
}
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
GLenum dstAlpha) const {
mContext->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GLenum CheckFramebufferStatus(GLenum target) const {
return mContext->CheckFramebufferStatus(target);
}
void Clear(GLbitfield mask) const { mContext->Clear(mask); }
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const {
mContext->ClearColor(r, g, b, a);
}
void ClearDepth(GLclampf v) const { mContext->ClearDepth(v); }
void ClearStencil(GLint v) const { mContext->ClearStencil(v); }
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b,
WebGLboolean a) const {
mContext->ColorMask(r, g, b, a);
}
void CompileShader(const ObjectId id) const {
const auto obj = ById<WebGLShader>(id);
if (!obj) return;
mContext->CompileShader(*obj);
}
void CullFace(GLenum face) const { mContext->CullFace(face); }
void DepthFunc(GLenum func) const { mContext->DepthFunc(func); }
void DepthMask(WebGLboolean b) const { mContext->DepthMask(b); }
void DepthRange(GLclampf zNear, GLclampf zFar) const {
mContext->DepthRange(zNear, zFar);
}
void DetachShader(const ObjectId prog, const ObjectId shader) const {
const auto pProg = ById<WebGLProgram>(prog);
const auto pShader = ById<WebGLShader>(shader);
if (!pProg || !pShader) return;
mContext->DetachShader(*pProg, *pShader);
}
void Flush() const { mContext->Flush(); }
void Finish() const { mContext->Finish(); }
void FramebufferAttach(const GLenum target, const GLenum attachSlot,
const GLenum bindImageTarget, const ObjectId id,
const GLint mipLevel, const GLint zLayerBase,
const GLsizei numViewLayers) const {
webgl::FbAttachInfo toAttach;
toAttach.rb = AutoResolve(id);
toAttach.tex = AutoResolve(id);
toAttach.mipLevel = mipLevel;
toAttach.zLayer = zLayerBase;
if (numViewLayers) {
toAttach.zLayerCount = numViewLayers;
toAttach.isMultiview = true;
}
mContext->FramebufferAttach(target, attachSlot, bindImageTarget, toAttach);
}
void FrontFace(GLenum mode) const { mContext->FrontFace(mode); }
Maybe<double> GetBufferParameter(GLenum target, GLenum pname) const {
return mContext->GetBufferParameter(target, pname);
}
webgl::CompileResult GetCompileResult(ObjectId id) const {
const auto obj = ById<WebGLShader>(id);
if (!obj) return {};
return mContext->GetCompileResult(*obj);
}
GLenum GetError() const { return mContext->GetError(); }
GLint GetFragDataLocation(ObjectId id, const std::string& name) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return -1;
return mContext->GetFragDataLocation(*obj, name);
}
Maybe<double> GetFramebufferAttachmentParameter(ObjectId id,
GLenum attachment,
GLenum pname) const {
return mContext->GetFramebufferAttachmentParameter(AutoResolve(id),
attachment, pname);
}
webgl::LinkResult GetLinkResult(ObjectId id) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return {};
return mContext->GetLinkResult(*obj);
}
Maybe<double> GetRenderbufferParameter(ObjectId id, GLenum pname) const {
const auto obj = ById<WebGLRenderbuffer>(id);
if (!obj) return {};
return mContext->GetRenderbufferParameter(*obj, pname);
}
Maybe<webgl::ShaderPrecisionFormat> GetShaderPrecisionFormat(
GLenum shaderType, GLenum precisionType) const {
return mContext->GetShaderPrecisionFormat(shaderType, precisionType);
}
webgl::GetUniformData GetUniform(ObjectId id, uint32_t loc) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return {};
return mContext->GetUniform(*obj, loc);
}
void Hint(GLenum target, GLenum mode) const { mContext->Hint(target, mode); }
void LineWidth(GLfloat width) const { mContext->LineWidth(width); }
void LinkProgram(const ObjectId id) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return;
mContext->LinkProgram(*obj);
}
void PixelStorei(GLenum pname, uint32_t param) const {
mContext->PixelStorei(pname, param);
}
void PolygonOffset(GLfloat factor, GLfloat units) const {
mContext->PolygonOffset(factor, units);
}
void SampleCoverage(GLclampf value, bool invert) const {
mContext->SampleCoverage(value, invert);
}
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) const {
mContext->Scissor(x, y, width, height);
}
// TODO: s/nsAString/std::string/
void ShaderSource(const ObjectId id, const std::string& source) const {
const auto obj = ById<WebGLShader>(id);
if (!obj) return;
mContext->ShaderSource(*obj, source);
}
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref,
GLuint mask) const {
mContext->StencilFuncSeparate(face, func, ref, mask);
}
void StencilMaskSeparate(GLenum face, GLuint mask) const {
mContext->StencilMaskSeparate(face, mask);
}
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass) const {
mContext->StencilOpSeparate(face, sfail, dpfail, dppass);
}
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) const {
mContext->Viewport(x, y, width, height);
}
// ------------------------- Buffer Objects -------------------------
void BindBuffer(GLenum target, const ObjectId id) const {
mContext->BindBuffer(target, AutoResolve(id));
}
void BindBufferRange(GLenum target, GLuint index, const ObjectId id,
uint64_t offset, uint64_t size) const {
GetWebGL2Context()->BindBufferRange(target, index, AutoResolve(id), offset,
size);
}
void CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
uint64_t readOffset, uint64_t writeOffset,
uint64_t size) const {
GetWebGL2Context()->CopyBufferSubData(readTarget, writeTarget, readOffset,
writeOffset, size);
}
void GetBufferSubData(GLenum target, uint64_t srcByteOffset,
RawBuffer<uint8_t>& dest) const {
const auto range = MakeRange(dest);
GetWebGL2Context()->GetBufferSubData(target, srcByteOffset, range);
}
void BufferData(GLenum target, const RawBuffer<const uint8_t>& data,
GLenum usage) const {
mContext->BufferData(target, data.Length(), data.Data(), usage);
}
void BufferSubData(GLenum target, uint64_t dstByteOffset,
const RawBuffer<const uint8_t>& srcData) const {
mContext->BufferSubData(target, dstByteOffset, srcData.Length(),
srcData.Data());
}
// -------------------------- Framebuffer Objects --------------------------
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter) const {
GetWebGL2Context()->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0,
dstY0, dstX1, dstY1, mask, filter);
}
void InvalidateFramebuffer(GLenum target,
const RawBuffer<const GLenum>& attachments) const {
GetWebGL2Context()->InvalidateFramebuffer(target, MakeRange(attachments));
}
void InvalidateSubFramebuffer(GLenum target,
const RawBuffer<const GLenum>& attachments,
GLint x, GLint y, GLsizei width,
GLsizei height) const {
GetWebGL2Context()->InvalidateSubFramebuffer(target, MakeRange(attachments),
x, y, width, height);
}
void ReadBuffer(GLenum mode) const { GetWebGL2Context()->ReadBuffer(mode); }
// ----------------------- Renderbuffer objects -----------------------
Maybe<std::vector<int32_t>> GetInternalformatParameter(GLenum target,
GLenum internalformat,
GLenum pname) const {
return GetWebGL2Context()->GetInternalformatParameter(
target, internalformat, pname);
}
void RenderbufferStorageMultisample(ObjectId id, uint32_t samples,
GLenum internalFormat, uint32_t width,
uint32_t height) const {
const auto obj = ById<WebGLRenderbuffer>(id);
if (!obj) return;
mContext->RenderbufferStorageMultisample(*obj, samples, internalFormat,
width, height);
}
// --------------------------- Texture objects ---------------------------
void ActiveTexture(uint32_t texUnit) const {
mContext->ActiveTexture(texUnit);
}
void BindTexture(GLenum texTarget, const ObjectId id) const {
mContext->BindTexture(texTarget, AutoResolve(id));
}
void GenerateMipmap(GLenum texTarget) const {
mContext->GenerateMipmap(texTarget);
}
// CompressedTexSubImage if `sub`
void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level,
GLenum format, const uvec3& offset, const uvec3& size,
const RawBuffer<const uint8_t>& src,
const uint32_t pboImageSize,
const Maybe<uint64_t>& pboOffset) const {
mContext->CompressedTexImage(sub, imageTarget, level, format, offset, size,
MakeRange(src), pboImageSize, pboOffset);
}
// CopyTexSubImage if `!respecFormat`
void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat,
const uvec3& dstOffset, const ivec2& srcOffset,
const uvec2& size) const {
mContext->CopyTexImage(imageTarget, level, respecFormat, dstOffset,
srcOffset, size);
}
// TexSubImage if `!respecFormat`
void TexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat,
const uvec3& offset, const uvec3& size,
const webgl::PackingInfo& pi, const TexImageSource& src,
const dom::HTMLCanvasElement& canvas) const {
mContext->TexImage(imageTarget, level, respecFormat, offset, size, pi, src,
canvas);
}
void TexStorage(GLenum texTarget, uint32_t levels, GLenum internalFormat,
const uvec3& size) const {
GetWebGL2Context()->TexStorage(texTarget, levels, internalFormat, size);
}
Maybe<double> GetTexParameter(ObjectId id, GLenum pname) const {
const auto obj = ById<WebGLTexture>(id);
if (!obj) return {};
return mContext->GetTexParameter(*obj, pname);
}
void TexParameter_base(GLenum texTarget, GLenum pname,
const FloatOrInt& param) const {
mContext->TexParameter_base(texTarget, pname, param);
}
// ------------------- Programs and shaders --------------------------------
void UseProgram(ObjectId id) const { mContext->UseProgram(AutoResolve(id)); }
bool ValidateProgram(ObjectId id) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return false;
return mContext->ValidateProgram(*obj);
}
// ------------------------ Uniforms and attributes ------------------------
void UniformData(uint32_t loc, bool transpose,
const RawBuffer<const uint8_t>& data) const {
mContext->UniformData(loc, transpose, MakeRange(data));
}
void VertexAttrib4T(GLuint index, const webgl::TypedQuad& data) const {
mContext->VertexAttrib4T(index, data);
}
void VertexAttribDivisor(GLuint index, GLuint divisor) const {
mContext->VertexAttribDivisor(index, divisor);
}
Maybe<double> GetIndexedParameter(GLenum target, GLuint index) const {
return GetWebGL2Context()->GetIndexedParameter(target, index);
}
void UniformBlockBinding(const ObjectId id, GLuint uniformBlockIndex,
GLuint uniformBlockBinding) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return;
GetWebGL2Context()->UniformBlockBinding(*obj, uniformBlockIndex,
uniformBlockBinding);
}
void EnableVertexAttribArray(GLuint index) const {
mContext->EnableVertexAttribArray(index);
}
void DisableVertexAttribArray(GLuint index) const {
mContext->DisableVertexAttribArray(index);
}
Maybe<double> GetVertexAttrib(GLuint index, GLenum pname) const {
return mContext->GetVertexAttrib(index, pname);
}
void VertexAttribPointer(GLuint index,
const webgl::VertAttribPointerDesc& desc) const {
mContext->VertexAttribPointer(index, desc);
}
// --------------------------- Buffer Operations --------------------------
void ClearBufferTv(GLenum buffer, GLint drawBuffer,
const webgl::TypedQuad& data) const {
GetWebGL2Context()->ClearBufferTv(buffer, drawBuffer, data);
}
void ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth,
GLint stencil) const {
GetWebGL2Context()->ClearBufferfi(buffer, drawBuffer, depth, stencil);
}
// ------------------------------ Readback -------------------------------
void ReadPixelsPbo(const webgl::ReadPixelsDesc& desc,
const uint64_t offset) const {
mContext->ReadPixelsPbo(desc, offset);
}
void ReadPixels(const webgl::ReadPixelsDesc& desc,
RawBuffer<uint8_t>& dest) const {
const auto range = MakeRange(dest);
mContext->ReadPixels(desc, range);
}
// ----------------------------- Sampler -----------------------------------
void BindSampler(GLuint unit, ObjectId id) const {
GetWebGL2Context()->BindSampler(unit, AutoResolve(id));
}
void SamplerParameteri(ObjectId id, GLenum pname, GLint param) const {
const auto obj = ById<WebGLSampler>(id);
if (!obj) return;
GetWebGL2Context()->SamplerParameteri(*obj, pname, param);
}
void SamplerParameterf(ObjectId id, GLenum pname, GLfloat param) const {
const auto obj = ById<WebGLSampler>(id);
if (!obj) return;
GetWebGL2Context()->SamplerParameterf(*obj, pname, param);
}
Maybe<double> GetSamplerParameter(ObjectId id, GLenum pname) const {
const auto obj = ById<WebGLSampler>(id);
if (!obj) return {};
return GetWebGL2Context()->GetSamplerParameter(*obj, pname);
}
// ------------------------------- GL Sync ---------------------------------
GLenum ClientWaitSync(ObjectId id, GLbitfield flags, GLuint64 timeout) const {
const auto obj = ById<WebGLSync>(id);
if (!obj) return LOCAL_GL_WAIT_FAILED;
return GetWebGL2Context()->ClientWaitSync(*obj, flags, timeout);
}
// -------------------------- Transform Feedback ---------------------------
void BindTransformFeedback(ObjectId id) const {
GetWebGL2Context()->BindTransformFeedback(AutoResolve(id));
}
void BeginTransformFeedback(GLenum primitiveMode) const {
GetWebGL2Context()->BeginTransformFeedback(primitiveMode);
}
void EndTransformFeedback() const {
GetWebGL2Context()->EndTransformFeedback();
}
void PauseTransformFeedback() const {
GetWebGL2Context()->PauseTransformFeedback();
}
void ResumeTransformFeedback() const {
GetWebGL2Context()->ResumeTransformFeedback();
}
void TransformFeedbackVaryings(ObjectId id,
const std::vector<std::string>& varyings,
GLenum bufferMode) const {
const auto obj = ById<WebGLProgram>(id);
if (!obj) return;
GetWebGL2Context()->TransformFeedbackVaryings(*obj, varyings, bufferMode);
}
// -------------------------- Opaque Framebuffers ---------------------------
void SetFramebufferIsInOpaqueRAF(ObjectId id, bool value) {
WebGLFramebuffer* fb = AutoResolve(id);
if (fb) {
fb->mInOpaqueRAF = value;
}
}
// -------------------------------------------------------------------------
// Host-side extension methods. Calls in the client are forwarded to the
// host. Some extension methods are also available in WebGL2 Contexts. For
// them, the final parameter is a boolean indicating if the call originated
// from an extension.
// -------------------------------------------------------------------------
// Misc. Extensions
void DrawBuffers(const std::vector<GLenum>& buffers) const {
mContext->DrawBuffers(buffers);
}
// VertexArrayObjectEXT
void BindVertexArray(ObjectId id) const {
mContext->BindVertexArray(AutoResolve(id));
}
// InstancedElementsEXT
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertCount,
GLsizei primCount) const {
mContext->DrawArraysInstanced(mode, first, vertCount, primCount);
}
void DrawElementsInstanced(GLenum mode, GLsizei vertCount, GLenum type,
WebGLintptr offset, GLsizei primCount) const {
mContext->DrawElementsInstanced(mode, vertCount, type, offset, primCount);
}
// GLQueryEXT
void BeginQuery(GLenum target, ObjectId id) const {
const auto obj = ById<WebGLQuery>(id);
if (!obj) return;
mContext->BeginQuery(target, *obj);
}
void EndQuery(GLenum target) const { mContext->EndQuery(target); }
void QueryCounter(ObjectId id) const {
const auto obj = ById<WebGLQuery>(id);
if (!obj) return;
mContext->QueryCounter(*obj);
}
Maybe<double> GetQueryParameter(ObjectId id, GLenum pname) const {
const auto obj = ById<WebGLQuery>(id);
if (!obj) return {};
return mContext->GetQueryParameter(*obj, pname);
}
// -------------------------------------------------------------------------
// Client-side methods. Calls in the Host are forwarded to the client.
// -------------------------------------------------------------------------
public:
void OnLostContext();
void OnRestoredContext();
// Etc
public:
RefPtr<layers::SharedSurfaceTextureClient> GetVRFrame(ObjectId id) const;
protected:
WebGL2Context* GetWebGL2Context() const {
MOZ_RELEASE_ASSERT(mContext->IsWebGL2(), "Requires WebGL2 context");
return static_cast<WebGL2Context*>(mContext.get());
}
// mozilla::ipc::Shmem PopShmem() { return mShmemStack.PopLastElement(); }
// nsTArray<mozilla::ipc::Shmem> mShmemStack;
};
} // namespace mozilla
#endif // HOSTWEBGLCONTEXT_H_