gecko-dev/dom/canvas/WebGLContextGL.cpp

2412 строки
64 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGL2Context.h"
#include "WebGLActiveInfo.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "WebGLUniformLocation.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLRenderbuffer.h"
#include "WebGLShaderPrecisionFormat.h"
#include "WebGLTexture.h"
#include "WebGLExtensions.h"
#include "WebGLVertexArray.h"
#include "nsDebug.h"
#include "nsReadableUtils.h"
#include "nsString.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "nsContentUtils.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "gfxUtils.h"
#include "jsfriendapi.h"
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
#include <algorithm>
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
#include "nsCocoaFeatures.h"
#endif
#include "mozilla/DebugOnly.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/ToJSValue.h"
#include "mozilla/EndianUtils.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtrExtensions.h"
namespace mozilla {
bool
WebGLContext::ValidateObject(const char* funcName, const WebGLProgram& object)
{
return ValidateObject(funcName, object, true);
}
bool
WebGLContext::ValidateObject(const char* funcName, const WebGLShader& object)
{
return ValidateObject(funcName, object, true);
}
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
//
// WebGL API
//
void
WebGLContext::ActiveTexture(GLenum texture)
{
if (IsContextLost())
return;
if (texture < LOCAL_GL_TEXTURE0 ||
texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits))
{
return ErrorInvalidEnum(
"ActiveTexture: texture unit %d out of range. "
"Accepted values range from TEXTURE0 to TEXTURE0 + %d. "
"Notice that TEXTURE0 != 0.",
texture, mGLMaxTextureUnits);
}
MakeContextCurrent();
mActiveTexture = texture - LOCAL_GL_TEXTURE0;
gl->fActiveTexture(texture);
}
void
WebGLContext::AttachShader(WebGLProgram& program, WebGLShader& shader)
{
if (IsContextLost())
return;
if (!ValidateObject("attachShader: program", program) ||
!ValidateObject("attachShader: shader", shader))
{
return;
}
program.AttachShader(&shader);
}
void
WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location,
const nsAString& name)
{
if (IsContextLost())
return;
if (!ValidateObject("bindAttribLocation: program", prog))
return;
prog.BindAttribLocation(location, name);
}
void
WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb)
{
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, "bindFramebuffer"))
return;
if (wfb && !ValidateObject("bindFramebuffer", *wfb))
return;
MakeContextCurrent();
if (!wfb) {
gl->fBindFramebuffer(target, 0);
} else {
GLuint framebuffername = wfb->mGLName;
gl->fBindFramebuffer(target, framebuffername);
#ifdef ANDROID
wfb->mIsFB = true;
#endif
}
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
mBoundReadFramebuffer = wfb;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
mBoundReadFramebuffer = wfb;
break;
default:
break;
}
}
void
WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb)
{
if (IsContextLost())
return;
if (target != LOCAL_GL_RENDERBUFFER)
return ErrorInvalidEnumInfo("bindRenderbuffer: target", target);
if (wrb && !ValidateObject("bindRenderbuffer", *wrb))
return;
// Usually, we would now call into glBindRenderbuffer. However, since we have to
// potentially emulate packed-depth-stencil, there's not a specific renderbuffer that
// we know we should bind here.
// Instead, we do all renderbuffer binding lazily.
if (wrb) {
wrb->mHasBeenBound = true;
}
mBoundRenderbuffer = wrb;
}
void WebGLContext::BlendEquation(GLenum mode)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(mode, "blendEquation: mode"))
return;
MakeContextCurrent();
gl->fBlendEquation(mode);
}
void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") ||
!ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha"))
return;
MakeContextCurrent();
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
}
void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") ||
!ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor"))
return;
if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFunc(sfactor, dfactor);
}
void
WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha)
{
if (IsContextLost())
return;
if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") ||
!ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") ||
!ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") ||
!ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha"))
return;
// note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see
// "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list
if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB"))
return;
MakeContextCurrent();
gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GLenum
WebGLContext::CheckFramebufferStatus(GLenum target)
{
const char funcName[] = "checkFramebufferStatus";
if (IsContextLost())
return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
if (!ValidateFramebufferTarget(target, funcName))
return 0;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("GFX: Bad target.");
}
if (!fb)
return LOCAL_GL_FRAMEBUFFER_COMPLETE;
return fb->CheckFramebufferStatus(funcName).get();
}
already_AddRefed<WebGLProgram>
WebGLContext::CreateProgram()
{
if (IsContextLost())
return nullptr;
RefPtr<WebGLProgram> globj = new WebGLProgram(this);
return globj.forget();
}
already_AddRefed<WebGLShader>
WebGLContext::CreateShader(GLenum type)
{
if (IsContextLost())
return nullptr;
if (type != LOCAL_GL_VERTEX_SHADER &&
type != LOCAL_GL_FRAGMENT_SHADER)
{
ErrorInvalidEnumInfo("createShader: type", type);
return nullptr;
}
RefPtr<WebGLShader> shader = new WebGLShader(this, type);
return shader.forget();
}
void
WebGLContext::CullFace(GLenum face)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "cullFace"))
return;
MakeContextCurrent();
gl->fCullFace(face);
}
void
WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf)
{
if (!ValidateDeleteObject("deleteFramebuffer", fbuf))
return;
fbuf->RequestDelete();
if (mBoundReadFramebuffer == mBoundDrawFramebuffer) {
if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
} else if (mBoundDrawFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
} else if (mBoundReadFramebuffer == fbuf) {
BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER,
static_cast<WebGLFramebuffer*>(nullptr));
}
}
void
WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf)
{
const char funcName[] = "deleteRenderbuffer";
if (!ValidateDeleteObject(funcName, rbuf))
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachRenderbuffer(funcName, rbuf);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachRenderbuffer(funcName, rbuf);
rbuf->InvalidateStatusOfAttachedFBs(funcName);
if (mBoundRenderbuffer == rbuf)
BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr);
rbuf->RequestDelete();
}
void
WebGLContext::DeleteTexture(WebGLTexture* tex)
{
const char funcName[] = "deleteTexture";
if (!ValidateDeleteObject(funcName, tex))
return;
if (mBoundDrawFramebuffer)
mBoundDrawFramebuffer->DetachTexture(funcName, tex);
if (mBoundReadFramebuffer)
mBoundReadFramebuffer->DetachTexture(funcName, tex);
GLuint activeTexture = mActiveTexture;
for (int32_t i = 0; i < mGLMaxTextureUnits; i++) {
if (mBound2DTextures[i] == tex ||
mBoundCubeMapTextures[i] == tex ||
mBound3DTextures[i] == tex ||
mBound2DArrayTextures[i] == tex)
{
ActiveTexture(LOCAL_GL_TEXTURE0 + i);
BindTexture(tex->Target().get(), nullptr);
}
}
ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture);
tex->RequestDelete();
}
void
WebGLContext::DeleteProgram(WebGLProgram* prog)
{
if (!ValidateDeleteObject("deleteProgram", prog))
return;
prog->RequestDelete();
}
void
WebGLContext::DeleteShader(WebGLShader* shader)
{
if (!ValidateDeleteObject("deleteShader", shader))
return;
shader->RequestDelete();
}
void
WebGLContext::DetachShader(WebGLProgram& program, const WebGLShader& shader)
{
if (IsContextLost())
return;
// It's valid to attempt to detach a deleted shader, since it's still a
// shader.
if (!ValidateObject("detachShader: program", program) ||
!ValidateObjectAllowDeleted("detachShader: shader", shader))
{
return;
}
program.DetachShader(&shader);
}
void
WebGLContext::DepthFunc(GLenum func)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "depthFunc"))
return;
MakeContextCurrent();
gl->fDepthFunc(func);
}
void
WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar)
{
if (IsContextLost())
return;
if (zNear > zFar)
return ErrorInvalidOperation("depthRange: the near value is greater than the far value!");
MakeContextCurrent();
gl->fDepthRange(zNear, zFar);
}
void
WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbtarget, WebGLRenderbuffer* wrb)
{
const char funcName[] = "framebufferRenderbuffer";
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, funcName))
return;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("GFX: Bad target.");
}
if (!fb)
return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName);
fb->FramebufferRenderbuffer(funcName, attachment, rbtarget, wrb);
}
void
WebGLContext::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture* tobj,
GLint level)
{
const char funcName[] = "framebufferTexture2D";
if (IsContextLost())
return;
if (!ValidateFramebufferTarget(target, funcName))
return;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("GFX: Bad target.");
}
if (!fb)
return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName);
fb->FramebufferTexture2D(funcName, attachment, textarget, tobj, level);
}
void
WebGLContext::FrontFace(GLenum mode)
{
if (IsContextLost())
return;
switch (mode) {
case LOCAL_GL_CW:
case LOCAL_GL_CCW:
break;
default:
return ErrorInvalidEnumInfo("frontFace: mode", mode);
}
MakeContextCurrent();
gl->fFrontFace(mode);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveAttrib(const WebGLProgram& prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveAttrib: program", prog))
return nullptr;
return prog.GetActiveAttrib(index);
}
already_AddRefed<WebGLActiveInfo>
WebGLContext::GetActiveUniform(const WebGLProgram& prog, GLuint index)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getActiveUniform: program", prog))
return nullptr;
return prog.GetActiveUniform(index);
}
void
WebGLContext::GetAttachedShaders(const WebGLProgram& prog,
dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval)
{
retval.SetNull();
if (IsContextLost())
return;
if (!ValidateObject("getAttachedShaders", prog))
return;
prog.GetAttachedShaders(&retval.SetValue());
}
GLint
WebGLContext::GetAttribLocation(const WebGLProgram& prog, const nsAString& name)
{
if (IsContextLost())
return -1;
if (!ValidateObject("getAttribLocation: program", prog))
return -1;
return prog.GetAttribLocation(name);
}
JS::Value
WebGLContext::GetBufferParameter(GLenum target, GLenum pname)
{
const char funcName[] = "getBufferParameter";
if (IsContextLost())
return JS::NullValue();
const auto& slot = ValidateBufferSlot(funcName, target);
if (!slot)
return JS::NullValue();
const auto& buffer = *slot;
if (!buffer) {
ErrorInvalidOperation("%s: Buffer for `target` is null.", funcName);
return JS::NullValue();
}
switch (pname) {
case LOCAL_GL_BUFFER_SIZE:
return JS::NumberValue(buffer->ByteLength());
case LOCAL_GL_BUFFER_USAGE:
return JS::NumberValue(buffer->Usage());
default:
ErrorInvalidEnumInfo("getBufferParameter: parameter", pname);
return JS::NullValue();
}
}
JS::Value
WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
GLenum target,
GLenum attachment,
GLenum pname,
ErrorResult& rv)
{
const char funcName[] = "getFramebufferAttachmentParameter";
if (IsContextLost())
return JS::NullValue();
if (!ValidateFramebufferTarget(target, funcName))
return JS::NullValue();
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("GFX: Bad target.");
}
MakeContextCurrent();
if (fb)
return fb->GetAttachmentParameter(funcName, cx, target, attachment, pname, &rv);
////////////////////////////////////
if (!IsWebGL2()) {
ErrorInvalidOperation("%s: Querying against the default framebuffer is not"
" allowed in WebGL 1.",
funcName);
return JS::NullValue();
}
switch (attachment) {
case LOCAL_GL_BACK:
case LOCAL_GL_DEPTH:
case LOCAL_GL_STENCIL:
break;
default:
ErrorInvalidEnum("%s: For the default framebuffer, can only query COLOR, DEPTH,"
" or STENCIL.",
funcName);
return JS::NullValue();
}
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
switch (attachment) {
case LOCAL_GL_BACK:
break;
case LOCAL_GL_DEPTH:
if (!mOptions.depth) {
return JS::Int32Value(LOCAL_GL_NONE);
}
break;
case LOCAL_GL_STENCIL:
if (!mOptions.stencil) {
return JS::Int32Value(LOCAL_GL_NONE);
}
break;
default:
ErrorInvalidEnum("%s: With the default framebuffer, can only query COLOR, DEPTH,"
" or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE",
funcName);
return JS::NullValue();
}
return JS::Int32Value(LOCAL_GL_FRAMEBUFFER_DEFAULT);
////////////////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
if (attachment == LOCAL_GL_BACK)
return JS::NumberValue(8);
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
if (attachment == LOCAL_GL_BACK) {
if (mOptions.alpha) {
return JS::NumberValue(8);
}
ErrorInvalidOperation("The default framebuffer doesn't contain an alpha buffer");
return JS::NullValue();
}
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
if (attachment == LOCAL_GL_DEPTH) {
if (mOptions.depth) {
return JS::NumberValue(24);
}
ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer");
return JS::NullValue();
}
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
if (attachment == LOCAL_GL_STENCIL) {
if (mOptions.stencil) {
return JS::NumberValue(8);
}
ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer");
return JS::NullValue();
}
return JS::NumberValue(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE:
if (attachment == LOCAL_GL_STENCIL) {
if (mOptions.stencil) {
return JS::NumberValue(LOCAL_GL_UNSIGNED_INT);
}
ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer");
} else if (attachment == LOCAL_GL_DEPTH) {
if (mOptions.depth) {
return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED);
}
ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer");
} else { // LOCAL_GL_BACK
return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED);
}
return JS::NullValue();
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:
if (attachment == LOCAL_GL_STENCIL) {
if (!mOptions.stencil) {
ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer");
return JS::NullValue();
}
} else if (attachment == LOCAL_GL_DEPTH) {
if (!mOptions.depth) {
ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer");
return JS::NullValue();
}
}
return JS::NumberValue(LOCAL_GL_LINEAR);
}
ErrorInvalidEnum("%s: Invalid pname: 0x%04x", funcName, pname);
return JS::NullValue();
}
JS::Value
WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("getRenderbufferParameter: target", target);
return JS::NullValue();
}
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound");
return JS::NullValue();
}
MakeContextCurrent();
switch (pname) {
case LOCAL_GL_RENDERBUFFER_SAMPLES:
if (!IsWebGL2())
break;
MOZ_FALLTHROUGH;
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT:
{
// RB emulation means we have to ask the RB itself.
GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname);
return JS::Int32Value(i);
}
default:
break;
}
ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname);
return JS::NullValue();
}
already_AddRefed<WebGLTexture>
WebGLContext::CreateTexture()
{
if (IsContextLost())
return nullptr;
GLuint tex = 0;
MakeContextCurrent();
gl->fGenTextures(1, &tex);
RefPtr<WebGLTexture> globj = new WebGLTexture(this, tex);
return globj.forget();
}
static GLenum
GetAndClearError(GLenum* errorVar)
{
MOZ_ASSERT(errorVar);
GLenum ret = *errorVar;
*errorVar = LOCAL_GL_NO_ERROR;
return ret;
}
GLenum
WebGLContext::GetError()
{
/* WebGL 1.0: Section 5.14.3: Setting and getting state:
* If the context's webgl context lost flag is set, returns
* CONTEXT_LOST_WEBGL the first time this method is called.
* Afterward, returns NO_ERROR until the context has been
* restored.
*
* WEBGL_lose_context:
* [When this extension is enabled: ] loseContext and
* restoreContext are allowed to generate INVALID_OPERATION errors
* even when the context is lost.
*/
if (IsContextLost()) {
if (mEmitContextLostErrorOnce) {
mEmitContextLostErrorOnce = false;
return LOCAL_GL_CONTEXT_LOST;
}
// Don't return yet, since WEBGL_lose_contexts contradicts the
// original spec, and allows error generation while lost.
}
GLenum err = GetAndClearError(&mWebGLError);
if (err != LOCAL_GL_NO_ERROR)
return err;
if (IsContextLost())
return LOCAL_GL_NO_ERROR;
// Either no WebGL-side error, or it's already been cleared.
// UnderlyingGL-side errors, now.
MakeContextCurrent();
GetAndFlushUnderlyingGLErrors();
err = GetAndClearError(&mUnderlyingGLError);
return err;
}
JS::Value
WebGLContext::GetProgramParameter(const WebGLProgram& prog, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog))
return JS::NullValue();
return prog.GetProgramParameter(pname);
}
void
WebGLContext::GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getProgramInfoLog: program", prog))
return;
prog.GetProgramInfoLog(&retval);
}
JS::Value
WebGLContext::GetUniform(JSContext* js, const WebGLProgram& prog,
const WebGLUniformLocation& loc)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObject("getUniform: `program`", prog))
return JS::NullValue();
if (!ValidateObjectAllowDeleted("getUniform: `location`", loc))
return JS::NullValue();
if (!loc.ValidateForProgram(&prog, "getUniform"))
return JS::NullValue();
return loc.GetUniform(js);
}
already_AddRefed<WebGLUniformLocation>
WebGLContext::GetUniformLocation(const WebGLProgram& prog, const nsAString& name)
{
if (IsContextLost())
return nullptr;
if (!ValidateObject("getUniformLocation: program", prog))
return nullptr;
return prog.GetUniformLocation(name);
}
void
WebGLContext::Hint(GLenum target, GLenum mode)
{
if (IsContextLost())
return;
bool isValid = false;
switch (target) {
case LOCAL_GL_GENERATE_MIPMAP_HINT:
mGenerateMipmapHint = mode;
// Deprecated and removed in desktop GL Core profiles.
if (gl->IsCoreProfile())
return;
isValid = true;
break;
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
{
isValid = true;
}
break;
}
if (!isValid)
return ErrorInvalidEnum("hint: invalid hint");
MakeContextCurrent();
gl->fHint(target, mode);
}
bool
WebGLContext::IsFramebuffer(const WebGLFramebuffer* fb)
{
if (!ValidateIsObject("isFramebuffer", fb))
return false;
#ifdef ANDROID
if (gl->WorkAroundDriverBugs() &&
gl->Renderer() == GLRenderer::AndroidEmulator)
{
return fb->mIsFB;
}
#endif
MakeContextCurrent();
return gl->fIsFramebuffer(fb->mGLName);
}
bool
WebGLContext::IsProgram(const WebGLProgram* prog)
{
if (!ValidateIsObject("isProgram", prog))
return false;
return true;
}
bool
WebGLContext::IsRenderbuffer(const WebGLRenderbuffer* rb)
{
if (!ValidateIsObject("isRenderbuffer", rb))
return false;
return rb->mHasBeenBound;
}
bool
WebGLContext::IsShader(const WebGLShader* shader)
{
if (!ValidateIsObject("isShader", shader))
return false;
return true;
}
void
WebGLContext::LinkProgram(WebGLProgram& prog)
{
if (IsContextLost())
return;
if (!ValidateObject("linkProgram", prog))
return;
prog.LinkProgram();
if (!prog.IsLinked()) {
// If we failed to link, but `prog == mCurrentProgram`, we are *not* supposed to
// null out mActiveProgramLinkInfo.
return;
}
if (&prog == mCurrentProgram) {
mActiveProgramLinkInfo = prog.LinkInfo();
if (gl->WorkAroundDriverBugs() &&
gl->Vendor() == gl::GLVendor::NVIDIA)
{
gl->fUseProgram(prog.mGLName);
}
}
}
void
WebGLContext::PixelStorei(GLenum pname, GLint param)
{
if (IsContextLost())
return;
if (IsWebGL2()) {
uint32_t* pValueSlot = nullptr;
switch (pname) {
case LOCAL_GL_UNPACK_IMAGE_HEIGHT:
pValueSlot = &mPixelStore_UnpackImageHeight;
break;
case LOCAL_GL_UNPACK_SKIP_IMAGES:
pValueSlot = &mPixelStore_UnpackSkipImages;
break;
case LOCAL_GL_UNPACK_ROW_LENGTH:
pValueSlot = &mPixelStore_UnpackRowLength;
break;
case LOCAL_GL_UNPACK_SKIP_ROWS:
pValueSlot = &mPixelStore_UnpackSkipRows;
break;
case LOCAL_GL_UNPACK_SKIP_PIXELS:
pValueSlot = &mPixelStore_UnpackSkipPixels;
break;
case LOCAL_GL_PACK_ROW_LENGTH:
pValueSlot = &mPixelStore_PackRowLength;
break;
case LOCAL_GL_PACK_SKIP_ROWS:
pValueSlot = &mPixelStore_PackSkipRows;
break;
case LOCAL_GL_PACK_SKIP_PIXELS:
pValueSlot = &mPixelStore_PackSkipPixels;
break;
}
if (pValueSlot) {
if (param < 0) {
ErrorInvalidValue("pixelStorei: param must be >= 0.");
return;
}
MakeContextCurrent();
gl->fPixelStorei(pname, param);
*pValueSlot = param;
return;
}
}
switch (pname) {
case UNPACK_FLIP_Y_WEBGL:
mPixelStore_FlipY = bool(param);
return;
case UNPACK_PREMULTIPLY_ALPHA_WEBGL:
mPixelStore_PremultiplyAlpha = bool(param);
return;
case UNPACK_COLORSPACE_CONVERSION_WEBGL:
switch (param) {
case LOCAL_GL_NONE:
case BROWSER_DEFAULT_WEBGL:
mPixelStore_ColorspaceConversion = param;
return;
default:
ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter",
param);
return;
}
case LOCAL_GL_PACK_ALIGNMENT:
case LOCAL_GL_UNPACK_ALIGNMENT:
switch (param) {
case 1:
case 2:
case 4:
case 8:
if (pname == LOCAL_GL_PACK_ALIGNMENT)
mPixelStore_PackAlignment = param;
else if (pname == LOCAL_GL_UNPACK_ALIGNMENT)
mPixelStore_UnpackAlignment = param;
MakeContextCurrent();
gl->fPixelStorei(pname, param);
return;
default:
ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value");
return;
}
default:
break;
}
ErrorInvalidEnumInfo("pixelStorei: parameter", pname);
}
bool
WebGLContext::DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y,
GLsizei width, GLsizei height, GLenum format,
GLenum destType, void* dest, uint32_t destSize,
uint32_t rowStride)
{
// On at least Win+NV, we'll get PBO errors if we don't have at least
// `rowStride * height` bytes available to read into.
const auto naiveBytesNeeded = CheckedUint32(rowStride) * height;
const bool isDangerCloseToEdge = (!naiveBytesNeeded.isValid() ||
naiveBytesNeeded.value() > destSize);
const bool useParanoidHandling = (gl->WorkAroundDriverBugs() &&
isDangerCloseToEdge &&
mBoundPixelPackBuffer);
if (!useParanoidHandling) {
gl->fReadPixels(x, y, width, height, format, destType, dest);
return true;
}
// Read everything but the last row.
const auto bodyHeight = height - 1;
if (bodyHeight) {
gl->fReadPixels(x, y, width, bodyHeight, format, destType, dest);
}
// Now read the last row.
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1);
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0);
const auto tailRowOffset = (char*)dest + rowStride * bodyHeight;
gl->fReadPixels(x, y+bodyHeight, width, 1, format, destType, tailRowOffset);
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mPixelStore_PackAlignment);
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows);
return true;
}
static bool
GetJSScalarFromGLType(GLenum type, js::Scalar::Type* const out_scalarType)
{
switch (type) {
case LOCAL_GL_BYTE:
*out_scalarType = js::Scalar::Int8;
return true;
case LOCAL_GL_UNSIGNED_BYTE:
*out_scalarType = js::Scalar::Uint8;
return true;
case LOCAL_GL_SHORT:
*out_scalarType = js::Scalar::Int16;
return true;
case LOCAL_GL_HALF_FLOAT:
case LOCAL_GL_HALF_FLOAT_OES:
case LOCAL_GL_UNSIGNED_SHORT:
case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
*out_scalarType = js::Scalar::Uint16;
return true;
case LOCAL_GL_UNSIGNED_INT:
case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV:
case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV:
case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV:
case LOCAL_GL_UNSIGNED_INT_24_8:
*out_scalarType = js::Scalar::Uint32;
return true;
case LOCAL_GL_INT:
*out_scalarType = js::Scalar::Int32;
return true;
case LOCAL_GL_FLOAT:
*out_scalarType = js::Scalar::Float32;
return true;
default:
return false;
}
}
bool
WebGLContext::ReadPixels_SharedPrecheck(CallerType aCallerType,
ErrorResult& out_error)
{
if (IsContextLost())
return false;
if (mCanvasElement &&
mCanvasElement->IsWriteOnly() &&
aCallerType != CallerType::System)
{
GenerateWarning("readPixels: Not allowed");
out_error.Throw(NS_ERROR_DOM_SECURITY_ERR);
return false;
}
return true;
}
bool
WebGLContext::ValidatePackSize(const char* funcName, uint32_t width, uint32_t height,
uint8_t bytesPerPixel, uint32_t* const out_rowStride,
uint32_t* const out_endOffset)
{
if (!width || !height) {
*out_rowStride = 0;
*out_endOffset = 0;
return true;
}
// GLES 3.0.4, p116 (PACK_ functions like UNPACK_)
const auto rowLength = (mPixelStore_PackRowLength ? mPixelStore_PackRowLength
: width);
const auto skipPixels = mPixelStore_PackSkipPixels;
const auto skipRows = mPixelStore_PackSkipRows;
const auto alignment = mPixelStore_PackAlignment;
const auto usedPixelsPerRow = CheckedUint32(skipPixels) + width;
const auto usedRowsPerImage = CheckedUint32(skipRows) + height;
if (!usedPixelsPerRow.isValid() || usedPixelsPerRow.value() > rowLength) {
ErrorInvalidOperation("%s: SKIP_PIXELS + width > ROW_LENGTH.", funcName);
return false;
}
const auto rowLengthBytes = CheckedUint32(rowLength) * bytesPerPixel;
const auto rowStride = RoundUpToMultipleOf(rowLengthBytes, alignment);
const auto usedBytesPerRow = usedPixelsPerRow * bytesPerPixel;
const auto usedBytesPerImage = (usedRowsPerImage - 1) * rowStride + usedBytesPerRow;
if (!rowStride.isValid() || !usedBytesPerImage.isValid()) {
ErrorInvalidOperation("%s: Invalid UNPACK_ params.", funcName);
return false;
}
*out_rowStride = rowStride.value();
*out_endOffset = usedBytesPerImage.value();
return true;
}
void
WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, const dom::ArrayBufferView& dstView,
GLuint dstElemOffset, CallerType aCallerType,
ErrorResult& out_error)
{
const char funcName[] = "readPixels";
if (!ReadPixels_SharedPrecheck(aCallerType, out_error))
return;
if (mBoundPixelPackBuffer) {
ErrorInvalidOperation("%s: PIXEL_PACK_BUFFER must be null.", funcName);
return;
}
////
js::Scalar::Type reqScalarType;
if (!GetJSScalarFromGLType(type, &reqScalarType)) {
ErrorInvalidEnum("%s: Bad `type`.", funcName);
return;
}
const auto& viewElemType = dstView.Type();
if (viewElemType != reqScalarType) {
ErrorInvalidOperation("%s: `pixels` type does not match `type`.", funcName);
return;
}
////
uint8_t* bytes;
size_t byteLen;
if (!ValidateArrayBufferView(funcName, dstView, dstElemOffset, 0, &bytes, &byteLen))
return;
////
ReadPixelsImpl(x, y, width, height, format, type, bytes, byteLen);
}
void
WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, WebGLsizeiptr offset,
CallerType aCallerType, ErrorResult& out_error)
{
const char funcName[] = "readPixels";
if (!ReadPixels_SharedPrecheck(aCallerType, out_error))
return;
const auto& buffer = ValidateBufferSelection(funcName, LOCAL_GL_PIXEL_PACK_BUFFER);
if (!buffer)
return;
//////
if (!ValidateNonNegative(funcName, "offset", offset))
return;
{
const auto bytesPerType = webgl::BytesPerPixel({LOCAL_GL_RED, type});
if (offset % bytesPerType != 0) {
ErrorInvalidOperation("%s: `offset` must be divisible by the size of `type`"
" in bytes.",
funcName);
return;
}
}
//////
const auto bytesAvailable = buffer->ByteLength();
const auto checkedBytesAfterOffset = CheckedUint32(bytesAvailable) - offset;
uint32_t bytesAfterOffset = 0;
if (checkedBytesAfterOffset.isValid()) {
bytesAfterOffset = checkedBytesAfterOffset.value();
}
gl->MakeCurrent();
const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer);
ReadPixelsImpl(x, y, width, height, format, type, (void*)offset, bytesAfterOffset);
}
static webgl::PackingInfo
DefaultReadPixelPI(const webgl::FormatUsageInfo* usage)
{
MOZ_ASSERT(usage->IsRenderable());
switch (usage->format->componentType) {
case webgl::ComponentType::NormUInt:
return { LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE };
case webgl::ComponentType::Int:
return { LOCAL_GL_RGBA_INTEGER, LOCAL_GL_INT };
case webgl::ComponentType::UInt:
return { LOCAL_GL_RGBA_INTEGER, LOCAL_GL_UNSIGNED_INT };
case webgl::ComponentType::Float:
return { LOCAL_GL_RGBA, LOCAL_GL_FLOAT };
default:
MOZ_CRASH();
}
}
static bool
ArePossiblePackEnums(const WebGLContext* webgl, const webgl::PackingInfo& pi)
{
// OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid
// combination for glReadPixels()...
// So yeah, we are actually checking that these are valid as /unpack/ formats, instead
// of /pack/ formats here, but it should cover the INVALID_ENUM cases.
if (!webgl->mFormatUsage->AreUnpackEnumsValid(pi.format, pi.type))
return false;
// Only valid when pulled from:
// * GLES 2.0.25 p105:
// "table 3.4, excluding formats LUMINANCE and LUMINANCE_ALPHA."
// * GLES 3.0.4 p193:
// "table 3.2, excluding formats DEPTH_COMPONENT and DEPTH_STENCIL."
switch (pi.format) {
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_LUMINANCE_ALPHA:
case LOCAL_GL_DEPTH_COMPONENT:
case LOCAL_GL_DEPTH_STENCIL:
return false;
}
if (pi.type == LOCAL_GL_UNSIGNED_INT_24_8)
return false;
return true;
}
webgl::PackingInfo
WebGLContext::ValidImplementationColorReadPI(const webgl::FormatUsageInfo* usage) const
{
const auto defaultPI = DefaultReadPixelPI(usage);
// ES2_compatibility always returns RGBA/UNSIGNED_BYTE, so branch on actual IsGLES().
// Also OSX+NV generates an error here.
if (!gl->IsGLES())
return defaultPI;
webgl::PackingInfo implPI;
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&implPI.format);
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&implPI.type);
if (!ArePossiblePackEnums(this, implPI))
return defaultPI;
return implPI;
}
static bool
ValidateReadPixelsFormatAndType(const webgl::FormatUsageInfo* srcUsage,
const webgl::PackingInfo& pi, gl::GLContext* gl,
WebGLContext* webgl)
{
const char funcName[] = "readPixels";
if (!ArePossiblePackEnums(webgl, pi)) {
webgl->ErrorInvalidEnum("%s: Unexpected format or type.", funcName);
return false;
}
const auto defaultPI = DefaultReadPixelPI(srcUsage);
if (pi == defaultPI)
return true;
////
// OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is
// RGB10_A2, a third combination of format RGBA and type UNSIGNED_INT_2_10_10_10_REV
// is accepted.
if (webgl->IsWebGL2() &&
srcUsage->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 &&
pi.format == LOCAL_GL_RGBA &&
pi.type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV)
{
return true;
}
////
MOZ_ASSERT(gl->IsCurrent());
const auto implPI = webgl->ValidImplementationColorReadPI(srcUsage);
if (pi == implPI)
return true;
////
webgl->ErrorInvalidOperation("%s: Incompatible format or type.", funcName);
return false;
}
void
WebGLContext::ReadPixelsImpl(GLint x, GLint y, GLsizei rawWidth, GLsizei rawHeight,
GLenum packFormat, GLenum packType, void* dest,
uint32_t dataLen)
{
if (rawWidth < 0 || rawHeight < 0) {
ErrorInvalidValue("readPixels: negative size passed");
return;
}
const uint32_t width(rawWidth);
const uint32_t height(rawHeight);
//////
MakeContextCurrent();
const webgl::FormatUsageInfo* srcFormat;
uint32_t srcWidth;
uint32_t srcHeight;
if (!ValidateCurFBForRead("readPixels", &srcFormat, &srcWidth, &srcHeight))
return;
//////
const webgl::PackingInfo pi = {packFormat, packType};
if (!ValidateReadPixelsFormatAndType(srcFormat, pi, gl, this))
return;
uint8_t bytesPerPixel;
if (!webgl::GetBytesPerPixel(pi, &bytesPerPixel)) {
ErrorInvalidOperation("readPixels: Unsupported format and type.");
return;
}
//////
uint32_t rowStride;
uint32_t bytesNeeded;
if (!ValidatePackSize("readPixels", width, height, bytesPerPixel, &rowStride,
&bytesNeeded))
{
return;
}
if (bytesNeeded > dataLen) {
ErrorInvalidOperation("readPixels: buffer too small");
return;
}
////////////////
// Now that the errors are out of the way, on to actually reading!
OnBeforeReadCall();
uint32_t readX, readY;
uint32_t writeX, writeY;
uint32_t rwWidth, rwHeight;
Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth);
Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight);
if (rwWidth == uint32_t(width) && rwHeight == uint32_t(height)) {
DoReadPixelsAndConvert(srcFormat->format, x, y, width, height, packFormat,
packType, dest, dataLen, rowStride);
return;
}
// Read request contains out-of-bounds pixels. Unfortunately:
// GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer":
// "If any of these pixels lies outside of the window allocated to the current GL
// context, or outside of the image attached to the currently bound framebuffer
// object, then the values obtained for those pixels are undefined."
// This is a slow-path, so warn people away!
GenerateWarning("readPixels: Out-of-bounds reads with readPixels are deprecated, and"
" may be slow.");
////////////////////////////////////
// Read only the in-bounds pixels.
if (!rwWidth || !rwHeight) {
// There aren't any, so we're 'done'.
DummyReadFramebufferOperation("readPixels");
return;
}
if (IsWebGL2()) {
if (!mPixelStore_PackRowLength) {
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH,
mPixelStore_PackSkipPixels + width);
}
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels + writeX);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows + writeY);
DoReadPixelsAndConvert(srcFormat->format, readX, readY, rwWidth, rwHeight,
packFormat, packType, dest, dataLen, rowStride);
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows);
} else {
// I *did* say "hilariously slow".
uint8_t* row = (uint8_t*)dest + writeX * bytesPerPixel;
row += writeY * rowStride;
for (uint32_t j = 0; j < rwHeight; j++) {
DoReadPixelsAndConvert(srcFormat->format, readX, readY+j, rwWidth, 1,
packFormat, packType, row, dataLen, rowStride);
row += rowStride;
}
}
}
void
WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target,
GLsizei samples, GLenum internalFormat,
GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (target != LOCAL_GL_RENDERBUFFER) {
ErrorInvalidEnumInfo("`target`", funcName, target);
return;
}
if (!mBoundRenderbuffer) {
ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName);
return;
}
if (samples < 0) {
ErrorInvalidValue("%s: `samples` must be >= 0.", funcName);
return;
}
if (width < 0 || height < 0) {
ErrorInvalidValue("%s: `width` and `height` must be >= 0.", funcName);
return;
}
mBoundRenderbuffer->RenderbufferStorage(funcName, uint32_t(samples), internalFormat,
uint32_t(width), uint32_t(height));
}
void
WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height)
{
RenderbufferStorage_base("renderbufferStorage", target, 0, internalFormat, width,
height);
}
void
WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("scissor: negative size");
MakeContextCurrent();
gl->fScissor(x, y, width, height);
}
void
WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateComparisonEnum(func, "stencilFunc: func"))
return;
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
MakeContextCurrent();
gl->fStencilFunc(func, ref, mask);
}
void
WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") ||
!ValidateComparisonEnum(func, "stencilFuncSeparate: func"))
return;
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilRefFront = ref;
mStencilValueMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilRefBack = ref;
mStencilValueMaskBack = mask;
break;
}
MakeContextCurrent();
gl->fStencilFuncSeparate(face, func, ref, mask);
}
void
WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOp: dppass"))
return;
MakeContextCurrent();
gl->fStencilOp(sfail, dpfail, dppass);
}
void
WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (IsContextLost())
return;
if (!ValidateFaceEnum(face, "stencilOpSeparate: face") ||
!ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") ||
!ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") ||
!ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass"))
return;
MakeContextCurrent();
gl->fStencilOpSeparate(face, sfail, dpfail, dppass);
}
////////////////////////////////////////////////////////////////////////////////
// Uniform setters.
class ValidateIfSampler
{
const WebGLUniformLocation* const mLoc;
const size_t mDataCount;
const GLint* const mData;
bool mIsValidatedSampler;
public:
ValidateIfSampler(WebGLContext* webgl, const char* funcName,
WebGLUniformLocation* loc, size_t dataCount, const GLint* data,
bool* const out_error)
: mLoc(loc)
, mDataCount(dataCount)
, mData(data)
, mIsValidatedSampler(false)
{
if (!mLoc->mInfo->mSamplerTexList) {
*out_error = false;
return;
}
for (size_t i = 0; i < mDataCount; i++) {
const auto& val = mData[i];
if (val < 0 || uint32_t(val) >= webgl->GLMaxTextureUnits()) {
webgl->ErrorInvalidValue("%s: This uniform location is a sampler, but %d"
" is not a valid texture unit.",
funcName, val);
*out_error = true;
return;
}
}
mIsValidatedSampler = true;
*out_error = false;
}
~ValidateIfSampler() {
if (!mIsValidatedSampler)
return;
auto& samplerValues = mLoc->mInfo->mSamplerValues;
for (size_t i = 0; i < mDataCount; i++) {
const size_t curIndex = mLoc->mArrayIndex + i;
if (curIndex >= samplerValues.size())
break;
samplerValues[curIndex] = mData[i];
}
}
};
////////////////////
void
WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1)
{
const char funcName[] = "uniform1i";
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, funcName))
return;
bool error;
const ValidateIfSampler validate(this, funcName, loc, 1, &a1, &error);
if (error)
return;
MakeContextCurrent();
gl->fUniform1i(loc->mLoc, a1);
}
void
WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2)
{
const char funcName[] = "uniform2i";
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, funcName))
return;
MakeContextCurrent();
gl->fUniform2i(loc->mLoc, a1, a2);
}
void
WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3)
{
const char funcName[] = "uniform3i";
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, funcName))
return;
MakeContextCurrent();
gl->fUniform3i(loc->mLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3,
GLint a4)
{
const char funcName[] = "uniform4i";
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, funcName))
return;
MakeContextCurrent();
gl->fUniform4i(loc->mLoc, a1, a2, a3, a4);
}
//////////
void
WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1)
{
const char funcName[] = "uniform1f";
if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, funcName))
return;
MakeContextCurrent();
gl->fUniform1f(loc->mLoc, a1);
}
void
WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2)
{
const char funcName[] = "uniform2f";
if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, funcName))
return;
MakeContextCurrent();
gl->fUniform2f(loc->mLoc, a1, a2);
}
void
WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3)
{
const char funcName[] = "uniform3f";
if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, funcName))
return;
MakeContextCurrent();
gl->fUniform3f(loc->mLoc, a1, a2, a3);
}
void
WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2,
GLfloat a3, GLfloat a4)
{
const char funcName[] = "uniform4f";
if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, funcName))
return;
MakeContextCurrent();
gl->fUniform4f(loc->mLoc, a1, a2, a3, a4);
}
////////////////////////////////////////
// Array
static bool
ValidateArrOffsetAndCount(WebGLContext* webgl, const char* funcName, size_t elemsAvail,
GLuint elemOffset, GLuint elemCountOverride,
size_t* const out_elemCount)
{
if (elemOffset > elemsAvail) {
webgl->ErrorInvalidValue("%s: Bad offset into list.", funcName);
return false;
}
elemsAvail -= elemOffset;
if (elemCountOverride) {
if (elemCountOverride > elemsAvail) {
webgl->ErrorInvalidValue("%s: Bad count override for sub-list.", funcName);
return false;
}
elemsAvail = elemCountOverride;
}
*out_elemCount = elemsAvail;
return true;
}
void
WebGLContext::UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride)
{
size_t elemCount;
if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset,
elemCountOverride, &elemCount))
{
return;
}
const auto elemBytes = arr.elemBytes + elemOffset;
uint32_t numElementsToUpload;
if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_INT, elemCount, funcName,
&numElementsToUpload))
{
return;
}
bool error;
const ValidateIfSampler samplerValidator(this, funcName, loc, numElementsToUpload,
elemBytes, &error);
if (error)
return;
static const decltype(&gl::GLContext::fUniform1iv) kFuncList[] = {
&gl::GLContext::fUniform1iv,
&gl::GLContext::fUniform2iv,
&gl::GLContext::fUniform3iv,
&gl::GLContext::fUniform4iv
};
const auto func = kFuncList[N-1];
MakeContextCurrent();
(gl->*func)(loc->mLoc, numElementsToUpload, elemBytes);
}
void
WebGLContext::UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Uint32Arr& arr, GLuint elemOffset,
GLuint elemCountOverride)
{
size_t elemCount;
if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset,
elemCountOverride, &elemCount))
{
return;
}
const auto elemBytes = arr.elemBytes + elemOffset;
uint32_t numElementsToUpload;
if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_UNSIGNED_INT, elemCount, funcName,
&numElementsToUpload))
{
return;
}
MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler.");
static const decltype(&gl::GLContext::fUniform1uiv) kFuncList[] = {
&gl::GLContext::fUniform1uiv,
&gl::GLContext::fUniform2uiv,
&gl::GLContext::fUniform3uiv,
&gl::GLContext::fUniform4uiv
};
const auto func = kFuncList[N-1];
MakeContextCurrent();
(gl->*func)(loc->mLoc, numElementsToUpload, elemBytes);
}
void
WebGLContext::UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc,
const Float32Arr& arr, GLuint elemOffset,
GLuint elemCountOverride)
{
size_t elemCount;
if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset,
elemCountOverride, &elemCount))
{
return;
}
const auto elemBytes = arr.elemBytes + elemOffset;
uint32_t numElementsToUpload;
if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_FLOAT, elemCount, funcName,
&numElementsToUpload))
{
return;
}
MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler.");
static const decltype(&gl::GLContext::fUniform1fv) kFuncList[] = {
&gl::GLContext::fUniform1fv,
&gl::GLContext::fUniform2fv,
&gl::GLContext::fUniform3fv,
&gl::GLContext::fUniform4fv
};
const auto func = kFuncList[N-1];
MakeContextCurrent();
(gl->*func)(loc->mLoc, numElementsToUpload, elemBytes);
}
static inline void
MatrixAxBToRowMajor(const uint8_t width, const uint8_t height,
const float* __restrict srcColMajor,
float* __restrict dstRowMajor)
{
for (uint8_t x = 0; x < width; ++x) {
for (uint8_t y = 0; y < height; ++y) {
dstRowMajor[y * width + x] = srcColMajor[x * height + y];
}
}
}
void
WebGLContext::UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B,
WebGLUniformLocation* loc, const bool transpose,
const Float32Arr& arr, GLuint elemOffset,
GLuint elemCountOverride)
{
size_t elemCount;
if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset,
elemCountOverride, &elemCount))
{
return;
}
const auto elemBytes = arr.elemBytes + elemOffset;
uint32_t numMatsToUpload;
if (!ValidateUniformMatrixArraySetter(loc, A, B, LOCAL_GL_FLOAT, elemCount,
transpose, funcName, &numMatsToUpload))
{
return;
}
MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler.");
////
bool uploadTranspose = transpose;
const float* uploadBytes = elemBytes;
UniqueBuffer temp;
if (!transpose && gl->WorkAroundDriverBugs() && gl->IsANGLE() &&
gl->IsAtLeast(gl::ContextProfile::OpenGLES, 300))
{
// ANGLE is really slow at non-GL-transposed matrices.
const size_t kElemsPerMat = A * B;
temp = malloc(numMatsToUpload * kElemsPerMat * sizeof(float));
if (!temp) {
ErrorOutOfMemory("%s: Failed to alloc temporary buffer for transposition.",
funcName);
return;
}
auto srcItr = (const float*)elemBytes;
auto dstItr = (float*)temp.get();
const auto srcEnd = srcItr + numMatsToUpload * kElemsPerMat;
while (srcItr != srcEnd) {
MatrixAxBToRowMajor(A, B, srcItr, dstItr);
srcItr += kElemsPerMat;
dstItr += kElemsPerMat;
}
uploadBytes = (const float*)temp.get();
uploadTranspose = true;
}
////
static const decltype(&gl::GLContext::fUniformMatrix2fv) kFuncList[] = {
&gl::GLContext::fUniformMatrix2fv,
&gl::GLContext::fUniformMatrix2x3fv,
&gl::GLContext::fUniformMatrix2x4fv,
&gl::GLContext::fUniformMatrix3x2fv,
&gl::GLContext::fUniformMatrix3fv,
&gl::GLContext::fUniformMatrix3x4fv,
&gl::GLContext::fUniformMatrix4x2fv,
&gl::GLContext::fUniformMatrix4x3fv,
&gl::GLContext::fUniformMatrix4fv
};
const auto func = kFuncList[3*(A-2) + (B-2)];
MakeContextCurrent();
(gl->*func)(loc->mLoc, numMatsToUpload, uploadTranspose, uploadBytes);
}
////////////////////////////////////////////////////////////////////////////////
void
WebGLContext::UseProgram(WebGLProgram* prog)
{
if (IsContextLost())
return;
if (!prog) {
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
return;
}
if (!ValidateObject("useProgram", *prog))
return;
if (prog->UseProgram()) {
mCurrentProgram = prog;
mActiveProgramLinkInfo = mCurrentProgram->LinkInfo();
}
}
void
WebGLContext::ValidateProgram(const WebGLProgram& prog)
{
if (IsContextLost())
return;
if (!ValidateObject("validateProgram", prog))
return;
prog.ValidateProgram();
}
already_AddRefed<WebGLFramebuffer>
WebGLContext::CreateFramebuffer()
{
if (IsContextLost())
return nullptr;
GLuint fbo = 0;
MakeContextCurrent();
gl->fGenFramebuffers(1, &fbo);
RefPtr<WebGLFramebuffer> globj = new WebGLFramebuffer(this, fbo);
return globj.forget();
}
already_AddRefed<WebGLRenderbuffer>
WebGLContext::CreateRenderbuffer()
{
if (IsContextLost())
return nullptr;
MakeContextCurrent();
RefPtr<WebGLRenderbuffer> globj = new WebGLRenderbuffer(this);
return globj.forget();
}
void
WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (IsContextLost())
return;
if (width < 0 || height < 0)
return ErrorInvalidValue("viewport: negative size");
width = std::min(width, (GLsizei)mImplMaxViewportDims[0]);
height = std::min(height, (GLsizei)mImplMaxViewportDims[1]);
MakeContextCurrent();
gl->fViewport(x, y, width, height);
mViewportX = x;
mViewportY = y;
mViewportWidth = width;
mViewportHeight = height;
}
void
WebGLContext::CompileShader(WebGLShader& shader)
{
if (IsContextLost())
return;
if (!ValidateObject("compileShader", shader))
return;
shader.CompileShader();
}
JS::Value
WebGLContext::GetShaderParameter(const WebGLShader& shader, GLenum pname)
{
if (IsContextLost())
return JS::NullValue();
if (!ValidateObjectAllowDeleted("getShaderParameter: shader", shader))
return JS::NullValue();
return shader.GetShaderParameter(pname);
}
void
WebGLContext::GetShaderInfoLog(const WebGLShader& shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderInfoLog: shader", shader))
return;
shader.GetShaderInfoLog(&retval);
}
already_AddRefed<WebGLShaderPrecisionFormat>
WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype)
{
if (IsContextLost())
return nullptr;
switch (shadertype) {
case LOCAL_GL_FRAGMENT_SHADER:
case LOCAL_GL_VERTEX_SHADER:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype);
return nullptr;
}
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
break;
default:
ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype);
return nullptr;
}
MakeContextCurrent();
GLint range[2], precision;
if (mDisableFragHighP &&
shadertype == LOCAL_GL_FRAGMENT_SHADER &&
(precisiontype == LOCAL_GL_HIGH_FLOAT ||
precisiontype == LOCAL_GL_HIGH_INT))
{
precision = 0;
range[0] = 0;
range[1] = 0;
} else {
gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision);
}
RefPtr<WebGLShaderPrecisionFormat> retShaderPrecisionFormat
= new WebGLShaderPrecisionFormat(this, range[0], range[1], precision);
return retShaderPrecisionFormat.forget();
}
void
WebGLContext::GetShaderSource(const WebGLShader& shader, nsAString& retval)
{
retval.SetIsVoid(true);
if (IsContextLost())
return;
if (!ValidateObject("getShaderSource: shader", shader))
return;
shader.GetShaderSource(&retval);
}
void
WebGLContext::ShaderSource(WebGLShader& shader, const nsAString& source)
{
if (IsContextLost())
return;
if (!ValidateObject("shaderSource: shader", shader))
return;
shader.ShaderSource(source);
}
void
WebGLContext::LoseContext()
{
if (IsContextLost())
return ErrorInvalidOperation("loseContext: Context is already lost.");
ForceLoseContext(true);
}
void
WebGLContext::RestoreContext()
{
if (!IsContextLost())
return ErrorInvalidOperation("restoreContext: Context is not lost.");
if (!mLastLossWasSimulated) {
return ErrorInvalidOperation("restoreContext: Context loss was not simulated."
" Cannot simulate restore.");
}
// If we're currently lost, and the last loss was simulated, then
// we're currently only simulated-lost, allowing us to call
// restoreContext().
if (!mAllowContextRestore)
return ErrorInvalidOperation("restoreContext: Context cannot be restored.");
ForceRestoreContext();
}
void
WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fBlendColor(r, g, b, a);
}
void
WebGLContext::Flush() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFlush();
}
void
WebGLContext::Finish() {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fFinish();
}
void
WebGLContext::LineWidth(GLfloat width)
{
if (IsContextLost())
return;
// Doing it this way instead of `if (width <= 0.0)` handles NaNs.
const bool isValid = width > 0.0;
if (!isValid) {
ErrorInvalidValue("lineWidth: `width` must be positive and non-zero.");
return;
}
mLineWidth = width;
if (gl->IsCoreProfile() && width > 1.0) {
width = 1.0;
}
MakeContextCurrent();
gl->fLineWidth(width);
}
void
WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fPolygonOffset(factor, units);
}
void
WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) {
if (IsContextLost())
return;
MakeContextCurrent();
gl->fSampleCoverage(value, invert);
}
} // namespace mozilla