/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLTexture.h" #include #include "GLContext.h" #include "mozilla/Casting.h" #include "mozilla/dom/WebGLRenderingContextBinding.h" #include "mozilla/gfx/Logging.h" #include "mozilla/IntegerRange.h" #include "mozilla/MathAlgorithms.h" #include "mozilla/Scoped.h" #include "mozilla/ScopeExit.h" #include "mozilla/Unused.h" #include "ScopedGLHelpers.h" #include "WebGLContext.h" #include "WebGLContextUtils.h" #include "WebGLFormats.h" #include "WebGLFramebuffer.h" #include "WebGLSampler.h" #include "WebGLTexelConversions.h" namespace mozilla { namespace webgl { /*static*/ const ImageInfo ImageInfo::kUndefined; size_t ImageInfo::MemoryUsage() const { if (!IsDefined()) return 0; size_t samples = mSamples; if (!samples) { samples = 1; } const size_t bytesPerTexel = mFormat->format->estimatedBytesPerPixel; return size_t(mWidth) * size_t(mHeight) * size_t(mDepth) * samples * bytesPerTexel; } Maybe ImageInfo::NextMip(const GLenum target) const { MOZ_ASSERT(IsDefined()); auto next = *this; if (target == LOCAL_GL_TEXTURE_3D) { if (mWidth <= 1 && mHeight <= 1 && mDepth <= 1) { return {}; } next.mDepth = std::max(uint32_t(1), next.mDepth / 2); } else { // TEXTURE_2D_ARRAY may have depth != 1, but that's normal. if (mWidth <= 1 && mHeight <= 1) { return {}; } } if (next.mUninitializedSlices) { next.mUninitializedSlices = Some(std::vector(next.mDepth, true)); } next.mWidth = std::max(uint32_t(1), next.mWidth / 2); next.mHeight = std::max(uint32_t(1), next.mHeight / 2); return Some(next); } } // namespace webgl //////////////////////////////////////// WebGLTexture::WebGLTexture(WebGLContext* webgl, GLuint tex) : WebGLContextBoundObject(webgl), mGLName(tex), mTarget(LOCAL_GL_NONE), mFaceCount(0), mImmutable(false), mImmutableLevelCount(0), mBaseMipmapLevel(0), mMaxMipmapLevel(1000) {} WebGLTexture::~WebGLTexture() { for (auto& cur : mImageInfoArr) { cur = webgl::ImageInfo(); } InvalidateCaches(); if (!mContext) return; mContext->gl->fDeleteTextures(1, &mGLName); } size_t WebGLTexture::MemoryUsage() const { size_t accum = 0; for (const auto& cur : mImageInfoArr) { accum += cur.MemoryUsage(); } return accum; } // --------------------------- void WebGLTexture::PopulateMipChain(const uint32_t maxLevel) { // Used by GenerateMipmap and TexStorage. // Populates based on mBaseMipmapLevel. auto ref = BaseImageInfo(); MOZ_ASSERT(ref.mWidth && ref.mHeight && ref.mDepth); for (auto level = mBaseMipmapLevel; level <= maxLevel; ++level) { // GLES 3.0.4, p161 // "A cube map texture is mipmap complete if each of the six texture images, // considered individually, is mipmap complete." for (uint8_t face = 0; face < mFaceCount; face++) { auto& cur = ImageInfoAtFace(face, level); cur = ref; } const auto next = ref.NextMip(mTarget.get()); if (!next) break; ref = next.ref(); } InvalidateCaches(); } static bool ZeroTextureData(const WebGLContext* webgl, GLuint tex, TexImageTarget target, uint32_t level, const webgl::ImageInfo& info); bool WebGLTexture::IsMipAndCubeComplete(const uint32_t maxLevel, const bool ensureInit, bool* const out_initFailed) const { *out_initFailed = false; // Reference dimensions based on baseLevel. auto ref = BaseImageInfo(); MOZ_ASSERT(ref.mWidth && ref.mHeight && ref.mDepth); for (auto level = mBaseMipmapLevel; level <= maxLevel; ++level) { // GLES 3.0.4, p161 // "A cube map texture is mipmap complete if each of the six texture images, // considered individually, is mipmap complete." for (uint8_t face = 0; face < mFaceCount; face++) { auto& cur = ImageInfoAtFace(face, level); // "* The set of mipmap arrays `level_base` through `q` (where `q` // is defined the "Mipmapping" discussion of section 3.8.10) were // each specified with the same effective internal format." // "* The dimensions of the arrays follow the sequence described in // the "Mipmapping" discussion of section 3.8.10." if (cur.mWidth != ref.mWidth || cur.mHeight != ref.mHeight || cur.mDepth != ref.mDepth || cur.mFormat != ref.mFormat) { return false; } if (MOZ_UNLIKELY(ensureInit && cur.mUninitializedSlices)) { auto imageTarget = mTarget.get(); if (imageTarget == LOCAL_GL_TEXTURE_CUBE_MAP) { imageTarget = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + face; } if (!ZeroTextureData(mContext, mGLName, imageTarget, level, cur)) { mContext->ErrorOutOfMemory("Failed to zero tex image data."); *out_initFailed = true; return false; } cur.mUninitializedSlices = Nothing(); } } const auto next = ref.NextMip(mTarget.get()); if (!next) break; ref = next.ref(); } return true; } Maybe WebGLTexture::CalcCompletenessInfo( const bool ensureInit, const bool skipMips) const { Maybe ret = Some(CompletenessInfo()); // - if (mBaseMipmapLevel > kMaxLevelCount - 1) { ret->incompleteReason = "`level_base` too high."; return ret; } // Texture completeness is established at GLES 3.0.4, p160-161. // "[A] texture is complete unless any of the following conditions hold true:" // "* Any dimension of the `level_base` array is not positive." const auto& baseImageInfo = ImageInfoAtFace(0, mBaseMipmapLevel); if (!baseImageInfo.IsDefined()) { // In case of undefined texture image, we don't print any message because // this is a very common and often legitimate case (asynchronous texture // loading). ret->incompleteReason = nullptr; return ret; } if (!baseImageInfo.mWidth || !baseImageInfo.mHeight || !baseImageInfo.mDepth) { ret->incompleteReason = "The dimensions of `level_base` are not all positive."; return ret; } // "* The texture is a cube map texture, and is not cube complete." bool initFailed = false; if (!IsMipAndCubeComplete(mBaseMipmapLevel, ensureInit, &initFailed)) { if (initFailed) return {}; // Can only fail if not cube-complete. ret->incompleteReason = "Cubemaps must be \"cube complete\"."; return ret; } ret->levels = 1; ret->usage = baseImageInfo.mFormat; RefreshSwizzle(); ret->powerOfTwo = mozilla::IsPowerOfTwo(baseImageInfo.mWidth) && mozilla::IsPowerOfTwo(baseImageInfo.mHeight); if (mTarget == LOCAL_GL_TEXTURE_3D) { ret->powerOfTwo &= mozilla::IsPowerOfTwo(baseImageInfo.mDepth); } // - if (!mContext->IsWebGL2() && !ret->powerOfTwo) { // WebGL 1 mipmaps require POT. ret->incompleteReason = "Mipmapping requires power-of-two sizes."; return ret; } // "* `level_base <= level_max`" const auto maxLevel = EffectiveMaxLevel(); if (mBaseMipmapLevel > maxLevel) { ret->incompleteReason = "`level_base > level_max`."; return ret; } if (skipMips) return ret; if (!IsMipAndCubeComplete(maxLevel, ensureInit, &initFailed)) { if (initFailed) return {}; ret->incompleteReason = "Bad mipmap dimension or format."; return ret; } ret->levels = AutoAssertCast(maxLevel - mBaseMipmapLevel + 1); ret->mipmapComplete = true; // - return ret; } Maybe WebGLTexture::CalcSampleableInfo( const WebGLSampler* const sampler) const { Maybe ret = Some(webgl::SampleableInfo()); const bool ensureInit = true; const auto completeness = CalcCompletenessInfo(ensureInit); if (!completeness) return {}; ret->incompleteReason = completeness->incompleteReason; if (!completeness->levels) return ret; const auto* sampling = &mSamplingState; if (sampler) { sampling = &sampler->State(); } const auto isDepthTex = bool(completeness->usage->format->d); ret->isDepthTexCompare = isDepthTex & bool(sampling->compareMode.get()); // Because if it's not a depth texture, we always ignore compareMode. const auto& minFilter = sampling->minFilter; const auto& magFilter = sampling->magFilter; // - const bool needsMips = (minFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST || minFilter == LOCAL_GL_NEAREST_MIPMAP_LINEAR || minFilter == LOCAL_GL_LINEAR_MIPMAP_NEAREST || minFilter == LOCAL_GL_LINEAR_MIPMAP_LINEAR); if (needsMips & !completeness->mipmapComplete) return ret; const bool isMinFilteringNearest = (minFilter == LOCAL_GL_NEAREST || minFilter == LOCAL_GL_NEAREST_MIPMAP_NEAREST); const bool isMagFilteringNearest = (magFilter == LOCAL_GL_NEAREST); const bool isFilteringNearestOnly = (isMinFilteringNearest && isMagFilteringNearest); if (!isFilteringNearestOnly) { bool isFilterable = completeness->usage->isFilterable; // "* The effective internal format specified for the texture arrays is a // sized internal depth or depth and stencil format, the value of // TEXTURE_COMPARE_MODE is NONE[1], and either the magnification filter // is not NEAREST, or the minification filter is neither NEAREST nor // NEAREST_MIPMAP_NEAREST." // [1]: This sounds suspect, but is explicitly noted in the change log for // GLES 3.0.1: // "* Clarify that a texture is incomplete if it has a depth component, // no shadow comparison, and linear filtering (also Bug 9481)." // In short, depth formats are not filterable, but shadow-samplers are. if (ret->isDepthTexCompare) { isFilterable = true; } // "* The effective internal format specified for the texture arrays is a // sized internal color format that is not texture-filterable, and either // the magnification filter is not NEAREST or the minification filter is // neither NEAREST nor NEAREST_MIPMAP_NEAREST." // Since all (GLES3) unsized color formats are filterable just like their // sized equivalents, we don't have to care whether its sized or not. if (!isFilterable) { ret->incompleteReason = "Minification or magnification filtering is not" " NEAREST or NEAREST_MIPMAP_NEAREST, and the" " texture's format is not \"texture-filterable\"."; return ret; } } // Texture completeness is effectively (though not explicitly) amended for // GLES2 by the "Texture Access" section under $3.8 "Fragment Shaders". This // also applies to vertex shaders, as noted on GLES 2.0.25, p41. if (!mContext->IsWebGL2() && !completeness->powerOfTwo) { // GLES 2.0.25, p87-88: // "Calling a sampler from a fragment shader will return (R,G,B,A)=(0,0,0,1) // if // any of the following conditions are true:" // "* A two-dimensional sampler is called, the minification filter is one // that requires a mipmap[...], and the sampler's associated texture // object is not complete[.]" // (already covered) // "* A two-dimensional sampler is called, the minification filter is // not one that requires a mipmap (either NEAREST nor[sic] LINEAR), and // either dimension of the level zero array of the associated texture // object is not positive." // (already covered) // "* A two-dimensional sampler is called, the corresponding texture // image is a non-power-of-two image[...], and either the texture wrap // mode is not CLAMP_TO_EDGE, or the minification filter is neither // NEAREST nor LINEAR." // "* A cube map sampler is called, any of the corresponding texture // images are non-power-of-two images, and either the texture wrap mode // is not CLAMP_TO_EDGE, or the minification filter is neither NEAREST // nor LINEAR." // "either the texture wrap mode is not CLAMP_TO_EDGE" if (sampling->wrapS != LOCAL_GL_CLAMP_TO_EDGE || sampling->wrapT != LOCAL_GL_CLAMP_TO_EDGE) { ret->incompleteReason = "Non-power-of-two textures must have a wrap mode of" " CLAMP_TO_EDGE."; return ret; } // "* A cube map sampler is called, and either the corresponding cube // map texture image is not cube complete, or TEXTURE_MIN_FILTER is one // that requires a mipmap and the texture is not mipmap cube complete." // (already covered) } // Mark complete. ret->incompleteReason = nullptr; // NB: incompleteReason is also null for undefined ret->levels = completeness->levels; // textures. ret->usage = completeness->usage; return ret; } const webgl::SampleableInfo* WebGLTexture::GetSampleableInfo( const WebGLSampler* const sampler) const { auto itr = mSamplingCache.Find(sampler); if (!itr) { const auto info = CalcSampleableInfo(sampler); if (!info) return nullptr; auto entry = mSamplingCache.MakeEntry(sampler, info.value()); entry->AddInvalidator(*this); if (sampler) { entry->AddInvalidator(*sampler); } itr = mSamplingCache.Insert(std::move(entry)); } return itr; } // --------------------------- uint32_t WebGLTexture::EffectiveMaxLevel() const { const auto& imageInfo = BaseImageInfo(); if (!imageInfo.IsDefined()) return mBaseMipmapLevel; uint32_t largestDim = std::max(imageInfo.mWidth, imageInfo.mHeight); if (mTarget == LOCAL_GL_TEXTURE_3D) { largestDim = std::max(largestDim, imageInfo.mDepth); } if (!largestDim) return mBaseMipmapLevel; // GLES 3.0.4, 3.8 - Mipmapping: `floor(log2(largest_of_dims)) + 1` const auto numLevels = FloorLog2Size(largestDim) + 1; const auto maxLevelBySize = mBaseMipmapLevel + numLevels - 1; return std::min(maxLevelBySize, mMaxMipmapLevel); } // - static void SetSwizzle(gl::GLContext* gl, TexTarget target, const GLint* swizzle) { static const GLint kNoSwizzle[4] = {LOCAL_GL_RED, LOCAL_GL_GREEN, LOCAL_GL_BLUE, LOCAL_GL_ALPHA}; if (!swizzle) { swizzle = kNoSwizzle; } else if (!gl->IsSupported(gl::GLFeature::texture_swizzle)) { MOZ_CRASH("GFX: Needs swizzle feature to swizzle!"); } gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_R, swizzle[0]); gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_G, swizzle[1]); gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_B, swizzle[2]); gl->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_SWIZZLE_A, swizzle[3]); } void WebGLTexture::RefreshSwizzle() const { const auto& imageInfo = BaseImageInfo(); const auto& swizzle = imageInfo.mFormat->textureSwizzleRGBA; if (swizzle != mCurSwizzle) { const gl::ScopedBindTexture scopeBindTexture(mContext->gl, mGLName, mTarget.get()); SetSwizzle(mContext->gl, mTarget, swizzle); mCurSwizzle = swizzle; } } bool WebGLTexture::EnsureImageDataInitialized(const TexImageTarget target, const uint32_t level) { auto& imageInfo = ImageInfoAt(target, level); if (!imageInfo.IsDefined()) return true; if (!imageInfo.mUninitializedSlices) return true; if (!ZeroTextureData(mContext, mGLName, target, level, imageInfo)) { return false; } imageInfo.mUninitializedSlices = Nothing(); return true; } static bool ClearDepthTexture(const WebGLContext& webgl, const GLuint tex, const TexImageTarget imageTarget, const uint32_t level, const webgl::ImageInfo& info) { const auto& gl = webgl.gl; const auto& usage = info.mFormat; const auto& format = usage->format; // Depth resources actually clear to 1.0f, not 0.0f! // They are also always renderable. MOZ_ASSERT(usage->IsRenderable()); MOZ_ASSERT(info.mUninitializedSlices); GLenum attachPoint = LOCAL_GL_DEPTH_ATTACHMENT; GLbitfield clearBits = LOCAL_GL_DEPTH_BUFFER_BIT; if (format->s) { attachPoint = LOCAL_GL_DEPTH_STENCIL_ATTACHMENT; clearBits |= LOCAL_GL_STENCIL_BUFFER_BIT; } // - gl::ScopedFramebuffer scopedFB(gl); const gl::ScopedBindFramebuffer scopedBindFB(gl, scopedFB.FB()); const webgl::ScopedPrepForResourceClear scopedPrep(webgl); const auto fnAttach = [&](const uint32_t z) { switch (imageTarget.get()) { case LOCAL_GL_TEXTURE_3D: case LOCAL_GL_TEXTURE_2D_ARRAY: gl->fFramebufferTextureLayer(LOCAL_GL_FRAMEBUFFER, attachPoint, tex, level, z); break; default: if (attachPoint == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) { gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_DEPTH_ATTACHMENT, imageTarget.get(), tex, level); gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, LOCAL_GL_STENCIL_ATTACHMENT, imageTarget.get(), tex, level); } else { gl->fFramebufferTexture2D(LOCAL_GL_FRAMEBUFFER, attachPoint, imageTarget.get(), tex, level); } break; } }; for (const auto z : IntegerRange(info.mDepth)) { if ((*info.mUninitializedSlices)[z]) { fnAttach(z); gl->fClear(clearBits); } } const auto& status = gl->fCheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER); const bool isComplete = (status == LOCAL_GL_FRAMEBUFFER_COMPLETE); MOZ_ASSERT(isComplete); return isComplete; } static bool ZeroTextureData(const WebGLContext* webgl, GLuint tex, TexImageTarget target, uint32_t level, const webgl::ImageInfo& info) { // This has one usecase: // Lazy zeroing of uninitialized textures: // a. Before draw. // b. Before partial upload. (TexStorage + TexSubImage) // We have no sympathy for this case. // "Doctor, it hurts when I do this!" "Well don't do that!" MOZ_ASSERT(info.mUninitializedSlices); const auto targetStr = EnumString(target.get()); webgl->GenerateWarning( "Tex image %s level %u is incurring lazy initialization.", targetStr.c_str(), level); gl::GLContext* gl = webgl->GL(); const auto& width = info.mWidth; const auto& height = info.mHeight; const auto& depth = info.mDepth; const auto& usage = info.mFormat; GLenum scopeBindTarget; switch (target.get()) { case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: scopeBindTarget = LOCAL_GL_TEXTURE_CUBE_MAP; break; default: scopeBindTarget = target.get(); break; } const gl::ScopedBindTexture scopeBindTexture(gl, tex, scopeBindTarget); const auto& compression = usage->format->compression; if (compression) { auto sizedFormat = usage->format->sizedFormat; MOZ_RELEASE_ASSERT(sizedFormat, "GFX: texture sized format not set"); 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; if (!checkedByteCount.isValid()) return false; const size_t sliceByteCount = checkedByteCount.value(); UniqueBuffer zeros = calloc(1u, sliceByteCount); if (!zeros) return false; // Don't bother with striding it well. // TODO: We shouldn't need to do this for CompressedTexSubImage. WebGLPixelStore::AssertDefault(*gl, webgl->IsWebGL2()); gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); const auto revert = MakeScopeExit( [&]() { gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4); }); GLenum error = 0; for (const auto z : IntegerRange(depth)) { if ((*info.mUninitializedSlices)[z]) { error = DoCompressedTexSubImage(gl, target.get(), level, 0, 0, z, width, height, 1, sizedFormat, sliceByteCount, zeros.get()); if (error) break; } } return !error; } const auto driverUnpackInfo = usage->idealUnpack; MOZ_RELEASE_ASSERT(driverUnpackInfo, "GFX: ideal unpack info not set."); if (usage->format->d) { // ANGLE_depth_texture does not allow uploads, so we have to clear. // (Restriction because of D3D9) // Also, depth resources are cleared to 1.0f and are always renderable, so // just use FB clears. return ClearDepthTexture(*webgl, tex, target, level, info); } const webgl::PackingInfo packing = driverUnpackInfo->ToPacking(); const auto bytesPerPixel = webgl::BytesPerPixel(packing); CheckedUint32 checkedByteCount = bytesPerPixel; checkedByteCount *= width; checkedByteCount *= height; if (!checkedByteCount.isValid()) return false; const size_t sliceByteCount = checkedByteCount.value(); UniqueBuffer zeros = calloc(1u, sliceByteCount); if (!zeros) return false; // Don't bother with striding it well. WebGLPixelStore::AssertDefault(*gl, webgl->IsWebGL2()); gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); const auto revert = MakeScopeExit([&]() { gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4); }); GLenum error = 0; for (const auto z : IntegerRange(depth)) { if ((*info.mUninitializedSlices)[z]) { error = DoTexSubImage(gl, target, level, 0, 0, z, width, height, 1, packing, zeros.get()); if (error) break; } } return !error; } template static R Clamp(const T val, const R min, const R max) { if (val < min) return min; if (val > max) return max; return static_cast(val); } template static void ClampSelf(T* const out, const A min, const B max) { if (*out < min) { *out = T{min}; } else if (*out > max) { *out = T{max}; } } void WebGLTexture::ClampLevelBaseAndMax() { if (!mImmutable) return; // GLES 3.0.4, p158: // "For immutable-format textures, `level_base` is clamped to the range // `[0, levels-1]`, `level_max` is then clamped to the range ` // `[level_base, levels-1]`, where `levels` is the parameter passed to // TexStorage* for the texture object." ClampSelf(&mBaseMipmapLevel, 0u, mImmutableLevelCount - 1u); ClampSelf(&mMaxMipmapLevel, mBaseMipmapLevel, mImmutableLevelCount - 1u); // Note: This means that immutable textures are *always* texture-complete! } ////////////////////////////////////////////////////////////////////////////////////////// // GL calls bool WebGLTexture::BindTexture(TexTarget texTarget) { const bool isFirstBinding = !mTarget; if (!isFirstBinding && mTarget != texTarget) { mContext->ErrorInvalidOperation( "bindTexture: This texture has already been bound" " to a different target."); return false; } mTarget = texTarget; mContext->gl->fBindTexture(mTarget.get(), mGLName); if (isFirstBinding) { mFaceCount = IsCubeMap() ? 6 : 1; gl::GLContext* gl = mContext->gl; // Thanks to the WebKit people for finding this out: GL_TEXTURE_WRAP_R // is not present in GLES 2, but is present in GL and it seems as if for // cube maps we need to set it to GL_CLAMP_TO_EDGE to get the expected // GLES behavior. // If we are WebGL 2 though, we'll want to leave it as REPEAT. const bool hasWrapR = gl->IsSupported(gl::GLFeature::texture_3D); if (IsCubeMap() && hasWrapR && !mContext->IsWebGL2()) { gl->fTexParameteri(texTarget.get(), LOCAL_GL_TEXTURE_WRAP_R, LOCAL_GL_CLAMP_TO_EDGE); } } return true; } void WebGLTexture::GenerateMipmap() { // GLES 3.0.4 p160: // "Mipmap generation replaces texel array levels level base + 1 through q // with arrrays derived from the level base array, regardless of their // previous contents. All other mipmap arrays, including the level base // array, are left unchanged by this computation." // But only check and init the base level. const bool ensureInit = true; const bool skipMips = true; const auto completeness = CalcCompletenessInfo(ensureInit, skipMips); if (!completeness || !completeness->levels) { mContext->ErrorInvalidOperation( "The texture's base level must be complete."); return; } const auto& usage = completeness->usage; const auto& format = usage->format; if (!mContext->IsWebGL2()) { if (!completeness->powerOfTwo) { mContext->ErrorInvalidOperation( "The base level of the texture does not" " have power-of-two dimensions."); return; } if (format->isSRGB) { mContext->ErrorInvalidOperation( "EXT_sRGB forbids GenerateMipmap with" " sRGB."); return; } } if (format->compression) { mContext->ErrorInvalidOperation( "Texture data at base level is compressed."); return; } if (format->d) { mContext->ErrorInvalidOperation("Depth textures are not supported."); return; } // OpenGL ES 3.0.4 p160: // If the level base array was not specified with an unsized internal format // from table 3.3 or a sized internal format that is both color-renderable and // texture-filterable according to table 3.13, an INVALID_OPERATION error // is generated. bool canGenerateMipmap = (usage->IsRenderable() && usage->isFilterable); switch (usage->format->effectiveFormat) { case webgl::EffectiveFormat::Luminance8: case webgl::EffectiveFormat::Alpha8: case webgl::EffectiveFormat::Luminance8Alpha8: // Non-color-renderable formats from Table 3.3. canGenerateMipmap = true; break; default: break; } if (!canGenerateMipmap) { mContext->ErrorInvalidOperation( "Texture at base level is not unsized" " internal format or is not" " color-renderable or texture-filterable."); return; } if (usage->IsRenderable() && !usage->IsExplicitlyRenderable()) { mContext->WarnIfImplicit(usage->GetExtensionID()); } // Done with validation. Do the operation. gl::GLContext* gl = mContext->gl; if (gl->WorkAroundDriverBugs()) { // bug 696495 - to work around failures in the texture-mips.html test on // various drivers, we set the minification filter before calling // glGenerateMipmap. This should not carry a significant performance // overhead so we do it unconditionally. // // note that the choice of GL_NEAREST_MIPMAP_NEAREST really matters. See // Chromium bug 101105. gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST_MIPMAP_NEAREST); gl->fGenerateMipmap(mTarget.get()); gl->fTexParameteri(mTarget.get(), LOCAL_GL_TEXTURE_MIN_FILTER, mSamplingState.minFilter.get()); } else { gl->fGenerateMipmap(mTarget.get()); } // Record the results. const auto maxLevel = EffectiveMaxLevel(); PopulateMipChain(maxLevel); } Maybe WebGLTexture::GetTexParameter(GLenum pname) const { GLint i = 0; GLfloat f = 0.0f; switch (pname) { case LOCAL_GL_TEXTURE_BASE_LEVEL: return Some(mBaseMipmapLevel); case LOCAL_GL_TEXTURE_MAX_LEVEL: return Some(mMaxMipmapLevel); case LOCAL_GL_TEXTURE_IMMUTABLE_FORMAT: return Some(mImmutable); case LOCAL_GL_TEXTURE_IMMUTABLE_LEVELS: return Some(uint32_t(mImmutableLevelCount)); case LOCAL_GL_TEXTURE_MIN_FILTER: case LOCAL_GL_TEXTURE_MAG_FILTER: case LOCAL_GL_TEXTURE_WRAP_S: case LOCAL_GL_TEXTURE_WRAP_T: case LOCAL_GL_TEXTURE_WRAP_R: case LOCAL_GL_TEXTURE_COMPARE_MODE: case LOCAL_GL_TEXTURE_COMPARE_FUNC: { MOZ_ASSERT(mTarget); const gl::ScopedBindTexture autoTex(mContext->gl, mGLName, mTarget.get()); mContext->gl->fGetTexParameteriv(mTarget.get(), pname, &i); return Some(i); } case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT: case LOCAL_GL_TEXTURE_MAX_LOD: case LOCAL_GL_TEXTURE_MIN_LOD: { MOZ_ASSERT(mTarget); const gl::ScopedBindTexture autoTex(mContext->gl, mGLName, mTarget.get()); mContext->gl->fGetTexParameterfv(mTarget.get(), pname, &f); return Some(f); } default: MOZ_CRASH("GFX: Unhandled pname."); } } // Here we have to support all pnames with both int and float params. // See this discussion: // https://www.khronos.org/webgl/public-mailing-list/archives/1008/msg00014.html void WebGLTexture::TexParameter(TexTarget texTarget, GLenum pname, const FloatOrInt& param) { bool isPNameValid = false; switch (pname) { // GLES 2.0.25 p76: case LOCAL_GL_TEXTURE_WRAP_S: case LOCAL_GL_TEXTURE_WRAP_T: case LOCAL_GL_TEXTURE_MIN_FILTER: case LOCAL_GL_TEXTURE_MAG_FILTER: isPNameValid = true; break; // GLES 3.0.4 p149-150: case LOCAL_GL_TEXTURE_BASE_LEVEL: case LOCAL_GL_TEXTURE_COMPARE_MODE: case LOCAL_GL_TEXTURE_COMPARE_FUNC: case LOCAL_GL_TEXTURE_MAX_LEVEL: case LOCAL_GL_TEXTURE_MAX_LOD: case LOCAL_GL_TEXTURE_MIN_LOD: case LOCAL_GL_TEXTURE_WRAP_R: if (mContext->IsWebGL2()) isPNameValid = true; break; case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT: if (mContext->IsExtensionEnabled( WebGLExtensionID::EXT_texture_filter_anisotropic)) isPNameValid = true; break; } if (!isPNameValid) { mContext->ErrorInvalidEnumInfo("texParameter: pname", pname); return; } //////////////// // Validate params and invalidate if needed. bool paramBadEnum = false; bool paramBadValue = false; switch (pname) { case LOCAL_GL_TEXTURE_BASE_LEVEL: case LOCAL_GL_TEXTURE_MAX_LEVEL: paramBadValue = (param.i < 0); break; case LOCAL_GL_TEXTURE_COMPARE_MODE: paramBadValue = (param.i != LOCAL_GL_NONE && param.i != LOCAL_GL_COMPARE_REF_TO_TEXTURE); break; case LOCAL_GL_TEXTURE_COMPARE_FUNC: switch (param.i) { case LOCAL_GL_LEQUAL: case LOCAL_GL_GEQUAL: case LOCAL_GL_LESS: case LOCAL_GL_GREATER: case LOCAL_GL_EQUAL: case LOCAL_GL_NOTEQUAL: case LOCAL_GL_ALWAYS: case LOCAL_GL_NEVER: break; default: paramBadValue = true; break; } break; case LOCAL_GL_TEXTURE_MIN_FILTER: switch (param.i) { case LOCAL_GL_NEAREST: case LOCAL_GL_LINEAR: case LOCAL_GL_NEAREST_MIPMAP_NEAREST: case LOCAL_GL_LINEAR_MIPMAP_NEAREST: case LOCAL_GL_NEAREST_MIPMAP_LINEAR: case LOCAL_GL_LINEAR_MIPMAP_LINEAR: break; default: paramBadEnum = true; break; } break; case LOCAL_GL_TEXTURE_MAG_FILTER: switch (param.i) { case LOCAL_GL_NEAREST: case LOCAL_GL_LINEAR: break; default: paramBadEnum = true; break; } break; case LOCAL_GL_TEXTURE_WRAP_S: case LOCAL_GL_TEXTURE_WRAP_T: case LOCAL_GL_TEXTURE_WRAP_R: switch (param.i) { case LOCAL_GL_CLAMP_TO_EDGE: case LOCAL_GL_MIRRORED_REPEAT: case LOCAL_GL_REPEAT: break; default: paramBadEnum = true; break; } break; case LOCAL_GL_TEXTURE_MAX_ANISOTROPY_EXT: if (param.f < 1.0f) paramBadValue = true; break; } if (paramBadEnum) { if (!param.isFloat) { mContext->ErrorInvalidEnum( "pname 0x%04x: Invalid param" " 0x%04x.", pname, param.i); } else { mContext->ErrorInvalidEnum("pname 0x%04x: Invalid param %g.", pname, param.f); } return; } if (paramBadValue) { if (!param.isFloat) { mContext->ErrorInvalidValue( "pname 0x%04x: Invalid param %i" " (0x%x).", pname, param.i, param.i); } else { mContext->ErrorInvalidValue("pname 0x%04x: Invalid param %g.", pname, param.f); } return; } //////////////// // Store any needed values FloatOrInt clamped = param; bool invalidate = true; switch (pname) { case LOCAL_GL_TEXTURE_BASE_LEVEL: { mBaseMipmapLevel = clamped.i; ClampLevelBaseAndMax(); const auto forDriver = Clamp(mBaseMipmapLevel, uint8_t{0}, kMaxLevelCount); clamped = FloatOrInt(forDriver); break; } case LOCAL_GL_TEXTURE_MAX_LEVEL: { mMaxMipmapLevel = clamped.i; ClampLevelBaseAndMax(); const auto forDriver = Clamp(mMaxMipmapLevel, uint8_t{0}, kMaxLevelCount); clamped = FloatOrInt(forDriver); break; } case LOCAL_GL_TEXTURE_MIN_FILTER: mSamplingState.minFilter = clamped.i; break; case LOCAL_GL_TEXTURE_MAG_FILTER: mSamplingState.magFilter = clamped.i; break; case LOCAL_GL_TEXTURE_WRAP_S: mSamplingState.wrapS = clamped.i; break; case LOCAL_GL_TEXTURE_WRAP_T: mSamplingState.wrapT = clamped.i; break; case LOCAL_GL_TEXTURE_COMPARE_MODE: mSamplingState.compareMode = clamped.i; break; default: invalidate = false; // Texture completeness will not change. break; } if (invalidate) { InvalidateCaches(); } //////////////// if (!clamped.isFloat) mContext->gl->fTexParameteri(texTarget.get(), pname, clamped.i); else mContext->gl->fTexParameterf(texTarget.get(), pname, clamped.f); } void WebGLTexture::Truncate() { for (auto& cur : mImageInfoArr) { cur = {}; } InvalidateCaches(); } } // namespace mozilla