зеркало из https://github.com/mozilla/gecko-dev.git
2192 строки
67 KiB
C++
2192 строки
67 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include <queue>
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#include "AccessCheck.h"
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#include "gfxContext.h"
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#include "gfxCrashReporterUtils.h"
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#include "gfxPattern.h"
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#include "gfxPrefs.h"
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#include "gfxUtils.h"
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#include "GLBlitHelper.h"
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#include "GLContext.h"
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#include "GLContextProvider.h"
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#include "GLReadTexImageHelper.h"
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#include "GLScreenBuffer.h"
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#include "ImageContainer.h"
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#include "ImageEncoder.h"
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#include "Layers.h"
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#include "LayerUserData.h"
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#include "mozilla/dom/BindingUtils.h"
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#include "mozilla/dom/Event.h"
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#include "mozilla/dom/HTMLVideoElement.h"
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#include "mozilla/dom/ImageData.h"
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#include "mozilla/EnumeratedArrayCycleCollection.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/ProcessPriorityManager.h"
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#include "mozilla/Services.h"
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#include "mozilla/Telemetry.h"
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#include "nsContentUtils.h"
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#include "nsDisplayList.h"
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#include "nsError.h"
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#include "nsIClassInfoImpl.h"
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#include "nsIConsoleService.h"
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#include "nsIDOMEvent.h"
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#include "nsIGfxInfo.h"
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#include "nsIObserverService.h"
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#include "nsIVariant.h"
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#include "nsIWidget.h"
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#include "nsIXPConnect.h"
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#include "nsServiceManagerUtils.h"
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#include "nsSVGEffects.h"
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#include "prenv.h"
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#include "ScopedGLHelpers.h"
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#ifdef MOZ_WIDGET_GONK
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#include "mozilla/layers/ShadowLayers.h"
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#endif
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// Local
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#include "CanvasUtils.h"
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#include "WebGL1Context.h"
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#include "WebGLActiveInfo.h"
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#include "WebGLBuffer.h"
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#include "WebGLContextLossHandler.h"
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#include "WebGLContextUtils.h"
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#include "WebGLExtensions.h"
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#include "WebGLFramebuffer.h"
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#include "WebGLMemoryTracker.h"
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#include "WebGLObjectModel.h"
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#include "WebGLProgram.h"
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#include "WebGLQuery.h"
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#include "WebGLSampler.h"
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#include "WebGLShader.h"
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#include "WebGLTransformFeedback.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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// Generated
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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namespace mozilla {
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using namespace mozilla::dom;
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using namespace mozilla::gfx;
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using namespace mozilla::gl;
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using namespace mozilla::layers;
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WebGLContextOptions::WebGLContextOptions()
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: alpha(true)
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, depth(true)
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, stencil(false)
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, premultipliedAlpha(true)
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, antialias(true)
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, preserveDrawingBuffer(false)
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, failIfMajorPerformanceCaveat(false)
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{
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// Set default alpha state based on preference.
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if (gfxPrefs::WebGLDefaultNoAlpha())
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alpha = false;
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}
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/*static*/ const uint32_t WebGLContext::kMinMaxColorAttachments = 4;
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/*static*/ const uint32_t WebGLContext::kMinMaxDrawBuffers = 4;
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WebGLContext::WebGLContext()
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: WebGLContextUnchecked(nullptr)
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, mBufferFetchingIsVerified(false)
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, mBufferFetchingHasPerVertex(false)
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, mMaxFetchedVertices(0)
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, mMaxFetchedInstances(0)
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, mBypassShaderValidation(false)
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, mGLMaxSamples(1)
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, mNeedsFakeNoAlpha(false)
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, mNeedsFakeNoDepth(false)
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, mNeedsFakeNoStencil(false)
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{
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mGeneration = 0;
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mInvalidated = false;
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mCapturedFrameInvalidated = false;
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mShouldPresent = true;
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mResetLayer = true;
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mOptionsFrozen = false;
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mMinCapability = false;
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mDisableExtensions = false;
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mIsMesa = false;
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mEmitContextLostErrorOnce = false;
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mWebGLError = 0;
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mUnderlyingGLError = 0;
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mActiveTexture = 0;
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mVertexAttrib0Vector[0] = 0;
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mVertexAttrib0Vector[1] = 0;
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mVertexAttrib0Vector[2] = 0;
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mVertexAttrib0Vector[3] = 1;
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mFakeVertexAttrib0BufferObjectVector[0] = 0;
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mFakeVertexAttrib0BufferObjectVector[1] = 0;
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mFakeVertexAttrib0BufferObjectVector[2] = 0;
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mFakeVertexAttrib0BufferObjectVector[3] = 1;
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mFakeVertexAttrib0BufferObjectSize = 0;
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mFakeVertexAttrib0BufferObject = 0;
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mFakeVertexAttrib0BufferStatus = WebGLVertexAttrib0Status::Default;
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mStencilRefFront = 0;
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mStencilRefBack = 0;
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mStencilValueMaskFront = 0;
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mStencilValueMaskBack = 0;
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mStencilWriteMaskFront = 0;
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mStencilWriteMaskBack = 0;
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mDepthWriteMask = 0;
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mStencilClearValue = 0;
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mDepthClearValue = 0;
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mContextLostErrorSet = false;
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mViewportX = 0;
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mViewportY = 0;
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mViewportWidth = 0;
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mViewportHeight = 0;
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mDitherEnabled = 1;
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mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
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mScissorTestEnabled = 0;
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mDepthTestEnabled = 0;
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mStencilTestEnabled = 0;
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::AddWebGLContext(this);
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}
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mAllowContextRestore = true;
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mLastLossWasSimulated = false;
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mContextLossHandler = new WebGLContextLossHandler(this);
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mContextStatus = ContextNotLost;
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mLoseContextOnMemoryPressure = false;
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mCanLoseContextInForeground = true;
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mRestoreWhenVisible = false;
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mAlreadyGeneratedWarnings = 0;
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mAlreadyWarnedAboutFakeVertexAttrib0 = false;
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mAlreadyWarnedAboutViewportLargerThanDest = false;
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mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
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if (mMaxWarnings < -1) {
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GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
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mMaxWarnings = 0;
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}
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mLastUseIndex = 0;
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InvalidateBufferFetching();
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mBackbufferNeedsClear = true;
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mDisableFragHighP = false;
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mDrawCallsSinceLastFlush = 0;
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}
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WebGLContext::~WebGLContext()
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{
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RemovePostRefreshObserver();
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DestroyResourcesAndContext();
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if (NS_IsMainThread()) {
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// XXX mtseng: bug 709490, not thread safe
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WebGLMemoryTracker::RemoveWebGLContext(this);
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}
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mContextLossHandler->DisableTimer();
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mContextLossHandler = nullptr;
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}
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void
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WebGLContext::DestroyResourcesAndContext()
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{
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if (!gl)
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return;
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gl->MakeCurrent();
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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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mBoundCopyReadBuffer = nullptr;
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mBoundCopyWriteBuffer = nullptr;
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mBoundPixelPackBuffer = nullptr;
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mBoundPixelUnpackBuffer = nullptr;
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mBoundTransformFeedbackBuffer = nullptr;
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mBoundUniformBuffer = nullptr;
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mCurrentProgram = nullptr;
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mActiveProgramLinkInfo = nullptr;
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mBoundDrawFramebuffer = nullptr;
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mBoundReadFramebuffer = nullptr;
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mActiveOcclusionQuery = nullptr;
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mBoundRenderbuffer = nullptr;
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mBoundVertexArray = nullptr;
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mDefaultVertexArray = nullptr;
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mBoundTransformFeedback = nullptr;
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mDefaultTransformFeedback = nullptr;
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mBoundTransformFeedbackBuffers.Clear();
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mBoundUniformBuffers.Clear();
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while (!mTextures.isEmpty())
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mTextures.getLast()->DeleteOnce();
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while (!mVertexArrays.isEmpty())
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mVertexArrays.getLast()->DeleteOnce();
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while (!mBuffers.isEmpty())
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mBuffers.getLast()->DeleteOnce();
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while (!mRenderbuffers.isEmpty())
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mRenderbuffers.getLast()->DeleteOnce();
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while (!mFramebuffers.isEmpty())
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mFramebuffers.getLast()->DeleteOnce();
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while (!mShaders.isEmpty())
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mShaders.getLast()->DeleteOnce();
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while (!mPrograms.isEmpty())
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mPrograms.getLast()->DeleteOnce();
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while (!mQueries.isEmpty())
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mQueries.getLast()->DeleteOnce();
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while (!mSamplers.isEmpty())
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mSamplers.getLast()->DeleteOnce();
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while (!mTransformFeedbacks.isEmpty())
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mTransformFeedbacks.getLast()->DeleteOnce();
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mFakeBlack_2D_0000 = nullptr;
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mFakeBlack_2D_0001 = nullptr;
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mFakeBlack_CubeMap_0000 = nullptr;
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mFakeBlack_CubeMap_0001 = nullptr;
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mFakeBlack_3D_0000 = nullptr;
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mFakeBlack_3D_0001 = nullptr;
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mFakeBlack_2D_Array_0000 = nullptr;
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mFakeBlack_2D_Array_0001 = nullptr;
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if (mFakeVertexAttrib0BufferObject)
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gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
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// disable all extensions except "WEBGL_lose_context". see bug #927969
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// spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
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WebGLExtensionID extension = WebGLExtensionID(i);
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if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context))
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continue;
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mExtensions[extension]->MarkLost();
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mExtensions[extension] = nullptr;
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}
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// We just got rid of everything, so the context had better
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// have been going away.
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#ifdef DEBUG
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if (gl->DebugMode())
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printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
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#endif
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gl = nullptr;
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}
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void
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WebGLContext::Invalidate()
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{
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if (!mCanvasElement)
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return;
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mCapturedFrameInvalidated = true;
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if (mInvalidated)
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return;
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nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement);
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mInvalidated = true;
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mCanvasElement->InvalidateCanvasContent(nullptr);
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}
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void
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WebGLContext::OnVisibilityChange()
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{
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if (!IsContextLost()) {
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return;
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}
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if (!mRestoreWhenVisible || mLastLossWasSimulated) {
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return;
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}
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ForceRestoreContext();
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}
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void
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WebGLContext::OnMemoryPressure()
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{
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bool shouldLoseContext = mLoseContextOnMemoryPressure;
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if (!mCanLoseContextInForeground &&
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ProcessPriorityManager::CurrentProcessIsForeground())
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{
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shouldLoseContext = false;
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}
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if (shouldLoseContext)
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ForceLoseContext();
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}
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//
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// nsICanvasRenderingContextInternal
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//
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NS_IMETHODIMP
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WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
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ErrorResult& aRvForDictionaryInit)
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{
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if (options.isNullOrUndefined() && mOptionsFrozen)
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return NS_OK;
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WebGLContextAttributes attributes;
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if (!attributes.Init(cx, options)) {
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aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
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return NS_ERROR_UNEXPECTED;
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}
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WebGLContextOptions newOpts;
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newOpts.stencil = attributes.mStencil;
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newOpts.depth = attributes.mDepth;
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newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
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newOpts.antialias = attributes.mAntialias;
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newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
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newOpts.failIfMajorPerformanceCaveat = attributes.mFailIfMajorPerformanceCaveat;
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if (attributes.mAlpha.WasPassed())
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newOpts.alpha = attributes.mAlpha.Value();
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// Don't do antialiasing if we've disabled MSAA.
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if (!gfxPrefs::MSAALevel())
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newOpts.antialias = false;
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#if 0
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GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
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newOpts.antialias ? 1 : 0,
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newOpts.stencil ? 1 : 0,
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newOpts.depth ? 1 : 0,
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newOpts.alpha ? 1 : 0,
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newOpts.premultipliedAlpha ? 1 : 0,
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newOpts.preserveDrawingBuffer ? 1 : 0);
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#endif
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if (mOptionsFrozen && newOpts != mOptions) {
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// Error if the options are already frozen, and the ones that were asked for
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// aren't the same as what they were originally.
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return NS_ERROR_FAILURE;
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}
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mOptions = newOpts;
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return NS_OK;
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}
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int32_t
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WebGLContext::GetWidth() const
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{
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return mWidth;
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}
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int32_t
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WebGLContext::GetHeight() const
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{
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return mHeight;
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}
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/* So there are a number of points of failure here. We might fail based
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* on EGL vs. WGL, or we might fail to alloc a too-large size, or we
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* might not be able to create a context with a certain combo of context
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* creation attribs.
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*
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* We don't want to test the complete fallback matrix. (for now, at
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* least) Instead, attempt creation in this order:
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* 1. By platform API. (e.g. EGL vs. WGL)
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* 2. By context creation attribs.
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* 3. By size.
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*
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* That is, try to create headless contexts based on the platform API.
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* Next, create dummy-sized backbuffers for the contexts with the right
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* caps. Finally, resize the backbuffer to an acceptable size given the
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* requested size.
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*/
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static bool
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IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo, int32_t feature)
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{
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int32_t status;
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if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo, feature, &status)))
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return false;
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return status != nsIGfxInfo::FEATURE_STATUS_OK;
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}
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static bool
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HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo)
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{
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int32_t status;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
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&status);
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if (status)
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return true;
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gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
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nsIGfxInfo::FEATURE_OPENGL_LAYERS,
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&status);
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if (status)
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return true;
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return false;
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}
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static void
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PopulateCapFallbackQueue(const gl::SurfaceCaps& baseCaps,
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std::queue<gl::SurfaceCaps>* out_fallbackCaps)
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{
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out_fallbackCaps->push(baseCaps);
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// Dropping antialias drops our quality, but not our correctness.
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// The user basically doesn't have to handle if this fails, they
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// just get reduced quality.
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if (baseCaps.antialias) {
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gl::SurfaceCaps nextCaps(baseCaps);
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nextCaps.antialias = false;
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PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
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}
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// If we have to drop one of depth or stencil, we'd prefer to keep
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// depth. However, the client app will need to handle if this
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// doesn't work.
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if (baseCaps.stencil) {
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gl::SurfaceCaps nextCaps(baseCaps);
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nextCaps.stencil = false;
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PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
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}
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if (baseCaps.depth) {
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gl::SurfaceCaps nextCaps(baseCaps);
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nextCaps.depth = false;
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PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
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}
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}
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static gl::SurfaceCaps
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BaseCaps(const WebGLContextOptions& options, WebGLContext* webgl)
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{
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gl::SurfaceCaps baseCaps;
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baseCaps.color = true;
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baseCaps.alpha = options.alpha;
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baseCaps.antialias = options.antialias;
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baseCaps.depth = options.depth;
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baseCaps.premultAlpha = options.premultipliedAlpha;
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baseCaps.preserve = options.preserveDrawingBuffer;
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baseCaps.stencil = options.stencil;
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if (!baseCaps.alpha)
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baseCaps.premultAlpha = true;
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// we should really have this behind a
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// |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
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// for now it's just behind a pref for testing/evaluation.
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baseCaps.bpp16 = gfxPrefs::WebGLPrefer16bpp();
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#ifdef MOZ_WIDGET_GONK
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|
do {
|
|
auto canvasElement = webgl->GetCanvas();
|
|
if (!canvasElement)
|
|
break;
|
|
|
|
auto ownerDoc = canvasElement->OwnerDoc();
|
|
nsIWidget* docWidget = nsContentUtils::WidgetForDocument(ownerDoc);
|
|
if (!docWidget)
|
|
break;
|
|
|
|
layers::LayerManager* layerManager = docWidget->GetLayerManager();
|
|
if (!layerManager)
|
|
break;
|
|
|
|
// XXX we really want "AsSurfaceAllocator" here for generality
|
|
layers::ShadowLayerForwarder* forwarder = layerManager->AsShadowForwarder();
|
|
if (!forwarder)
|
|
break;
|
|
|
|
baseCaps.surfaceAllocator = static_cast<layers::ISurfaceAllocator*>(forwarder);
|
|
} while (false);
|
|
#endif
|
|
|
|
// Done with baseCaps construction.
|
|
|
|
bool forceAllowAA = gfxPrefs::WebGLForceMSAA();
|
|
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
|
|
if (!forceAllowAA &&
|
|
IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA))
|
|
{
|
|
webgl->GenerateWarning("Disallowing antialiased backbuffers due"
|
|
" to blacklisting.");
|
|
baseCaps.antialias = false;
|
|
}
|
|
|
|
return baseCaps;
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
static already_AddRefed<gl::GLContext>
|
|
CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
|
|
WebGLContext* webgl)
|
|
{
|
|
RefPtr<GLContext> gl;
|
|
#ifndef XP_MACOSX // Mac doesn't have GLContextProviderEGL.
|
|
gfx::IntSize dummySize(16, 16);
|
|
gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
|
|
flags);
|
|
if (!gl) {
|
|
webgl->GenerateWarning("Error during EGL OpenGL init.");
|
|
return nullptr;
|
|
}
|
|
|
|
if (gl->IsANGLE())
|
|
return nullptr;
|
|
#endif // XP_MACOSX
|
|
return gl.forget();
|
|
}
|
|
|
|
static already_AddRefed<GLContext>
|
|
CreateGLWithANGLE(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
|
|
WebGLContext* webgl)
|
|
{
|
|
RefPtr<GLContext> gl;
|
|
|
|
#ifdef XP_WIN
|
|
gfx::IntSize dummySize(16, 16);
|
|
gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps, flags);
|
|
if (!gl) {
|
|
webgl->GenerateWarning("Error during ANGLE OpenGL init.");
|
|
return nullptr;
|
|
}
|
|
|
|
if (!gl->IsANGLE())
|
|
return nullptr;
|
|
#endif
|
|
|
|
return gl.forget();
|
|
}
|
|
|
|
static already_AddRefed<gl::GLContext>
|
|
CreateGLWithDefault(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
|
|
WebGLContext* webgl)
|
|
{
|
|
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
|
|
|
|
if (!(flags & CreateContextFlags::FORCE_ENABLE_HARDWARE) &&
|
|
IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_OPENGL))
|
|
{
|
|
webgl->GenerateWarning("Refused to create native OpenGL context because of"
|
|
" blacklisting.");
|
|
return nullptr;
|
|
}
|
|
|
|
gfx::IntSize dummySize(16, 16);
|
|
RefPtr<GLContext> gl = gl::GLContextProvider::CreateOffscreen(dummySize, caps, flags);
|
|
if (!gl) {
|
|
webgl->GenerateWarning("Error during native OpenGL init.");
|
|
return nullptr;
|
|
}
|
|
|
|
if (gl->IsANGLE())
|
|
return nullptr;
|
|
|
|
return gl.forget();
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
bool
|
|
WebGLContext::CreateAndInitGLWith(FnCreateGL_T fnCreateGL,
|
|
const gl::SurfaceCaps& baseCaps,
|
|
gl::CreateContextFlags flags)
|
|
{
|
|
MOZ_ASSERT(!gl);
|
|
|
|
std::queue<gl::SurfaceCaps> fallbackCaps;
|
|
PopulateCapFallbackQueue(baseCaps, &fallbackCaps);
|
|
|
|
gl = nullptr;
|
|
while (!fallbackCaps.empty()) {
|
|
gl::SurfaceCaps& caps = fallbackCaps.front();
|
|
|
|
gl = fnCreateGL(caps, flags, this);
|
|
if (gl)
|
|
break;
|
|
|
|
fallbackCaps.pop();
|
|
}
|
|
if (!gl)
|
|
return false;
|
|
|
|
if (!InitAndValidateGL()) {
|
|
gl = nullptr;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
WebGLContext::CreateAndInitGL(bool forceEnabled)
|
|
{
|
|
bool preferEGL = PR_GetEnv("MOZ_WEBGL_PREFER_EGL");
|
|
bool disableANGLE = gfxPrefs::WebGLDisableANGLE();
|
|
|
|
if (PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL"))
|
|
disableANGLE = true;
|
|
|
|
gl::CreateContextFlags flags = gl::CreateContextFlags::NONE;
|
|
if (forceEnabled) flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
|
|
if (!IsWebGL2()) flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
|
|
if (IsWebGL2()) flags |= gl::CreateContextFlags::PREFER_ES3;
|
|
|
|
const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
|
|
|
|
MOZ_ASSERT(!gl);
|
|
|
|
if (preferEGL) {
|
|
if (CreateAndInitGLWith(CreateGLWithEGL, baseCaps, flags))
|
|
return true;
|
|
}
|
|
|
|
MOZ_ASSERT(!gl);
|
|
|
|
if (!disableANGLE) {
|
|
if (CreateAndInitGLWith(CreateGLWithANGLE, baseCaps, flags))
|
|
return true;
|
|
}
|
|
|
|
MOZ_ASSERT(!gl);
|
|
|
|
if (CreateAndInitGLWith(CreateGLWithDefault, baseCaps, flags))
|
|
return true;
|
|
|
|
MOZ_ASSERT(!gl);
|
|
gl = nullptr;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Fallback for resizes:
|
|
bool
|
|
WebGLContext::ResizeBackbuffer(uint32_t requestedWidth,
|
|
uint32_t requestedHeight)
|
|
{
|
|
uint32_t width = requestedWidth;
|
|
uint32_t height = requestedHeight;
|
|
|
|
bool resized = false;
|
|
while (width || height) {
|
|
width = width ? width : 1;
|
|
height = height ? height : 1;
|
|
|
|
gfx::IntSize curSize(width, height);
|
|
if (gl->ResizeOffscreen(curSize)) {
|
|
resized = true;
|
|
break;
|
|
}
|
|
|
|
width /= 2;
|
|
height /= 2;
|
|
}
|
|
|
|
if (!resized)
|
|
return false;
|
|
|
|
mWidth = gl->OffscreenSize().width;
|
|
mHeight = gl->OffscreenSize().height;
|
|
MOZ_ASSERT((uint32_t)mWidth == width);
|
|
MOZ_ASSERT((uint32_t)mHeight == height);
|
|
|
|
if (width != requestedWidth ||
|
|
height != requestedHeight)
|
|
{
|
|
GenerateWarning("Requested size %dx%d was too large, but resize"
|
|
" to %dx%d succeeded.",
|
|
requestedWidth, requestedHeight,
|
|
width, height);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight)
|
|
{
|
|
if (signedWidth < 0 || signedHeight < 0) {
|
|
GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
|
|
return NS_ERROR_OUT_OF_MEMORY;
|
|
}
|
|
|
|
uint32_t width = signedWidth;
|
|
uint32_t height = signedHeight;
|
|
|
|
// Early success return cases
|
|
|
|
// May have a OffscreenCanvas instead of an HTMLCanvasElement
|
|
if (GetCanvas())
|
|
GetCanvas()->InvalidateCanvas();
|
|
|
|
// Zero-sized surfaces can cause problems.
|
|
if (width == 0)
|
|
width = 1;
|
|
|
|
if (height == 0)
|
|
height = 1;
|
|
|
|
// If we already have a gl context, then we just need to resize it
|
|
if (gl) {
|
|
if ((uint32_t)mWidth == width &&
|
|
(uint32_t)mHeight == height)
|
|
{
|
|
return NS_OK;
|
|
}
|
|
|
|
if (IsContextLost())
|
|
return NS_OK;
|
|
|
|
MakeContextCurrent();
|
|
|
|
// If we've already drawn, we should commit the current buffer.
|
|
PresentScreenBuffer();
|
|
|
|
if (IsContextLost()) {
|
|
GenerateWarning("WebGL context was lost due to swap failure.");
|
|
return NS_OK;
|
|
}
|
|
|
|
// ResizeOffscreen scraps the current prod buffer before making a new one.
|
|
if (!ResizeBackbuffer(width, height)) {
|
|
GenerateWarning("WebGL context failed to resize.");
|
|
ForceLoseContext();
|
|
return NS_OK;
|
|
}
|
|
|
|
// everything's good, we're done here
|
|
mResetLayer = true;
|
|
mBackbufferNeedsClear = true;
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
// End of early return cases.
|
|
// At this point we know that we're not just resizing an existing context,
|
|
// we are initializing a new context.
|
|
|
|
// if we exceeded either the global or the per-principal limit for WebGL contexts,
|
|
// lose the oldest-used context now to free resources. Note that we can't do that
|
|
// in the WebGLContext constructor as we don't have a canvas element yet there.
|
|
// Here is the right place to do so, as we are about to create the OpenGL context
|
|
// and that is what can fail if we already have too many.
|
|
LoseOldestWebGLContextIfLimitExceeded();
|
|
|
|
// We're going to create an entirely new context. If our
|
|
// generation is not 0 right now (that is, if this isn't the first
|
|
// context we're creating), we may have to dispatch a context lost
|
|
// event.
|
|
|
|
// If incrementing the generation would cause overflow,
|
|
// don't allow it. Allowing this would allow us to use
|
|
// resource handles created from older context generations.
|
|
if (!(mGeneration + 1).isValid()) {
|
|
GenerateWarning("Too many WebGL contexts created this run.");
|
|
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
|
|
}
|
|
|
|
// increment the generation number - Do this early because later
|
|
// in CreateOffscreenGL(), "default" objects are created that will
|
|
// pick up the old generation.
|
|
++mGeneration;
|
|
|
|
bool disabled = gfxPrefs::WebGLDisabled();
|
|
|
|
// TODO: When we have software webgl support we should use that instead.
|
|
disabled |= gfxPlatform::InSafeMode();
|
|
|
|
if (disabled) {
|
|
GenerateWarning("WebGL creation is disabled, and so disallowed here.");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
|
|
bool failIfMajorPerformanceCaveat =
|
|
!gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat() &&
|
|
!HasAcceleratedLayers(gfxInfo);
|
|
if (failIfMajorPerformanceCaveat) {
|
|
dom::Nullable<dom::WebGLContextAttributes> contextAttributes;
|
|
this->GetContextAttributes(contextAttributes);
|
|
if (contextAttributes.Value().mFailIfMajorPerformanceCaveat) {
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
}
|
|
|
|
// Alright, now let's start trying.
|
|
bool forceEnabled = gfxPrefs::WebGLForceEnabled();
|
|
ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
|
|
|
|
MOZ_ASSERT(!gl);
|
|
if (!CreateAndInitGL(forceEnabled)) {
|
|
GenerateWarning("WebGL creation failed.");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
MOZ_ASSERT(gl);
|
|
|
|
MOZ_ASSERT_IF(mOptions.alpha, gl->Caps().alpha);
|
|
|
|
if (!ResizeBackbuffer(width, height)) {
|
|
GenerateWarning("Initializing WebGL backbuffer failed.");
|
|
return NS_ERROR_FAILURE;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
if (gl->DebugMode())
|
|
printf_stderr("--- WebGL context created: %p\n", gl.get());
|
|
#endif
|
|
|
|
mResetLayer = true;
|
|
mOptionsFrozen = true;
|
|
|
|
// Update our internal stuff:
|
|
if (gl->WorkAroundDriverBugs()) {
|
|
if (!mOptions.alpha && gl->Caps().alpha)
|
|
mNeedsFakeNoAlpha = true;
|
|
|
|
if (!mOptions.depth && gl->Caps().depth)
|
|
mNeedsFakeNoDepth = true;
|
|
|
|
if (!mOptions.stencil && gl->Caps().stencil)
|
|
mNeedsFakeNoStencil = true;
|
|
}
|
|
|
|
// Update mOptions.
|
|
if (!gl->Caps().depth)
|
|
mOptions.depth = false;
|
|
|
|
if (!gl->Caps().stencil)
|
|
mOptions.stencil = false;
|
|
|
|
mOptions.antialias = gl->Caps().antialias;
|
|
|
|
MakeContextCurrent();
|
|
|
|
gl->fViewport(0, 0, mWidth, mHeight);
|
|
mViewportWidth = mWidth;
|
|
mViewportHeight = mHeight;
|
|
|
|
gl->fScissor(0, 0, mWidth, mHeight);
|
|
|
|
// Make sure that we clear this out, otherwise
|
|
// we'll end up displaying random memory
|
|
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
|
|
|
|
AssertCachedBindings();
|
|
AssertCachedState();
|
|
|
|
// Clear immediately, because we need to present the cleared initial
|
|
// buffer.
|
|
mBackbufferNeedsClear = true;
|
|
ClearBackbufferIfNeeded();
|
|
|
|
mShouldPresent = true;
|
|
|
|
MOZ_ASSERT(gl->Caps().color);
|
|
|
|
MOZ_ASSERT_IF(!mNeedsFakeNoAlpha, gl->Caps().alpha == mOptions.alpha);
|
|
MOZ_ASSERT_IF(mNeedsFakeNoAlpha, !mOptions.alpha && gl->Caps().alpha);
|
|
|
|
MOZ_ASSERT_IF(!mNeedsFakeNoDepth, gl->Caps().depth == mOptions.depth);
|
|
MOZ_ASSERT_IF(mNeedsFakeNoDepth, !mOptions.depth && gl->Caps().depth);
|
|
|
|
MOZ_ASSERT_IF(!mNeedsFakeNoStencil, gl->Caps().stencil == mOptions.stencil);
|
|
MOZ_ASSERT_IF(mNeedsFakeNoStencil, !mOptions.stencil && gl->Caps().stencil);
|
|
|
|
MOZ_ASSERT(gl->Caps().antialias == mOptions.antialias);
|
|
MOZ_ASSERT(gl->Caps().preserve == mOptions.preserveDrawingBuffer);
|
|
|
|
AssertCachedBindings();
|
|
AssertCachedState();
|
|
|
|
reporter.SetSuccessful();
|
|
return NS_OK;
|
|
}
|
|
|
|
void
|
|
WebGLContext::ClearBackbufferIfNeeded()
|
|
{
|
|
if (!mBackbufferNeedsClear)
|
|
return;
|
|
|
|
#ifdef DEBUG
|
|
gl->MakeCurrent();
|
|
|
|
GLuint fb = 0;
|
|
gl->GetUIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &fb);
|
|
MOZ_ASSERT(fb == 0);
|
|
#endif
|
|
|
|
ClearScreen();
|
|
|
|
mBackbufferNeedsClear = false;
|
|
}
|
|
|
|
void
|
|
WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
|
|
{
|
|
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
|
|
// some mobile devices can't have more than 8 GL contexts overall
|
|
const size_t kMaxWebGLContextsPerPrincipal = 2;
|
|
const size_t kMaxWebGLContexts = 4;
|
|
#else
|
|
const size_t kMaxWebGLContextsPerPrincipal = 16;
|
|
const size_t kMaxWebGLContexts = 32;
|
|
#endif
|
|
MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts);
|
|
|
|
if (!NS_IsMainThread()) {
|
|
// XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
|
|
return;
|
|
}
|
|
|
|
// it's important to update the index on a new context before losing old contexts,
|
|
// otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
|
|
// when choosing which one to lose first.
|
|
UpdateLastUseIndex();
|
|
|
|
WebGLMemoryTracker::ContextsArrayType& contexts = WebGLMemoryTracker::Contexts();
|
|
|
|
// quick exit path, should cover a majority of cases
|
|
if (contexts.Length() <= kMaxWebGLContextsPerPrincipal)
|
|
return;
|
|
|
|
// note that here by "context" we mean "non-lost context". See the check for
|
|
// IsContextLost() below. Indeed, the point of this function is to maybe lose
|
|
// some currently non-lost context.
|
|
|
|
uint64_t oldestIndex = UINT64_MAX;
|
|
uint64_t oldestIndexThisPrincipal = UINT64_MAX;
|
|
const WebGLContext* oldestContext = nullptr;
|
|
const WebGLContext* oldestContextThisPrincipal = nullptr;
|
|
size_t numContexts = 0;
|
|
size_t numContextsThisPrincipal = 0;
|
|
|
|
for(size_t i = 0; i < contexts.Length(); ++i) {
|
|
// don't want to lose ourselves.
|
|
if (contexts[i] == this)
|
|
continue;
|
|
|
|
if (contexts[i]->IsContextLost())
|
|
continue;
|
|
|
|
if (!contexts[i]->GetCanvas()) {
|
|
// Zombie context: the canvas is already destroyed, but something else
|
|
// (typically the compositor) is still holding on to the context.
|
|
// Killing zombies is a no-brainer.
|
|
const_cast<WebGLContext*>(contexts[i])->LoseContext();
|
|
continue;
|
|
}
|
|
|
|
numContexts++;
|
|
if (contexts[i]->mLastUseIndex < oldestIndex) {
|
|
oldestIndex = contexts[i]->mLastUseIndex;
|
|
oldestContext = contexts[i];
|
|
}
|
|
|
|
nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
|
|
nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
|
|
bool samePrincipal;
|
|
nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
|
|
if (NS_SUCCEEDED(rv) && samePrincipal) {
|
|
numContextsThisPrincipal++;
|
|
if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
|
|
oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
|
|
oldestContextThisPrincipal = contexts[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) {
|
|
GenerateWarning("Exceeded %d live WebGL contexts for this principal, losing the "
|
|
"least recently used one.", kMaxWebGLContextsPerPrincipal);
|
|
MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
|
|
const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
|
|
} else if (numContexts > kMaxWebGLContexts) {
|
|
GenerateWarning("Exceeded %d live WebGL contexts, losing the least recently used one.",
|
|
kMaxWebGLContexts);
|
|
MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
|
|
const_cast<WebGLContext*>(oldestContext)->LoseContext();
|
|
}
|
|
}
|
|
|
|
UniquePtr<uint8_t[]>
|
|
WebGLContext::GetImageBuffer(int32_t* out_format)
|
|
{
|
|
*out_format = 0;
|
|
|
|
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
|
|
bool premult;
|
|
RefPtr<SourceSurface> snapshot =
|
|
GetSurfaceSnapshot(mOptions.premultipliedAlpha ? nullptr : &premult);
|
|
if (!snapshot) {
|
|
return nullptr;
|
|
}
|
|
|
|
MOZ_ASSERT(mOptions.premultipliedAlpha || !premult, "We must get unpremult when we ask for it!");
|
|
|
|
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
|
|
|
|
return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
|
|
out_format);
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::GetInputStream(const char* mimeType,
|
|
const char16_t* encoderOptions,
|
|
nsIInputStream** out_stream)
|
|
{
|
|
NS_ASSERTION(gl, "GetInputStream on invalid context?");
|
|
if (!gl)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
// Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
|
|
bool premult;
|
|
RefPtr<SourceSurface> snapshot =
|
|
GetSurfaceSnapshot(mOptions.premultipliedAlpha ? nullptr : &premult);
|
|
if (!snapshot)
|
|
return NS_ERROR_FAILURE;
|
|
|
|
MOZ_ASSERT(mOptions.premultipliedAlpha || !premult, "We must get unpremult when we ask for it!");
|
|
|
|
RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
|
|
return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha, mimeType,
|
|
encoderOptions, out_stream);
|
|
}
|
|
|
|
void
|
|
WebGLContext::UpdateLastUseIndex()
|
|
{
|
|
static CheckedInt<uint64_t> sIndex = 0;
|
|
|
|
sIndex++;
|
|
|
|
// should never happen with 64-bit; trying to handle this would be riskier than
|
|
// not handling it as the handler code would never get exercised.
|
|
if (!sIndex.isValid())
|
|
NS_RUNTIMEABORT("Can't believe it's been 2^64 transactions already!");
|
|
|
|
mLastUseIndex = sIndex.value();
|
|
}
|
|
|
|
static uint8_t gWebGLLayerUserData;
|
|
|
|
class WebGLContextUserData : public LayerUserData
|
|
{
|
|
public:
|
|
explicit WebGLContextUserData(HTMLCanvasElement* canvas)
|
|
: mCanvas(canvas)
|
|
{}
|
|
|
|
/* PreTransactionCallback gets called by the Layers code every time the
|
|
* WebGL canvas is going to be composited.
|
|
*/
|
|
static void PreTransactionCallback(void* data) {
|
|
WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
|
|
HTMLCanvasElement* canvas = userdata->mCanvas;
|
|
WebGLContext* webgl = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
|
|
|
|
// Present our screenbuffer, if needed.
|
|
webgl->PresentScreenBuffer();
|
|
webgl->mDrawCallsSinceLastFlush = 0;
|
|
}
|
|
|
|
/** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
|
|
* so it really is the right place to put actions that have to be performed upon compositing
|
|
*/
|
|
static void DidTransactionCallback(void* data) {
|
|
WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
|
|
HTMLCanvasElement* canvas = userdata->mCanvas;
|
|
WebGLContext* webgl = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
|
|
|
|
// Mark ourselves as no longer invalidated.
|
|
webgl->MarkContextClean();
|
|
|
|
webgl->UpdateLastUseIndex();
|
|
}
|
|
|
|
private:
|
|
RefPtr<HTMLCanvasElement> mCanvas;
|
|
};
|
|
|
|
already_AddRefed<layers::Layer>
|
|
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* builder,
|
|
Layer* oldLayer,
|
|
LayerManager* manager)
|
|
{
|
|
if (IsContextLost())
|
|
return nullptr;
|
|
|
|
if (!mResetLayer && oldLayer &&
|
|
oldLayer->HasUserData(&gWebGLLayerUserData)) {
|
|
RefPtr<layers::Layer> ret = oldLayer;
|
|
return ret.forget();
|
|
}
|
|
|
|
RefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
|
|
if (!canvasLayer) {
|
|
NS_WARNING("CreateCanvasLayer returned null!");
|
|
return nullptr;
|
|
}
|
|
|
|
WebGLContextUserData* userData = nullptr;
|
|
if (builder->IsPaintingToWindow() && mCanvasElement) {
|
|
// Make the layer tell us whenever a transaction finishes (including
|
|
// the current transaction), so we can clear our invalidation state and
|
|
// start invalidating again. We need to do this for the layer that is
|
|
// being painted to a window (there shouldn't be more than one at a time,
|
|
// and if there is, flushing the invalidation state more often than
|
|
// necessary is harmless).
|
|
|
|
// The layer will be destroyed when we tear down the presentation
|
|
// (at the latest), at which time this userData will be destroyed,
|
|
// releasing the reference to the element.
|
|
// The userData will receive DidTransactionCallbacks, which flush the
|
|
// the invalidation state to indicate that the canvas is up to date.
|
|
userData = new WebGLContextUserData(mCanvasElement);
|
|
canvasLayer->SetDidTransactionCallback(
|
|
WebGLContextUserData::DidTransactionCallback, userData);
|
|
canvasLayer->SetPreTransactionCallback(
|
|
WebGLContextUserData::PreTransactionCallback, userData);
|
|
}
|
|
|
|
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
|
|
|
|
CanvasLayer::Data data;
|
|
data.mGLContext = gl;
|
|
data.mSize = nsIntSize(mWidth, mHeight);
|
|
data.mHasAlpha = gl->Caps().alpha;
|
|
data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
|
|
|
|
canvasLayer->Initialize(data);
|
|
uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
|
|
canvasLayer->SetContentFlags(flags);
|
|
canvasLayer->Updated();
|
|
|
|
mResetLayer = false;
|
|
|
|
return canvasLayer.forget();
|
|
}
|
|
|
|
layers::LayersBackend
|
|
WebGLContext::GetCompositorBackendType() const
|
|
{
|
|
if (mCanvasElement) {
|
|
return mCanvasElement->GetCompositorBackendType();
|
|
} else if (mOffscreenCanvas) {
|
|
return mOffscreenCanvas->GetCompositorBackendType();
|
|
}
|
|
|
|
return LayersBackend::LAYERS_NONE;
|
|
}
|
|
|
|
void
|
|
WebGLContext::Commit()
|
|
{
|
|
if (mOffscreenCanvas) {
|
|
mOffscreenCanvas->CommitFrameToCompositor();
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::GetCanvas(Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval)
|
|
{
|
|
if (mCanvasElement) {
|
|
MOZ_RELEASE_ASSERT(!mOffscreenCanvas);
|
|
|
|
if (mCanvasElement->IsInNativeAnonymousSubtree()) {
|
|
retval.SetNull();
|
|
} else {
|
|
retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
|
|
}
|
|
} else if (mOffscreenCanvas) {
|
|
retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
|
|
} else {
|
|
retval.SetNull();
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval)
|
|
{
|
|
retval.SetNull();
|
|
if (IsContextLost())
|
|
return;
|
|
|
|
dom::WebGLContextAttributes& result = retval.SetValue();
|
|
|
|
result.mAlpha.Construct(mOptions.alpha);
|
|
result.mDepth = mOptions.depth;
|
|
result.mStencil = mOptions.stencil;
|
|
result.mAntialias = mOptions.antialias;
|
|
result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
|
|
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
|
|
result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
|
|
}
|
|
|
|
NS_IMETHODIMP
|
|
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
|
|
{
|
|
if (IsContextLost())
|
|
return NS_OK;
|
|
|
|
retval.SetIsVoid(true);
|
|
|
|
MakeContextCurrent();
|
|
|
|
switch (pname) {
|
|
case LOCAL_GL_VENDOR:
|
|
case LOCAL_GL_RENDERER:
|
|
case LOCAL_GL_VERSION:
|
|
case LOCAL_GL_SHADING_LANGUAGE_VERSION:
|
|
case LOCAL_GL_EXTENSIONS:
|
|
{
|
|
const char* s = (const char*)gl->fGetString(pname);
|
|
retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
|
|
break;
|
|
}
|
|
|
|
default:
|
|
return NS_ERROR_INVALID_ARG;
|
|
}
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
void
|
|
WebGLContext::ClearScreen()
|
|
{
|
|
MakeContextCurrent();
|
|
ScopedBindFramebuffer autoFB(gl, 0);
|
|
|
|
const bool changeDrawBuffers = (mDefaultFB_DrawBuffer0 != LOCAL_GL_BACK);
|
|
if (changeDrawBuffers) {
|
|
gl->Screen()->SetDrawBuffer(LOCAL_GL_BACK);
|
|
}
|
|
|
|
GLbitfield bufferBits = LOCAL_GL_COLOR_BUFFER_BIT;
|
|
if (mOptions.depth)
|
|
bufferBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
|
|
if (mOptions.stencil)
|
|
bufferBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
|
|
|
|
ForceClearFramebufferWithDefaultValues(bufferBits, mNeedsFakeNoAlpha);
|
|
|
|
if (changeDrawBuffers) {
|
|
gl->Screen()->SetDrawBuffer(mDefaultFB_DrawBuffer0);
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield clearBits,
|
|
bool fakeNoAlpha)
|
|
{
|
|
MakeContextCurrent();
|
|
|
|
const bool initializeColorBuffer = bool(clearBits & LOCAL_GL_COLOR_BUFFER_BIT);
|
|
const bool initializeDepthBuffer = bool(clearBits & LOCAL_GL_DEPTH_BUFFER_BIT);
|
|
const bool initializeStencilBuffer = bool(clearBits & LOCAL_GL_STENCIL_BUFFER_BIT);
|
|
|
|
// Fun GL fact: No need to worry about the viewport here, glViewport is just
|
|
// setting up a coordinates transformation, it doesn't affect glClear at all.
|
|
AssertCachedState(); // Can't check cached bindings, as we could
|
|
// have a different FB bound temporarily.
|
|
|
|
// Prepare GL state for clearing.
|
|
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
if (initializeColorBuffer) {
|
|
gl->fColorMask(1, 1, 1, 1);
|
|
|
|
if (fakeNoAlpha) {
|
|
gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
} else {
|
|
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
if (initializeDepthBuffer) {
|
|
gl->fDepthMask(1);
|
|
gl->fClearDepth(1.0f);
|
|
}
|
|
|
|
if (initializeStencilBuffer) {
|
|
// "The clear operation always uses the front stencil write mask
|
|
// when clearing the stencil buffer."
|
|
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
|
|
gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
|
|
gl->fClearStencil(0);
|
|
}
|
|
|
|
if (mRasterizerDiscardEnabled) {
|
|
gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
|
|
}
|
|
|
|
// Do the clear!
|
|
gl->fClear(clearBits);
|
|
|
|
// And reset!
|
|
if (mScissorTestEnabled)
|
|
gl->fEnable(LOCAL_GL_SCISSOR_TEST);
|
|
|
|
if (mRasterizerDiscardEnabled) {
|
|
gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
|
|
}
|
|
|
|
// Restore GL state after clearing.
|
|
if (initializeColorBuffer) {
|
|
gl->fColorMask(mColorWriteMask[0],
|
|
mColorWriteMask[1],
|
|
mColorWriteMask[2],
|
|
mColorWriteMask[3]);
|
|
gl->fClearColor(mColorClearValue[0],
|
|
mColorClearValue[1],
|
|
mColorClearValue[2],
|
|
mColorClearValue[3]);
|
|
}
|
|
|
|
if (initializeDepthBuffer) {
|
|
gl->fDepthMask(mDepthWriteMask);
|
|
gl->fClearDepth(mDepthClearValue);
|
|
}
|
|
|
|
if (initializeStencilBuffer) {
|
|
gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
|
|
gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
|
|
gl->fClearStencil(mStencilClearValue);
|
|
}
|
|
}
|
|
|
|
// For an overview of how WebGL compositing works, see:
|
|
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
|
|
bool
|
|
WebGLContext::PresentScreenBuffer()
|
|
{
|
|
if (IsContextLost()) {
|
|
return false;
|
|
}
|
|
|
|
if (!mShouldPresent) {
|
|
return false;
|
|
}
|
|
MOZ_ASSERT(!mBackbufferNeedsClear);
|
|
|
|
gl->MakeCurrent();
|
|
|
|
GLScreenBuffer* screen = gl->Screen();
|
|
MOZ_ASSERT(screen);
|
|
|
|
if (!screen->PublishFrame(screen->Size())) {
|
|
ForceLoseContext();
|
|
return false;
|
|
}
|
|
|
|
if (!mOptions.preserveDrawingBuffer) {
|
|
mBackbufferNeedsClear = true;
|
|
}
|
|
|
|
mShouldPresent = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::DummyReadFramebufferOperation(const char* funcName)
|
|
{
|
|
if (!mBoundReadFramebuffer)
|
|
return; // Infallible.
|
|
|
|
nsCString fbStatusInfo;
|
|
const auto status = mBoundReadFramebuffer->CheckFramebufferStatus(&fbStatusInfo);
|
|
|
|
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
|
|
nsCString errorText("Incomplete framebuffer");
|
|
|
|
if (fbStatusInfo.Length()) {
|
|
errorText += ": ";
|
|
errorText += fbStatusInfo;
|
|
}
|
|
|
|
ErrorInvalidFramebufferOperation("%s: %s.", funcName, errorText.BeginReading());
|
|
}
|
|
}
|
|
|
|
static bool
|
|
CheckContextLost(GLContext* gl, bool* const out_isGuilty)
|
|
{
|
|
MOZ_ASSERT(gl);
|
|
MOZ_ASSERT(out_isGuilty);
|
|
|
|
bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;
|
|
|
|
GLenum resetStatus = LOCAL_GL_NO_ERROR;
|
|
if (gl->HasRobustness()) {
|
|
gl->MakeCurrent();
|
|
resetStatus = gl->fGetGraphicsResetStatus();
|
|
} else if (isEGL) {
|
|
// Simulate a ARB_robustness guilty context loss for when we
|
|
// get an EGL_CONTEXT_LOST error. It may not actually be guilty,
|
|
// but we can't make any distinction.
|
|
if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
|
|
resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
|
|
}
|
|
}
|
|
|
|
if (resetStatus == LOCAL_GL_NO_ERROR) {
|
|
*out_isGuilty = false;
|
|
return false;
|
|
}
|
|
|
|
// Assume guilty unless we find otherwise!
|
|
bool isGuilty = true;
|
|
switch (resetStatus) {
|
|
case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
|
|
// Either nothing wrong, or not our fault.
|
|
isGuilty = false;
|
|
break;
|
|
case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
|
|
NS_WARNING("WebGL content on the page definitely caused the graphics"
|
|
" card to reset.");
|
|
break;
|
|
case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
|
|
NS_WARNING("WebGL content on the page might have caused the graphics"
|
|
" card to reset");
|
|
// If we can't tell, assume guilty.
|
|
break;
|
|
default:
|
|
MOZ_ASSERT(false, "Unreachable.");
|
|
// If we do get here, let's pretend to be guilty as an escape plan.
|
|
break;
|
|
}
|
|
|
|
if (isGuilty) {
|
|
NS_WARNING("WebGL context on this page is considered guilty, and will"
|
|
" not be restored.");
|
|
}
|
|
|
|
*out_isGuilty = isGuilty;
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
WebGLContext::TryToRestoreContext()
|
|
{
|
|
if (NS_FAILED(SetDimensions(mWidth, mHeight)))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLContext::RunContextLossTimer()
|
|
{
|
|
mContextLossHandler->RunTimer();
|
|
}
|
|
|
|
class UpdateContextLossStatusTask : public nsCancelableRunnable
|
|
{
|
|
RefPtr<WebGLContext> mWebGL;
|
|
|
|
public:
|
|
explicit UpdateContextLossStatusTask(WebGLContext* webgl)
|
|
: mWebGL(webgl)
|
|
{
|
|
}
|
|
|
|
NS_IMETHOD Run() {
|
|
if (mWebGL)
|
|
mWebGL->UpdateContextLossStatus();
|
|
|
|
return NS_OK;
|
|
}
|
|
|
|
NS_IMETHOD Cancel() {
|
|
mWebGL = nullptr;
|
|
return NS_OK;
|
|
}
|
|
};
|
|
|
|
void
|
|
WebGLContext::EnqueueUpdateContextLossStatus()
|
|
{
|
|
nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
|
|
NS_DispatchToCurrentThread(task);
|
|
}
|
|
|
|
// We use this timer for many things. Here are the things that it is activated for:
|
|
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
|
|
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
|
|
// CONTEXT_LOST_WEBGL error has been triggered.
|
|
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
|
|
// GPU periodically to see if the reset status bit has been set.
|
|
// In all of these situations, we use this timer to send the script context lost
|
|
// and restored events asynchronously. For example, if it triggers a context loss,
|
|
// the webglcontextlost event will be sent to it the next time the robustness timer
|
|
// fires.
|
|
// Note that this timer mechanism is not used unless one of these 3 criteria
|
|
// are met.
|
|
// At a bare minimum, from context lost to context restores, it would take 3
|
|
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
|
|
void
|
|
WebGLContext::UpdateContextLossStatus()
|
|
{
|
|
if (!mCanvasElement && !mOffscreenCanvas) {
|
|
// the canvas is gone. That happens when the page was closed before we got
|
|
// this timer event. In this case, there's nothing to do here, just don't crash.
|
|
return;
|
|
}
|
|
if (mContextStatus == ContextNotLost) {
|
|
// We don't know that we're lost, but we might be, so we need to
|
|
// check. If we're guilty, don't allow restores, though.
|
|
|
|
bool isGuilty = true;
|
|
MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost.
|
|
bool isContextLost = CheckContextLost(gl, &isGuilty);
|
|
|
|
if (isContextLost) {
|
|
if (isGuilty)
|
|
mAllowContextRestore = false;
|
|
|
|
ForceLoseContext();
|
|
}
|
|
|
|
// Fall through.
|
|
}
|
|
|
|
if (mContextStatus == ContextLostAwaitingEvent) {
|
|
// The context has been lost and we haven't yet triggered the
|
|
// callback, so do that now.
|
|
|
|
bool useDefaultHandler;
|
|
|
|
if (mCanvasElement) {
|
|
nsContentUtils::DispatchTrustedEvent(
|
|
mCanvasElement->OwnerDoc(),
|
|
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
|
|
NS_LITERAL_STRING("webglcontextlost"),
|
|
true,
|
|
true,
|
|
&useDefaultHandler);
|
|
} else {
|
|
// OffscreenCanvas case
|
|
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
|
|
event->InitEvent(NS_LITERAL_STRING("webglcontextlost"), true, true);
|
|
event->SetTrusted(true);
|
|
mOffscreenCanvas->DispatchEvent(event, &useDefaultHandler);
|
|
}
|
|
|
|
// We sent the callback, so we're just 'regular lost' now.
|
|
mContextStatus = ContextLost;
|
|
// If we're told to use the default handler, it means the script
|
|
// didn't bother to handle the event. In this case, we shouldn't
|
|
// auto-restore the context.
|
|
if (useDefaultHandler)
|
|
mAllowContextRestore = false;
|
|
|
|
// Fall through.
|
|
}
|
|
|
|
if (mContextStatus == ContextLost) {
|
|
// Context is lost, and we've already sent the callback. We
|
|
// should try to restore the context if we're both allowed to,
|
|
// and supposed to.
|
|
|
|
// Are we allowed to restore the context?
|
|
if (!mAllowContextRestore)
|
|
return;
|
|
|
|
// If we're only simulated-lost, we shouldn't auto-restore, and
|
|
// instead we should wait for restoreContext() to be called.
|
|
if (mLastLossWasSimulated)
|
|
return;
|
|
|
|
// Restore when the app is visible
|
|
if (mRestoreWhenVisible)
|
|
return;
|
|
|
|
ForceRestoreContext();
|
|
return;
|
|
}
|
|
|
|
if (mContextStatus == ContextLostAwaitingRestore) {
|
|
// Context is lost, but we should try to restore it.
|
|
|
|
if (!mAllowContextRestore) {
|
|
// We might decide this after thinking we'd be OK restoring
|
|
// the context, so downgrade.
|
|
mContextStatus = ContextLost;
|
|
return;
|
|
}
|
|
|
|
if (!TryToRestoreContext()) {
|
|
// Failed to restore. Try again later.
|
|
mContextLossHandler->RunTimer();
|
|
return;
|
|
}
|
|
|
|
// Revival!
|
|
mContextStatus = ContextNotLost;
|
|
|
|
if (mCanvasElement) {
|
|
nsContentUtils::DispatchTrustedEvent(
|
|
mCanvasElement->OwnerDoc(),
|
|
static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
|
|
NS_LITERAL_STRING("webglcontextrestored"),
|
|
true,
|
|
true);
|
|
} else {
|
|
RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
|
|
event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"), true, true);
|
|
event->SetTrusted(true);
|
|
bool unused;
|
|
mOffscreenCanvas->DispatchEvent(event, &unused);
|
|
}
|
|
|
|
mEmitContextLostErrorOnce = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceLoseContext(bool simulateLosing)
|
|
{
|
|
printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
|
|
MOZ_ASSERT(!IsContextLost());
|
|
mContextStatus = ContextLostAwaitingEvent;
|
|
mContextLostErrorSet = false;
|
|
|
|
// Burn it all!
|
|
DestroyResourcesAndContext();
|
|
mLastLossWasSimulated = simulateLosing;
|
|
|
|
// Queue up a task, since we know the status changed.
|
|
EnqueueUpdateContextLossStatus();
|
|
}
|
|
|
|
void
|
|
WebGLContext::ForceRestoreContext()
|
|
{
|
|
printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
|
|
mContextStatus = ContextLostAwaitingRestore;
|
|
mAllowContextRestore = true; // Hey, you did say 'force'.
|
|
|
|
// Queue up a task, since we know the status changed.
|
|
EnqueueUpdateContextLossStatus();
|
|
}
|
|
|
|
void
|
|
WebGLContext::MakeContextCurrent() const
|
|
{
|
|
gl->MakeCurrent();
|
|
}
|
|
|
|
already_AddRefed<mozilla::gfx::SourceSurface>
|
|
WebGLContext::GetSurfaceSnapshot(bool* out_premultAlpha)
|
|
{
|
|
if (!gl)
|
|
return nullptr;
|
|
|
|
bool hasAlpha = mOptions.alpha;
|
|
SurfaceFormat surfFormat = hasAlpha ? SurfaceFormat::B8G8R8A8
|
|
: SurfaceFormat::B8G8R8X8;
|
|
RefPtr<DataSourceSurface> surf;
|
|
surf = Factory::CreateDataSourceSurfaceWithStride(IntSize(mWidth, mHeight),
|
|
surfFormat,
|
|
mWidth * 4);
|
|
if (NS_WARN_IF(!surf)) {
|
|
return nullptr;
|
|
}
|
|
|
|
gl->MakeCurrent();
|
|
{
|
|
ScopedBindFramebuffer autoFB(gl, 0);
|
|
ClearBackbufferIfNeeded();
|
|
// TODO: Save, override, then restore glReadBuffer if present.
|
|
ReadPixelsIntoDataSurface(gl, surf);
|
|
}
|
|
|
|
if (out_premultAlpha) {
|
|
*out_premultAlpha = true;
|
|
}
|
|
bool srcPremultAlpha = mOptions.premultipliedAlpha;
|
|
if (!srcPremultAlpha) {
|
|
if (out_premultAlpha) {
|
|
*out_premultAlpha = false;
|
|
} else if(hasAlpha) {
|
|
gfxUtils::PremultiplyDataSurface(surf, surf);
|
|
}
|
|
}
|
|
|
|
RefPtr<DrawTarget> dt =
|
|
Factory::CreateDrawTarget(BackendType::CAIRO,
|
|
IntSize(mWidth, mHeight),
|
|
SurfaceFormat::B8G8R8A8);
|
|
|
|
if (!dt) {
|
|
return nullptr;
|
|
}
|
|
|
|
dt->SetTransform(Matrix::Translation(0.0, mHeight).PreScale(1.0, -1.0));
|
|
|
|
dt->DrawSurface(surf,
|
|
Rect(0, 0, mWidth, mHeight),
|
|
Rect(0, 0, mWidth, mHeight),
|
|
DrawSurfaceOptions(),
|
|
DrawOptions(1.0f, CompositionOp::OP_SOURCE));
|
|
|
|
return dt->Snapshot();
|
|
}
|
|
|
|
void
|
|
WebGLContext::DidRefresh()
|
|
{
|
|
if (gl) {
|
|
gl->FlushIfHeavyGLCallsSinceLastFlush();
|
|
}
|
|
}
|
|
|
|
bool
|
|
WebGLContext::ValidateCurFBForRead(const char* funcName,
|
|
const webgl::FormatUsageInfo** const out_format,
|
|
uint32_t* const out_width, uint32_t* const out_height)
|
|
{
|
|
if (!mBoundReadFramebuffer) {
|
|
ClearBackbufferIfNeeded();
|
|
|
|
// FIXME - here we're assuming that the default framebuffer is backed by
|
|
// UNSIGNED_BYTE that might not always be true, say if we had a 16bpp default
|
|
// framebuffer.
|
|
auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
|
|
: webgl::EffectiveFormat::RGB8;
|
|
|
|
*out_format = mFormatUsage->GetUsage(effFormat);
|
|
MOZ_ASSERT(*out_format);
|
|
|
|
*out_width = mWidth;
|
|
*out_height = mHeight;
|
|
return true;
|
|
}
|
|
|
|
return mBoundReadFramebuffer->ValidateForRead(funcName, out_format, out_width,
|
|
out_height);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
WebGLContext::ScopedMaskWorkaround::ScopedMaskWorkaround(WebGLContext& webgl)
|
|
: mWebGL(webgl)
|
|
, mFakeNoAlpha(ShouldFakeNoAlpha(webgl))
|
|
, mFakeNoDepth(ShouldFakeNoDepth(webgl))
|
|
, mFakeNoStencil(ShouldFakeNoStencil(webgl))
|
|
{
|
|
if (mFakeNoAlpha) {
|
|
mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
|
|
mWebGL.mColorWriteMask[1],
|
|
mWebGL.mColorWriteMask[2],
|
|
false);
|
|
}
|
|
if (mFakeNoDepth) {
|
|
mWebGL.gl->fDisable(LOCAL_GL_DEPTH_TEST);
|
|
}
|
|
if (mFakeNoStencil) {
|
|
mWebGL.gl->fDisable(LOCAL_GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
WebGLContext::ScopedMaskWorkaround::~ScopedMaskWorkaround()
|
|
{
|
|
if (mFakeNoAlpha) {
|
|
mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
|
|
mWebGL.mColorWriteMask[1],
|
|
mWebGL.mColorWriteMask[2],
|
|
mWebGL.mColorWriteMask[3]);
|
|
}
|
|
if (mFakeNoDepth) {
|
|
mWebGL.gl->fEnable(LOCAL_GL_DEPTH_TEST);
|
|
}
|
|
if (mFakeNoStencil) {
|
|
mWebGL.gl->fEnable(LOCAL_GL_STENCIL_TEST);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
ScopedUnpackReset::ScopedUnpackReset(WebGLContext* webgl)
|
|
: ScopedGLWrapper<ScopedUnpackReset>(webgl->gl)
|
|
, mWebGL(webgl)
|
|
{
|
|
if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
if (mWebGL->IsWebGL2()) {
|
|
if (mWebGL->mPixelStore_UnpackRowLength != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , 0);
|
|
if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
|
|
if (mWebGL->mPixelStore_UnpackSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
|
|
if (mWebGL->mPixelStore_UnpackSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , 0);
|
|
if (mWebGL->mPixelStore_UnpackSkipImages != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);
|
|
|
|
if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
}
|
|
|
|
void
|
|
ScopedUnpackReset::UnwrapImpl()
|
|
{
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);
|
|
|
|
if (mWebGL->IsWebGL2()) {
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , mWebGL->mPixelStore_UnpackRowLength );
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , mWebGL->mPixelStore_UnpackSkipRows );
|
|
mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );
|
|
|
|
GLuint pbo = 0;
|
|
if (mWebGL->mBoundPixelUnpackBuffer) {
|
|
pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
|
|
}
|
|
|
|
mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////
|
|
|
|
void
|
|
Intersect(uint32_t srcSize, int32_t dstStartInSrc, uint32_t dstSize,
|
|
uint32_t* const out_intStartInSrc, uint32_t* const out_intStartInDst,
|
|
uint32_t* const out_intSize)
|
|
{
|
|
// Only >0 if dstStartInSrc is >0:
|
|
// 0 3 // src coords
|
|
// | [========] // dst box
|
|
// ^--^
|
|
*out_intStartInSrc = std::max<int32_t>(0, dstStartInSrc);
|
|
|
|
// Only >0 if dstStartInSrc is <0:
|
|
//-6 0 // src coords
|
|
// [=====|==] // dst box
|
|
// ^-----^
|
|
*out_intStartInDst = std::max<int32_t>(0, 0 - dstStartInSrc);
|
|
|
|
int32_t intEndInSrc = std::min<int32_t>(srcSize, dstStartInSrc + dstSize);
|
|
*out_intSize = std::max<int32_t>(0, intEndInSrc - *out_intStartInSrc);
|
|
}
|
|
|
|
static bool
|
|
ZeroTexImageWithClear(WebGLContext* webgl, GLContext* gl, TexImageTarget target,
|
|
GLuint tex, uint32_t level, const webgl::FormatUsageInfo* usage,
|
|
uint32_t width, uint32_t height)
|
|
{
|
|
MOZ_ASSERT(gl->IsCurrent());
|
|
|
|
ScopedFramebuffer scopedFB(gl);
|
|
ScopedBindFramebuffer scopedBindFB(gl, scopedFB.FB());
|
|
|
|
const auto format = usage->format;
|
|
|
|
GLenum attachPoint = 0;
|
|
GLbitfield clearBits = 0;
|
|
|
|
if (format->isColorFormat) {
|
|
attachPoint = LOCAL_GL_COLOR_ATTACHMENT0;
|
|
clearBits = LOCAL_GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
if (format->hasDepth) {
|
|
attachPoint = LOCAL_GL_DEPTH_ATTACHMENT;
|
|
clearBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (format->hasStencil) {
|
|
attachPoint = (format->hasDepth ? LOCAL_GL_DEPTH_STENCIL_ATTACHMENT
|
|
: LOCAL_GL_STENCIL_ATTACHMENT);
|
|
clearBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
MOZ_RELEASE_ASSERT(attachPoint && clearBits);
|
|
|
|
{
|
|
gl::GLContext::LocalErrorScope errorScope(*gl);
|
|
gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachPoint, target.get(), tex,
|
|
level);
|
|
if (errorScope.GetError()) {
|
|
MOZ_ASSERT(false);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
auto status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
|
|
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
|
|
return false;
|
|
|
|
{
|
|
gl::GLContext::LocalErrorScope errorScope(*gl);
|
|
|
|
const bool fakeNoAlpha = false;
|
|
webgl->ForceClearFramebufferWithDefaultValues(clearBits, fakeNoAlpha);
|
|
if (errorScope.GetError()) {
|
|
MOZ_ASSERT(false);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
ZeroTextureData(WebGLContext* webgl, const char* funcName, bool respecifyTexture,
|
|
GLuint tex, TexImageTarget target, uint32_t level,
|
|
const webgl::FormatUsageInfo* usage, uint32_t xOffset, uint32_t yOffset,
|
|
uint32_t zOffset, uint32_t width, uint32_t height, uint32_t depth)
|
|
{
|
|
// This has two usecases:
|
|
// 1. Lazy zeroing of uninitialized textures:
|
|
// a. Before draw, when FakeBlack isn't viable. (TexStorage + Draw*)
|
|
// b. Before partial upload. (TexStorage + TexSubImage)
|
|
// 2. Zero subrects from out-of-bounds blits. (CopyTex(Sub)Image)
|
|
|
|
// We have no sympathy for any of these cases.
|
|
|
|
// "Doctor, it hurts when I do this!" "Well don't do that!"
|
|
webgl->GenerateWarning("%s: This operation requires zeroing texture data. This is"
|
|
" slow.",
|
|
funcName);
|
|
|
|
gl::GLContext* gl = webgl->GL();
|
|
gl->MakeCurrent();
|
|
|
|
auto compression = usage->format->compression;
|
|
if (compression) {
|
|
MOZ_RELEASE_ASSERT(!xOffset && !yOffset && !zOffset);
|
|
MOZ_RELEASE_ASSERT(!respecifyTexture);
|
|
|
|
auto sizedFormat = usage->format->sizedFormat;
|
|
MOZ_RELEASE_ASSERT(sizedFormat);
|
|
|
|
const auto fnSizeInBlocks = [](CheckedUint32 pixels, uint8_t pixelsPerBlock) {
|
|
return RoundUpToMultipleOf(pixels, pixelsPerBlock) / pixelsPerBlock;
|
|
};
|
|
|
|
const auto widthBlocks = fnSizeInBlocks(width, compression->blockWidth);
|
|
const auto heightBlocks = fnSizeInBlocks(height, compression->blockHeight);
|
|
|
|
CheckedUint32 checkedByteCount = compression->bytesPerBlock;
|
|
checkedByteCount *= widthBlocks;
|
|
checkedByteCount *= heightBlocks;
|
|
checkedByteCount *= depth;
|
|
|
|
if (!checkedByteCount.isValid())
|
|
return false;
|
|
|
|
const size_t byteCount = checkedByteCount.value();
|
|
|
|
UniqueBuffer zeros = calloc(1, byteCount);
|
|
if (!zeros)
|
|
return false;
|
|
|
|
ScopedUnpackReset scopedReset(webgl);
|
|
gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); // Don't bother with striding it
|
|
// well.
|
|
|
|
GLenum error = DoCompressedTexSubImage(gl, target.get(), level, xOffset, yOffset,
|
|
zOffset, width, height, depth, sizedFormat,
|
|
byteCount, zeros.get());
|
|
if (error)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
const auto driverUnpackInfo = usage->idealUnpack;
|
|
MOZ_RELEASE_ASSERT(driverUnpackInfo);
|
|
|
|
if (usage->isRenderable && depth == 1 &&
|
|
!xOffset && !yOffset && !zOffset)
|
|
{
|
|
// While we would like to skip the extra complexity of trying to zero with an FB
|
|
// clear, ANGLE_depth_texture requires this.
|
|
do {
|
|
if (respecifyTexture) {
|
|
const auto error = DoTexImage(gl, target, level, driverUnpackInfo, width,
|
|
height, depth, nullptr);
|
|
if (error)
|
|
break;
|
|
}
|
|
|
|
if (ZeroTexImageWithClear(webgl, gl, target, tex, level, usage, width,
|
|
height))
|
|
{
|
|
return true;
|
|
}
|
|
} while (false);
|
|
}
|
|
|
|
const webgl::PackingInfo packing = driverUnpackInfo->ToPacking();
|
|
|
|
const auto bytesPerPixel = webgl::BytesPerPixel(packing);
|
|
|
|
CheckedUint32 checkedByteCount = bytesPerPixel;
|
|
checkedByteCount *= width;
|
|
checkedByteCount *= height;
|
|
checkedByteCount *= depth;
|
|
|
|
if (!checkedByteCount.isValid())
|
|
return false;
|
|
|
|
const size_t byteCount = checkedByteCount.value();
|
|
|
|
UniqueBuffer zeros = calloc(1, byteCount);
|
|
if (!zeros)
|
|
return false;
|
|
|
|
ScopedUnpackReset scopedReset(webgl);
|
|
gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); // Don't bother with striding it well.
|
|
|
|
GLenum error;
|
|
if (respecifyTexture) {
|
|
MOZ_RELEASE_ASSERT(!xOffset && !yOffset && !zOffset);
|
|
error = DoTexImage(gl, target, level, driverUnpackInfo, width, height, depth,
|
|
zeros.get());
|
|
} else {
|
|
error = DoTexSubImage(gl, target, level, xOffset, yOffset, zOffset, width, height,
|
|
depth, packing, zeros.get());
|
|
}
|
|
if (error)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
CheckedUint32
|
|
WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
|
|
uint32_t depth, uint8_t bytesPerPixel)
|
|
{
|
|
if (!width || !height || !depth)
|
|
return 0;
|
|
|
|
////////////////
|
|
|
|
const auto& maybeRowLength = mPixelStore_UnpackRowLength;
|
|
const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;
|
|
|
|
const auto usedPixelsPerRow = CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
|
|
const auto stridePixelsPerRow = (maybeRowLength ? CheckedUint32(maybeRowLength)
|
|
: usedPixelsPerRow);
|
|
|
|
const auto usedRowsPerImage = CheckedUint32(mPixelStore_UnpackSkipRows) + height;
|
|
const auto strideRowsPerImage = (maybeImageHeight ? CheckedUint32(maybeImageHeight)
|
|
: usedRowsPerImage);
|
|
|
|
const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages
|
|
: 0);
|
|
const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;
|
|
|
|
////////////////
|
|
|
|
CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
|
|
strideBytesPerRow = RoundUpToMultipleOf(strideBytesPerRow,
|
|
mPixelStore_UnpackAlignment);
|
|
|
|
const CheckedUint32 strideBytesPerImage = strideBytesPerRow * strideRowsPerImage;
|
|
|
|
////////////////
|
|
|
|
CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
|
|
// Don't round this to the alignment, since alignment here is really just used for
|
|
// establishing stride, particularly in WebGL 1, where you can't set ROW_LENGTH.
|
|
|
|
CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
|
|
totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
|
|
totalBytes += usedBytesPerRow;
|
|
|
|
return totalBytes;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// XPCOM goop
|
|
|
|
NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
|
|
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLContext,
|
|
mCanvasElement,
|
|
mOffscreenCanvas,
|
|
mExtensions,
|
|
mBound2DTextures,
|
|
mBoundCubeMapTextures,
|
|
mBound3DTextures,
|
|
mBound2DArrayTextures,
|
|
mBoundSamplers,
|
|
mBoundArrayBuffer,
|
|
mBoundCopyReadBuffer,
|
|
mBoundCopyWriteBuffer,
|
|
mBoundPixelPackBuffer,
|
|
mBoundPixelUnpackBuffer,
|
|
mBoundTransformFeedbackBuffer,
|
|
mBoundUniformBuffer,
|
|
mCurrentProgram,
|
|
mBoundDrawFramebuffer,
|
|
mBoundReadFramebuffer,
|
|
mBoundRenderbuffer,
|
|
mBoundVertexArray,
|
|
mDefaultVertexArray,
|
|
mActiveOcclusionQuery,
|
|
mActiveTransformFeedbackQuery)
|
|
|
|
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
|
|
NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
|
|
NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
|
|
NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
|
|
NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
|
|
// If the exact way we cast to nsISupports here ever changes, fix our
|
|
// ToSupports() method.
|
|
NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
|
|
NS_INTERFACE_MAP_END
|
|
|
|
} // namespace mozilla
|