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-rw-r--r--dom/canvas/WebGLContext.h1430
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diff --git a/dom/canvas/WebGLContext.h b/dom/canvas/WebGLContext.h
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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef WEBGLCONTEXT_H_
+#define WEBGLCONTEXT_H_
+
+#include <bitset>
+#include <memory>
+#include <stdarg.h>
+
+#include "GLContextTypes.h"
+#include "GLDefs.h"
+#include "GLScreenBuffer.h"
+#include "js/ScalarType.h" // js::Scalar::Type
+#include "mozilla/Attributes.h"
+#include "mozilla/Atomics.h"
+#include "mozilla/CheckedInt.h"
+#include "mozilla/dom/BindingDeclarations.h"
+#include "mozilla/dom/HTMLCanvasElement.h"
+#include "mozilla/dom/Nullable.h"
+#include "mozilla/dom/TypedArray.h"
+#include "mozilla/EnumeratedArray.h"
+#include "mozilla/gfx/2D.h"
+#include "mozilla/Mutex.h"
+#include "mozilla/StaticMutex.h"
+#include "mozilla/StaticPrefs_webgl.h"
+#include "mozilla/UniquePtr.h"
+#include "mozilla/WeakPtr.h"
+#include "nsICanvasRenderingContextInternal.h"
+#include "nsTArray.h"
+#include "SurfaceTypes.h"
+#include "ScopedGLHelpers.h"
+#include "TexUnpackBlob.h"
+
+// Local
+#include "CacheInvalidator.h"
+#include "WebGLContextLossHandler.h"
+#include "WebGLExtensions.h"
+#include "WebGLObjectModel.h"
+#include "WebGLStrongTypes.h"
+#include "WebGLTypes.h"
+
+// Generated
+#include "mozilla/dom/WebGLRenderingContextBinding.h"
+#include "mozilla/dom/WebGL2RenderingContextBinding.h"
+
+#include <list>
+
+class nsIDocShell;
+
+// WebGL-only GLenums
+// clang-format off
+#define LOCAL_GL_BROWSER_DEFAULT_WEBGL 0x9244
+#define LOCAL_GL_CONTEXT_LOST_WEBGL 0x9242
+#define LOCAL_GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247
+#define LOCAL_GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243
+#define LOCAL_GL_UNPACK_FLIP_Y_WEBGL 0x9240
+#define LOCAL_GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241
+// clang-format on
+
+namespace mozilla {
+class HostWebGLContext;
+class ScopedCopyTexImageSource;
+class ScopedDrawCallWrapper;
+class ScopedResolveTexturesForDraw;
+class WebGLBuffer;
+class WebGLExtensionBase;
+class WebGLFramebuffer;
+class WebGLProgram;
+class WebGLQuery;
+class WebGLRenderbuffer;
+class WebGLSampler;
+class WebGLShader;
+class WebGLSync;
+class WebGLTexture;
+class WebGLTransformFeedback;
+class WebGLVertexArray;
+
+namespace dom {
+class Document;
+class Element;
+class ImageData;
+class OwningHTMLCanvasElementOrOffscreenCanvas;
+struct WebGLContextAttributes;
+} // namespace dom
+
+namespace gfx {
+class SourceSurface;
+class VRLayerChild;
+} // namespace gfx
+
+namespace gl {
+class GLScreenBuffer;
+class MozFramebuffer;
+class SharedSurface;
+class Texture;
+} // namespace gl
+
+namespace layers {
+class CompositableHost;
+class RemoteTextureOwnerClient;
+class SurfaceDescriptor;
+} // namespace layers
+
+namespace webgl {
+class AvailabilityRunnable;
+struct CachedDrawFetchLimits;
+struct FbAttachInfo;
+struct FormatInfo;
+class FormatUsageAuthority;
+struct FormatUsageInfo;
+struct ImageInfo;
+struct LinkedProgramInfo;
+struct SamplerUniformInfo;
+struct SamplingState;
+class ScopedPrepForResourceClear;
+class ShaderValidator;
+class TexUnpackBlob;
+struct UniformInfo;
+struct UniformBlockInfo;
+struct VertAttribPointerDesc;
+} // namespace webgl
+
+struct WebGLTexImageData {
+ TexImageTarget mTarget;
+ int32_t mRowLength;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ uint32_t mDepth;
+ gfxAlphaType mSrcAlphaType;
+};
+
+struct WebGLTexPboOffset {
+ TexImageTarget mTarget;
+ uint32_t mWidth;
+ uint32_t mHeight;
+ uint32_t mDepth;
+ WebGLsizeiptr mPboOffset;
+ bool mHasExpectedImageSize;
+ GLsizei mExpectedImageSize;
+};
+
+WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
+
+void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
+
+// From WebGLContextUtils
+TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
+
+struct WebGLIntOrFloat {
+ const enum { Int, Float, Uint } mType;
+
+ union {
+ GLint i;
+ GLfloat f;
+ GLuint u;
+ } mValue;
+
+ explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
+ explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
+
+ GLint AsInt() const {
+ return (mType == Int) ? mValue.i : NS_lroundf(mValue.f);
+ }
+ GLfloat AsFloat() const {
+ return (mType == Float) ? mValue.f : GLfloat(mValue.i);
+ }
+};
+
+struct IndexedBufferBinding {
+ RefPtr<WebGLBuffer> mBufferBinding;
+ uint64_t mRangeStart;
+ uint64_t mRangeSize;
+
+ IndexedBufferBinding();
+
+ uint64_t ByteCount() const;
+};
+
+////////////////////////////////////
+
+namespace webgl {
+
+class AvailabilityRunnable final : public DiscardableRunnable {
+ public:
+ const WeakPtr<const ClientWebGLContext> mWebGL;
+ std::vector<WeakPtr<WebGLQueryJS>> mQueries;
+ std::vector<WeakPtr<WebGLSyncJS>> mSyncs;
+
+ explicit AvailabilityRunnable(const ClientWebGLContext* webgl);
+ ~AvailabilityRunnable();
+
+ NS_IMETHOD Run() override;
+};
+
+struct BufferAndIndex final {
+ const WebGLBuffer* buffer = nullptr;
+ uint32_t id = -1;
+};
+
+} // namespace webgl
+
+////////////////////////////////////////////////////////////////////////////////
+
+class WebGLContext : public VRefCounted, public SupportsWeakPtr {
+ friend class ScopedDrawCallWrapper;
+ friend class ScopedDrawWithTransformFeedback;
+ friend class ScopedFakeVertexAttrib0;
+ friend class ScopedFBRebinder;
+ friend class WebGL2Context;
+ friend class WebGLContextUserData;
+ friend class WebGLExtensionCompressedTextureASTC;
+ friend class WebGLExtensionCompressedTextureBPTC;
+ friend class WebGLExtensionCompressedTextureES3;
+ friend class WebGLExtensionCompressedTextureETC1;
+ friend class WebGLExtensionCompressedTexturePVRTC;
+ friend class WebGLExtensionCompressedTextureRGTC;
+ friend class WebGLExtensionCompressedTextureS3TC;
+ friend class WebGLExtensionCompressedTextureS3TC_SRGB;
+ friend class WebGLExtensionDepthTexture;
+ friend class WebGLExtensionDisjointTimerQuery;
+ friend class WebGLExtensionDrawBuffers;
+ friend class WebGLExtensionLoseContext;
+ friend class WebGLExtensionMOZDebug;
+ friend class WebGLExtensionVertexArray;
+ friend class WebGLMemoryTracker;
+ friend class webgl::AvailabilityRunnable;
+ friend struct webgl::LinkedProgramInfo;
+ friend struct webgl::SamplerUniformInfo;
+ friend class webgl::ScopedPrepForResourceClear;
+ friend struct webgl::UniformBlockInfo;
+
+ friend const webgl::CachedDrawFetchLimits* ValidateDraw(WebGLContext*, GLenum,
+ uint32_t);
+ friend RefPtr<const webgl::LinkedProgramInfo> QueryProgramInfo(
+ WebGLProgram* prog, gl::GLContext* gl);
+
+ MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLContext, override)
+
+ enum {
+ UNPACK_FLIP_Y_WEBGL = 0x9240,
+ UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
+ // We throw InvalidOperation in TexImage if we fail to use GPU fast-path
+ // for texture copy when it is set to true, only for debug purpose.
+ UNPACK_REQUIRE_FASTPATH = 0x10001,
+ CONTEXT_LOST_WEBGL = 0x9242,
+ UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
+ BROWSER_DEFAULT_WEBGL = 0x9244,
+ UNMASKED_VENDOR_WEBGL = 0x9245,
+ UNMASKED_RENDERER_WEBGL = 0x9246
+ };
+
+ private:
+ class LruPosition final {
+ std::list<WebGLContext*>::iterator mItr;
+
+ LruPosition(const LruPosition&) = delete;
+ LruPosition(LruPosition&&) = delete;
+ LruPosition& operator=(const LruPosition&) = delete;
+ LruPosition& operator=(LruPosition&&) = delete;
+
+ public:
+ void AssignLocked(WebGLContext& aContext) MOZ_REQUIRES(sLruMutex);
+ void Reset();
+ void ResetLocked() MOZ_REQUIRES(sLruMutex);
+ bool IsInsertedLocked() const MOZ_REQUIRES(sLruMutex);
+
+ LruPosition();
+ explicit LruPosition(WebGLContext&);
+
+ ~LruPosition() { Reset(); }
+ };
+
+ mutable LruPosition mLruPosition MOZ_GUARDED_BY(sLruMutex);
+
+ void BumpLruLocked() MOZ_REQUIRES(sLruMutex);
+
+ public:
+ void BumpLru();
+ void LoseLruContextIfLimitExceeded();
+
+ // -
+
+ // We've had issues in the past with nulling `gl` without actually releasing
+ // all of our resources. This construction ensures that we are aware that we
+ // should only null `gl` in DestroyResourcesAndContext.
+ RefPtr<gl::GLContext> mGL_OnlyClearInDestroyResourcesAndContext;
+
+ public:
+ // Grab a const reference so we can see changes, but can't make changes.
+ const decltype(mGL_OnlyClearInDestroyResourcesAndContext)& gl;
+
+ public:
+ void CheckForInactivity();
+
+ protected:
+ const WeakPtr<HostWebGLContext> mHost;
+ const bool mResistFingerprinting;
+ WebGLContextOptions mOptions;
+ const uint32_t mPrincipalKey;
+ Maybe<webgl::Limits> mLimits;
+ const uint32_t mMaxVertIdsPerDraw =
+ StaticPrefs::webgl_max_vert_ids_per_draw();
+
+ bool mIsContextLost = false;
+ Atomic<bool> mPendingContextLoss;
+ webgl::ContextLossReason mPendingContextLossReason =
+ webgl::ContextLossReason::None;
+ const uint32_t mMaxPerfWarnings;
+ mutable uint64_t mNumPerfWarnings = 0;
+ const uint32_t mMaxAcceptableFBStatusInvals;
+ bool mWarnOnce_DepthTexCompareFilterable = true;
+
+ uint64_t mNextFenceId = 1;
+ uint64_t mCompletedFenceId = 0;
+
+ std::unique_ptr<gl::Texture> mIncompleteTexOverride;
+
+ public:
+ class FuncScope;
+
+ private:
+ mutable FuncScope* mFuncScope = nullptr;
+
+ public:
+ static RefPtr<WebGLContext> Create(HostWebGLContext&,
+ const webgl::InitContextDesc&,
+ webgl::InitContextResult* out);
+
+ private:
+ void FinishInit();
+
+ protected:
+ WebGLContext(HostWebGLContext&, const webgl::InitContextDesc&);
+ virtual ~WebGLContext();
+
+ RefPtr<layers::CompositableHost> mCompositableHost;
+
+ layers::LayersBackend mBackend = layers::LayersBackend::LAYERS_NONE;
+
+ public:
+ void Resize(uvec2 size);
+
+ void SetCompositableHost(RefPtr<layers::CompositableHost>& aCompositableHost);
+
+ /**
+ * An abstract base class to be implemented by callers wanting to be notified
+ * that a refresh has occurred. Callers must ensure an observer is removed
+ * before it is destroyed.
+ */
+ virtual void DidRefresh();
+
+ void OnMemoryPressure();
+
+ // -
+
+ /*
+
+ Here are the bind calls that are supposed to be fully-validated client side,
+ so that client's binding state doesn't diverge:
+ * AttachShader
+ * DetachShader
+ * BindFramebuffer
+ * FramebufferAttach
+ * BindBuffer
+ * BindBufferRange
+ * BindTexture
+ * UseProgram
+ * BindSampler
+ * BindTransformFeedback
+ * BindVertexArray
+ * BeginQuery
+ * EndQuery
+ * ActiveTexture
+
+ */
+
+ const auto& CurFuncScope() const { return *mFuncScope; }
+ const char* FuncName() const;
+
+ class FuncScope final {
+ public:
+ const WebGLContext& mWebGL;
+ const char* const mFuncName;
+ bool mBindFailureGuard = false;
+
+ public:
+ FuncScope(const WebGLContext& webgl, const char* funcName);
+ ~FuncScope();
+ };
+
+ void GenerateErrorImpl(const GLenum err, const nsACString& text) const {
+ GenerateErrorImpl(err, std::string(text.BeginReading()));
+ }
+ void GenerateErrorImpl(const GLenum err, const std::string& text) const;
+
+ void GenerateError(const webgl::ErrorInfo& err) {
+ GenerateError(err.type, "%s", err.info.c_str());
+ }
+
+ template <typename... Args>
+ void GenerateError(const GLenum err, const char* const fmt,
+ const Args&... args) const {
+ MOZ_ASSERT(FuncName());
+
+ nsCString text;
+ text.AppendPrintf("WebGL warning: %s: ", FuncName());
+
+#ifdef __clang__
+# pragma clang diagnostic push
+# pragma clang diagnostic ignored "-Wformat-security"
+#elif defined(__GNUC__)
+# pragma GCC diagnostic push
+# pragma GCC diagnostic ignored "-Wformat-security"
+#endif
+ text.AppendPrintf(fmt, args...);
+#ifdef __clang__
+# pragma clang diagnostic pop
+#elif defined(__GNUC__)
+# pragma GCC diagnostic pop
+#endif
+
+ GenerateErrorImpl(err, text);
+ }
+
+ template <typename... Args>
+ void ErrorInvalidEnum(const char* const fmt, const Args&... args) const {
+ GenerateError(LOCAL_GL_INVALID_ENUM, fmt, args...);
+ }
+ template <typename... Args>
+ void ErrorInvalidOperation(const char* const fmt, const Args&... args) const {
+ GenerateError(LOCAL_GL_INVALID_OPERATION, fmt, args...);
+ }
+ template <typename... Args>
+ void ErrorInvalidValue(const char* const fmt, const Args&... args) const {
+ GenerateError(LOCAL_GL_INVALID_VALUE, fmt, args...);
+ }
+ template <typename... Args>
+ void ErrorInvalidFramebufferOperation(const char* const fmt,
+ const Args&... args) const {
+ GenerateError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, fmt, args...);
+ }
+ template <typename... Args>
+ void ErrorOutOfMemory(const char* const fmt, const Args&... args) const {
+ GenerateError(LOCAL_GL_OUT_OF_MEMORY, fmt, args...);
+ }
+
+ template <typename... Args>
+ void ErrorImplementationBug(const char* const fmt,
+ const Args&... args) const {
+ const nsPrintfCString newFmt(
+ "Implementation bug, please file at %s! %s",
+ "https://bugzilla.mozilla.org/"
+ "enter_bug.cgi?product=Core&component=Canvas%3A+WebGL",
+ fmt);
+ GenerateError(LOCAL_GL_OUT_OF_MEMORY, newFmt.BeginReading(), args...);
+ MOZ_ASSERT(false, "WebGLContext::ErrorImplementationBug");
+ NS_ERROR("WebGLContext::ErrorImplementationBug");
+ }
+
+ void ErrorInvalidEnumInfo(const char* info, GLenum enumValue) const;
+ void ErrorInvalidEnumArg(const char* argName, GLenum val) const;
+
+ static const char* ErrorName(GLenum error);
+
+ /**
+ * Return displayable name for GLenum.
+ * This version is like gl::GLenumToStr but with out the GL_ prefix to
+ * keep consistency with how errors are reported from WebGL.
+ * Returns hex formatted version of glenum if glenum is unknown.
+ */
+ static void EnumName(GLenum val, nsCString* out_name);
+
+ void DummyReadFramebufferOperation();
+
+ WebGLTexture* GetActiveTex(const GLenum texTarget) const;
+
+ gl::GLContext* GL() const { return gl; }
+
+ bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
+
+ bool IsPreservingDrawingBuffer() const {
+ return mOptions.preserveDrawingBuffer;
+ }
+
+ // Present to compositor
+ private:
+ bool PresentInto(gl::SwapChain& swapChain);
+ bool PresentIntoXR(gl::SwapChain& swapChain, const gl::MozFramebuffer& xrFb);
+
+ public:
+ // Present swaps the front and back buffers of the swap chain for compositing.
+ // This assumes the framebuffer may directly alias with the back buffer,
+ // dependent on remoting state or other concerns. Framebuffer and swap chain
+ // surface formats are assumed to be similar to enable this aliasing. As such,
+ // the back buffer may be invalidated by this swap with the front buffer,
+ // unless overriden by explicitly setting the preserveDrawingBuffer option,
+ // which may incur a further copy to preserve the back buffer.
+ void Present(
+ WebGLFramebuffer*, layers::TextureType, const bool webvr,
+ const webgl::SwapChainOptions& options = webgl::SwapChainOptions());
+ // CopyToSwapChain forces a copy from the supplied framebuffer into the back
+ // buffer before swapping the front and back buffers of the swap chain for
+ // compositing. The formats of the framebuffer and the swap chain buffers
+ // may differ subject to available format conversion options. Since this
+ // operation uses an explicit copy, it inherently preserves the framebuffer
+ // without need to set the preserveDrawingBuffer option.
+ void CopyToSwapChain(
+ WebGLFramebuffer*, layers::TextureType,
+ const webgl::SwapChainOptions& options = webgl::SwapChainOptions());
+ // In use cases where a framebuffer is used as an offscreen framebuffer and
+ // does not need to be committed to the swap chain, it may still be useful
+ // for the implementation to delineate distinct frames, such as when sharing
+ // a single WebGLContext amongst many distinct users. EndOfFrame signals that
+ // frame rendering is complete so that any implementation side-effects such
+ // as resetting internal profile counters or resource queues may be handled
+ // appropriately.
+ void EndOfFrame();
+ RefPtr<gfx::DataSourceSurface> GetFrontBufferSnapshot();
+ Maybe<uvec2> FrontBufferSnapshotInto(
+ const Maybe<Range<uint8_t>> dest,
+ const Maybe<size_t> destStride = Nothing());
+ Maybe<uvec2> FrontBufferSnapshotInto(
+ const std::shared_ptr<gl::SharedSurface>& front,
+ const Maybe<Range<uint8_t>> dest,
+ const Maybe<size_t> destStride = Nothing());
+ Maybe<uvec2> SnapshotInto(GLuint srcFb, const gfx::IntSize& size,
+ const Range<uint8_t>& dest,
+ const Maybe<size_t> destStride = Nothing());
+ gl::SwapChain* GetSwapChain(WebGLFramebuffer*, const bool webvr);
+ Maybe<layers::SurfaceDescriptor> GetFrontBuffer(WebGLFramebuffer*,
+ const bool webvr);
+
+ void ClearVRSwapChain();
+
+ void RunContextLossTimer();
+ void CheckForContextLoss();
+ void HandlePendingContextLoss();
+
+ bool TryToRestoreContext();
+
+ void AssertCachedBindings() const;
+ void AssertCachedGlobalState() const;
+
+ // WebIDL WebGLRenderingContext API
+ void Commit();
+
+ uvec2 DrawingBufferSize();
+
+ public:
+ void GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
+
+ // This is the entrypoint. Don't test against it directly.
+ bool IsContextLost() const {
+ auto* self = const_cast<WebGLContext*>(this);
+ if (self->mPendingContextLoss.exchange(false)) {
+ self->HandlePendingContextLoss();
+ }
+ return mIsContextLost;
+ }
+
+ // -
+
+ RefPtr<WebGLBuffer> CreateBuffer();
+ RefPtr<WebGLFramebuffer> CreateFramebuffer();
+ RefPtr<WebGLFramebuffer> CreateOpaqueFramebuffer(
+ const webgl::OpaqueFramebufferOptions& options);
+ RefPtr<WebGLProgram> CreateProgram();
+ RefPtr<WebGLQuery> CreateQuery();
+ RefPtr<WebGLRenderbuffer> CreateRenderbuffer();
+ RefPtr<WebGLShader> CreateShader(GLenum type);
+ RefPtr<WebGLTexture> CreateTexture();
+ RefPtr<WebGLVertexArray> CreateVertexArray();
+
+ // -
+
+ void AttachShader(WebGLProgram& prog, WebGLShader& shader);
+ void BindAttribLocation(WebGLProgram& prog, GLuint location,
+ const std::string& name) const;
+ void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
+ void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
+ void BindVertexArray(WebGLVertexArray* vao);
+ void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
+ void BlendEquationSeparate(Maybe<GLuint> i, GLenum modeRGB, GLenum modeAlpha);
+ void BlendFuncSeparate(Maybe<GLuint> i, GLenum srcRGB, GLenum dstRGB,
+ GLenum srcAlpha, GLenum dstAlpha);
+ GLenum CheckFramebufferStatus(GLenum target);
+ void Clear(GLbitfield mask);
+ void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
+ void ClearDepth(GLclampf v);
+ void ClearStencil(GLint v);
+ void ColorMask(Maybe<GLuint> i, uint8_t mask);
+ void CompileShader(WebGLShader& shader);
+
+ private:
+ void CompileShaderANGLE(WebGLShader* shader);
+ void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
+
+ public:
+ void CullFace(GLenum face);
+ void DepthFunc(GLenum func);
+ void DepthMask(WebGLboolean b);
+ void DepthRange(GLclampf zNear, GLclampf zFar);
+ void DetachShader(WebGLProgram& prog, const WebGLShader& shader);
+ void DrawBuffers(const std::vector<GLenum>& buffers);
+ void Flush();
+ void Finish();
+
+ void FramebufferAttach(GLenum target, GLenum attachSlot,
+ GLenum bindImageTarget,
+ const webgl::FbAttachInfo& toAttach);
+
+ void FrontFace(GLenum mode);
+
+ Maybe<double> GetBufferParameter(GLenum target, GLenum pname);
+ webgl::CompileResult GetCompileResult(const WebGLShader&) const;
+ GLenum GetError();
+ GLint GetFragDataLocation(const WebGLProgram&, const std::string& name) const;
+
+ Maybe<double> GetFramebufferAttachmentParameter(WebGLFramebuffer*,
+ GLenum attachment,
+ GLenum pname) const;
+
+ Maybe<double> GetRenderbufferParameter(const WebGLRenderbuffer&,
+ GLenum pname) const;
+ webgl::LinkResult GetLinkResult(const WebGLProgram&) const;
+
+ Maybe<webgl::ShaderPrecisionFormat> GetShaderPrecisionFormat(
+ GLenum shadertype, GLenum precisiontype) const;
+
+ webgl::GetUniformData GetUniform(const WebGLProgram&, uint32_t loc) const;
+
+ void Hint(GLenum target, GLenum mode);
+
+ void LineWidth(GLfloat width);
+ void LinkProgram(WebGLProgram& prog);
+ void PolygonOffset(GLfloat factor, GLfloat units);
+ void ProvokingVertex(webgl::ProvokingVertex) const;
+
+ ////
+
+ webgl::PackingInfo ValidImplementationColorReadPI(
+ const webgl::FormatUsageInfo* usage) const;
+
+ protected:
+ webgl::ReadPixelsResult ReadPixelsImpl(const webgl::ReadPixelsDesc&,
+ uintptr_t dest, uint64_t availBytes);
+ bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat,
+ const webgl::ReadPixelsDesc&, uintptr_t dest,
+ uint64_t dataLen, uint32_t rowStride);
+
+ public:
+ void ReadPixelsPbo(const webgl::ReadPixelsDesc&, uint64_t offset);
+ webgl::ReadPixelsResult ReadPixelsInto(const webgl::ReadPixelsDesc&,
+ const Range<uint8_t>& dest);
+
+ ////
+
+ void RenderbufferStorageMultisample(WebGLRenderbuffer&, uint32_t samples,
+ GLenum internalformat, uint32_t width,
+ uint32_t height) const;
+
+ public:
+ void SampleCoverage(GLclampf value, WebGLboolean invert);
+ void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
+ void ShaderSource(WebGLShader& shader, const std::string& source) const;
+ void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
+ void StencilMaskSeparate(GLenum face, GLuint mask);
+ void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
+ GLenum dppass);
+
+ //////////////////////////
+
+ void UniformData(uint32_t loc, bool transpose,
+ const Range<const webgl::UniformDataVal>& data) const;
+
+ ////////////////////////////////////
+
+ void UseProgram(WebGLProgram* prog);
+
+ bool ValidateAttribArraySetter(uint32_t count, uint32_t arrayLength);
+ bool ValidateProgram(const WebGLProgram& prog) const;
+ void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
+
+ // -----------------------------------------------------------------------------
+ // Buffer Objects (WebGLContextBuffers.cpp)
+ void BindBuffer(GLenum target, WebGLBuffer* buffer);
+ void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
+ uint64_t offset, uint64_t size);
+
+ void BufferData(GLenum target, uint64_t dataLen, const uint8_t* data,
+ GLenum usage) const;
+ // The unsynchronized flag may allow for better performance when
+ // interleaving buffer updates with draw calls. However, care must
+ // be taken. This has similar semantics to glMapBufferRange's
+ // GL_MAP_UNSYNCHRONIZED_BIT: the results of any pending operations
+ // that reference the region of the buffer being updated are
+ // undefined.
+ void BufferSubData(GLenum target, uint64_t dstByteOffset, uint64_t srcDataLen,
+ const uint8_t* srcData, bool unsynchronized = false) const;
+
+ protected:
+ // bound buffer state
+ RefPtr<WebGLBuffer> mBoundArrayBuffer;
+ RefPtr<WebGLBuffer> mBoundCopyReadBuffer;
+ RefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
+ RefPtr<WebGLBuffer> mBoundPixelPackBuffer;
+ RefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
+ RefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
+ RefPtr<WebGLBuffer> mBoundUniformBuffer;
+
+ std::vector<IndexedBufferBinding> mIndexedUniformBufferBindings;
+
+ RefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
+ RefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
+ GLuint index);
+
+ // -
+
+ void GenErrorIllegalUse(GLenum useTarget, uint32_t useId, GLenum boundTarget,
+ uint32_t boundId) const;
+
+ bool ValidateBufferForNonTf(const WebGLBuffer&, GLenum nonTfTarget,
+ uint32_t nonTfId) const;
+
+ bool ValidateBufferForNonTf(const WebGLBuffer* const nonTfBuffer,
+ const GLenum nonTfTarget,
+ const uint32_t nonTfId = -1) const {
+ if (!nonTfBuffer) return true;
+ return ValidateBufferForNonTf(*nonTfBuffer, nonTfTarget, nonTfId);
+ }
+
+ bool ValidateBuffersForTf(const WebGLTransformFeedback&,
+ const webgl::LinkedProgramInfo&) const;
+ bool ValidateBuffersForTf(
+ const std::vector<webgl::BufferAndIndex>& tfBuffers) const;
+
+ // -----------------------------------------------------------------------------
+ // Queries (WebGL2ContextQueries.cpp)
+ protected:
+ RefPtr<WebGLQuery> mQuerySlot_SamplesPassed;
+ RefPtr<WebGLQuery> mQuerySlot_TFPrimsWritten;
+ RefPtr<WebGLQuery> mQuerySlot_TimeElapsed;
+
+ RefPtr<WebGLQuery>* ValidateQuerySlotByTarget(GLenum target);
+
+ public:
+ void BeginQuery(GLenum target, WebGLQuery& query);
+ void EndQuery(GLenum target);
+ Maybe<double> GetQueryParameter(const WebGLQuery& query, GLenum pname) const;
+ void QueryCounter(WebGLQuery&) const;
+
+ // -----------------------------------------------------------------------------
+ // State and State Requests (WebGLContextState.cpp)
+ void SetEnabled(GLenum cap, Maybe<GLuint> i, bool enabled);
+ bool GetStencilBits(GLint* const out_stencilBits) const;
+
+ virtual Maybe<double> GetParameter(GLenum pname);
+ Maybe<std::string> GetString(GLenum pname) const;
+
+ bool IsEnabled(GLenum cap);
+
+ private:
+ static StaticMutex sLruMutex;
+ static std::list<WebGLContext*> sLru MOZ_GUARDED_BY(sLruMutex);
+
+ // State tracking slots
+ bool mDitherEnabled = true;
+ bool mRasterizerDiscardEnabled = false;
+ bool mScissorTestEnabled = false;
+ bool mDepthTestEnabled = false;
+ bool mStencilTestEnabled = false;
+ GLenum mGenerateMipmapHint = LOCAL_GL_DONT_CARE;
+
+ struct ScissorRect final {
+ GLint x;
+ GLint y;
+ GLsizei w;
+ GLsizei h;
+
+ void Apply(gl::GLContext&) const;
+ };
+ ScissorRect mScissorRect = {};
+
+ bool ValidateCapabilityEnum(GLenum cap);
+ bool* GetStateTrackingSlot(GLenum cap, GLuint i);
+
+ // Allocation debugging variables
+ mutable uint64_t mDataAllocGLCallCount = 0;
+
+ void OnDataAllocCall() const { mDataAllocGLCallCount++; }
+
+ uint64_t GetNumGLDataAllocCalls() const { return mDataAllocGLCallCount; }
+
+ void OnEndOfFrame();
+
+ // -----------------------------------------------------------------------------
+ // Texture funcions (WebGLContextTextures.cpp)
+ public:
+ void ActiveTexture(uint32_t texUnit);
+ void BindTexture(GLenum texTarget, WebGLTexture* tex);
+ void GenerateMipmap(GLenum texTarget);
+
+ Maybe<double> GetTexParameter(const WebGLTexture&, GLenum pname) const;
+ void TexParameter_base(GLenum texTarget, GLenum pname,
+ const FloatOrInt& param);
+
+ virtual bool IsTexParamValid(GLenum pname) const;
+
+ ////////////////////////////////////
+ // Uploads
+
+ // CompressedTexSubImage if `sub`
+ void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level,
+ GLenum format, uvec3 offset, uvec3 size,
+ const Range<const uint8_t>& src,
+ const uint32_t pboImageSize,
+ const Maybe<uint64_t>& pboOffset) const;
+
+ // CopyTexSubImage if `!respectFormat`
+ void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat,
+ uvec3 dstOffset, const ivec2& srcOffset,
+ const uvec2& size) const;
+
+ // TexSubImage if `!respectFormat`
+ void TexImage(uint32_t level, GLenum respecFormat, uvec3 offset,
+ const webgl::PackingInfo& pi,
+ const webgl::TexUnpackBlobDesc&) const;
+
+ void TexStorage(GLenum texTarget, uint32_t levels, GLenum sizedFormat,
+ uvec3 size) const;
+
+ UniquePtr<webgl::TexUnpackBlob> ToTexUnpackBytes(
+ const WebGLTexImageData& imageData);
+
+ UniquePtr<webgl::TexUnpackBytes> ToTexUnpackBytes(WebGLTexPboOffset& aPbo);
+
+ ////////////////////////////////////
+ // WebGLTextureUpload.cpp
+ protected:
+ bool ValidateTexImageSpecification(uint8_t funcDims, GLenum texImageTarget,
+ GLint level, GLsizei width, GLsizei height,
+ GLsizei depth, GLint border,
+ TexImageTarget* const out_target,
+ WebGLTexture** const out_texture,
+ webgl::ImageInfo** const out_imageInfo);
+ bool ValidateTexImageSelection(uint8_t funcDims, GLenum texImageTarget,
+ GLint level, GLint xOffset, GLint yOffset,
+ GLint zOffset, GLsizei width, GLsizei height,
+ GLsizei depth,
+ TexImageTarget* const out_target,
+ WebGLTexture** const out_texture,
+ webgl::ImageInfo** const out_imageInfo);
+ bool ValidateUnpackInfo(bool usePBOs, GLenum format, GLenum type,
+ webgl::PackingInfo* const out);
+
+ // -----------------------------------------------------------------------------
+ // Vertices Feature (WebGLContextVertices.cpp)
+ GLenum mPrimRestartTypeBytes = 0;
+
+ public:
+ void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertexCount,
+ GLsizei instanceCount);
+ void DrawElementsInstanced(GLenum mode, GLsizei vertexCount, GLenum type,
+ WebGLintptr byteOffset, GLsizei instanceCount);
+
+ void EnableVertexAttribArray(GLuint index);
+ void DisableVertexAttribArray(GLuint index);
+
+ Maybe<double> GetVertexAttrib(GLuint index, GLenum pname);
+
+ ////
+
+ void VertexAttrib4T(GLuint index, const webgl::TypedQuad&);
+
+ ////
+
+ void VertexAttribPointer(uint32_t index, const webgl::VertAttribPointerDesc&);
+
+ void VertexAttribDivisor(GLuint index, GLuint divisor);
+
+ private:
+ WebGLBuffer* DrawElements_check(GLsizei indexCount, GLenum type,
+ WebGLintptr byteOffset,
+ GLsizei instanceCount);
+ void Draw_cleanup();
+
+ void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
+ const GLfloat* ptr);
+ void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
+ const GLfloat* ptr);
+ void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
+ const GLfloat* ptr);
+ void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
+ const GLfloat* ptr);
+
+ bool BindArrayAttribToLocation0(WebGLProgram* prog);
+
+ // -----------------------------------------------------------------------------
+ // PROTECTED
+ protected:
+ WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need() const;
+ bool DoFakeVertexAttrib0(uint64_t fakeVertexCount,
+ WebGLVertexAttrib0Status whatDoesAttrib0Need);
+ void UndoFakeVertexAttrib0();
+
+ bool mResetLayer = true;
+ bool mOptionsFrozen = false;
+ bool mIsMesa = false;
+ bool mLoseContextOnMemoryPressure = false;
+ bool mCanLoseContextInForeground = true;
+ bool mShouldPresent = false;
+ bool mDisableFragHighP = false;
+ bool mForceResizeOnPresent = false;
+ bool mVRReady = false;
+
+ template <typename WebGLObjectType>
+ void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
+
+ GLuint mActiveTexture = 0;
+ GLenum mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;
+ GLenum mDefaultFB_ReadBuffer = LOCAL_GL_BACK;
+
+ mutable GLenum mWebGLError = 0;
+
+ std::unique_ptr<webgl::ShaderValidator> CreateShaderValidator(
+ GLenum shaderType) const;
+
+ // some GL constants
+ uint32_t mGLMaxFragmentUniformVectors = 0;
+ uint32_t mGLMaxVertexUniformVectors = 0;
+ uint32_t mGLMaxVertexOutputVectors = 0;
+ uint32_t mGLMaxFragmentInputVectors = 0;
+
+ uint32_t mGLMaxVertexTextureImageUnits = 0;
+ uint32_t mGLMaxFragmentTextureImageUnits = 0;
+ uint32_t mGLMaxCombinedTextureImageUnits = 0;
+
+ // ES3:
+ uint32_t mGLMinProgramTexelOffset = 0;
+ uint32_t mGLMaxProgramTexelOffset = 0;
+
+ public:
+ auto GLMaxDrawBuffers() const { return mLimits->maxColorDrawBuffers; }
+
+ uint32_t MaxValidDrawBuffers() const {
+ if (IsWebGL2() ||
+ IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
+ return GLMaxDrawBuffers();
+ }
+ return 1;
+ }
+
+ GLenum LastColorAttachmentEnum() const {
+ return LOCAL_GL_COLOR_ATTACHMENT0 + MaxValidDrawBuffers() - 1;
+ }
+
+ const auto& Options() const { return mOptions; }
+
+ protected:
+ uint32_t mGLMaxRenderbufferSize = 0;
+
+ public:
+ const auto& Limits() const { return *mLimits; }
+ auto MaxVertexAttribs() const { return mLimits->maxVertexAttribs; }
+ auto GLMaxTextureUnits() const { return mLimits->maxTexUnits; }
+
+ bool IsFormatValidForFB(TexInternalFormat format) const;
+
+ protected:
+ // -------------------------------------------------------------------------
+ // WebGL extensions (implemented in WebGLContextExtensions.cpp)
+
+ EnumeratedArray<WebGLExtensionID, WebGLExtensionID::Max,
+ std::unique_ptr<WebGLExtensionBase>>
+ mExtensions;
+
+ public:
+ void RequestExtension(WebGLExtensionID, bool explicitly = true);
+
+ // returns true if the extension has been enabled by calling getExtension.
+ bool IsExtensionEnabled(const WebGLExtensionID id) const {
+ return bool(mExtensions[id]);
+ }
+
+ bool IsExtensionExplicit(WebGLExtensionID) const;
+ void WarnIfImplicit(WebGLExtensionID) const;
+
+ bool IsExtensionSupported(WebGLExtensionID) const;
+
+ // -------------------------------------------------------------------------
+ // WebGL 2 specifics (implemented in WebGL2Context.cpp)
+ public:
+ virtual bool IsWebGL2() const { return false; }
+
+ struct FailureReason {
+ nsCString key; // For reporting.
+ nsCString info;
+
+ FailureReason() = default;
+
+ template <typename A, typename B>
+ FailureReason(const A& _key, const B& _info)
+ : key(nsCString(_key)), info(nsCString(_info)) {}
+ };
+
+ protected:
+ bool InitWebGL2(FailureReason* const out_failReason);
+
+ bool CreateAndInitGL(bool forceEnabled,
+ std::vector<FailureReason>* const out_failReasons);
+
+ // -------------------------------------------------------------------------
+ // Validation functions (implemented in WebGLContextValidate.cpp)
+ bool InitAndValidateGL(FailureReason* const out_failReason);
+
+ bool ValidateBlendEquationEnum(GLenum cap, const char* info);
+ bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
+ const char* info);
+ bool ValidateStencilOpEnum(GLenum action, const char* info);
+ bool ValidateFaceEnum(GLenum face);
+ bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
+ WebGLTexImageFunc func, WebGLTexDimensions dims);
+ bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size,
+ GLenum type, WebGLboolean normalized,
+ GLsizei stride, WebGLintptr byteOffset,
+ const char* info);
+ bool ValidateStencilParamsForDrawCall() const;
+
+ bool ValidateCopyTexImage(TexInternalFormat srcFormat,
+ TexInternalFormat dstformat, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+
+ bool ValidateTexImage(TexImageTarget texImageTarget, GLint level,
+ GLenum internalFormat, GLint xoffset, GLint yoffset,
+ GLint zoffset, GLint width, GLint height, GLint depth,
+ GLint border, GLenum format, GLenum type,
+ WebGLTexImageFunc func, WebGLTexDimensions dims);
+ bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
+ WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateCompTexImageInternalFormat(GLenum format, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateCopyTexImageInternalFormat(GLenum format, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
+ GLint width, GLint height, GLint depth,
+ WebGLTexImageFunc func, WebGLTexDimensions dims);
+ bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
+ GLsizei height, GLsizei depth, GLsizei baseWidth,
+ GLsizei baseHeight, GLsizei baseDepth,
+ WebGLTexImageFunc func, WebGLTexDimensions dims);
+ bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
+ GLint xoffset, GLint yoffset, GLsizei width,
+ GLsizei height, GLsizei levelWidth,
+ GLsizei levelHeight, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+ bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
+ GLsizei width, GLsizei height,
+ uint32_t byteLength, WebGLTexImageFunc func,
+ WebGLTexDimensions dims);
+
+ bool HasDrawBuffers() const {
+ return IsWebGL2() ||
+ IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers);
+ }
+
+ RefPtr<WebGLBuffer>* ValidateBufferSlot(GLenum target);
+
+ public:
+ WebGLBuffer* ValidateBufferSelection(GLenum target) const;
+
+ protected:
+ IndexedBufferBinding* ValidateIndexedBufferSlot(GLenum target, GLuint index);
+
+ bool ValidateIndexedBufferBinding(
+ GLenum target, GLuint index,
+ RefPtr<WebGLBuffer>** const out_genericBinding,
+ IndexedBufferBinding** const out_indexedBinding);
+
+ public:
+ bool ValidateNonNegative(const char* argName, int64_t val) const {
+ if (MOZ_UNLIKELY(val < 0)) {
+ ErrorInvalidValue("`%s` must be non-negative.", argName);
+ return false;
+ }
+ return true;
+ }
+
+ template <typename T>
+ bool ValidateNonNull(const char* const argName,
+ const dom::Nullable<T>& maybe) const {
+ if (maybe.IsNull()) {
+ ErrorInvalidValue("%s: Cannot be null.", argName);
+ return false;
+ }
+ return true;
+ }
+
+ ////
+
+ protected:
+ void DestroyResourcesAndContext();
+
+ // helpers
+
+ bool ConvertImage(size_t width, size_t height, size_t srcStride,
+ size_t dstStride, const uint8_t* src, uint8_t* dst,
+ WebGLTexelFormat srcFormat, bool srcPremultiplied,
+ WebGLTexelFormat dstFormat, bool dstPremultiplied,
+ size_t dstTexelSize);
+
+ //////
+ public:
+ template <typename T>
+ bool ValidateObject(const char* const argName, const T& object) const {
+ // Todo: Remove all callers.
+ return true;
+ }
+
+ template <typename T>
+ bool ValidateObject(const char* const argName, const T* const object) const {
+ // Todo: Remove most (all?) callers.
+ if (!object) {
+ ErrorInvalidOperation(
+ "%s: Object argument cannot have been marked for"
+ " deletion.",
+ argName);
+ return false;
+ }
+ return true;
+ }
+
+ ////
+
+ private:
+ void LoseContextLruLocked(webgl::ContextLossReason reason)
+ MOZ_REQUIRES(sLruMutex);
+
+ public:
+ void LoseContext(
+ webgl::ContextLossReason reason = webgl::ContextLossReason::None);
+
+ protected:
+ nsTArray<RefPtr<WebGLTexture>> mBound2DTextures;
+ nsTArray<RefPtr<WebGLTexture>> mBoundCubeMapTextures;
+ nsTArray<RefPtr<WebGLTexture>> mBound3DTextures;
+ nsTArray<RefPtr<WebGLTexture>> mBound2DArrayTextures;
+ nsTArray<RefPtr<WebGLSampler>> mBoundSamplers;
+
+ void ResolveTexturesForDraw() const;
+
+ RefPtr<WebGLProgram> mCurrentProgram;
+ RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
+
+ bool ValidateFramebufferTarget(GLenum target) const;
+ bool ValidateInvalidateFramebuffer(GLenum target,
+ const Range<const GLenum>& attachments,
+ std::vector<GLenum>* const scopedVector,
+ GLsizei* const out_glNumAttachments,
+ const GLenum** const out_glAttachments);
+
+ RefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
+ RefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
+ RefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
+ RefPtr<WebGLVertexArray> mBoundVertexArray;
+
+ public:
+ const auto& BoundReadFb() const { return mBoundReadFramebuffer; }
+
+ protected:
+ RefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
+ RefPtr<WebGLVertexArray> mDefaultVertexArray;
+
+ ////////////////////////////////////
+
+ protected:
+ GLuint mEmptyTFO = 0;
+
+ // Generic Vertex Attributes
+ // Though CURRENT_VERTEX_ATTRIB is listed under "Vertex Shader State" in the
+ // spec state tables, this isn't vertex shader /object/ state. This array is
+ // merely state useful to vertex shaders, but is global state.
+ std::vector<webgl::AttribBaseType> mGenericVertexAttribTypes;
+ CacheInvalidator mGenericVertexAttribTypeInvalidator;
+
+ GLuint mFakeVertexAttrib0BufferObject = 0;
+ intptr_t mFakeVertexAttrib0BufferObjectSize = 0;
+ bool mFakeVertexAttrib0DataDefined = false;
+ alignas(alignof(float)) uint8_t
+ mGenericVertexAttrib0Data[sizeof(float) * 4] = {};
+ alignas(alignof(float)) uint8_t
+ mFakeVertexAttrib0Data[sizeof(float) * 4] = {};
+
+ GLint mStencilRefFront = 0;
+ GLint mStencilRefBack = 0;
+ GLuint mStencilValueMaskFront = 0;
+ GLuint mStencilValueMaskBack = 0;
+ GLuint mStencilWriteMaskFront = 0;
+ GLuint mStencilWriteMaskBack = 0;
+ uint8_t mColorWriteMask0 = 0xf; // bitmask
+ mutable uint8_t mDriverColorMask0 = 0xf;
+ bool mDepthWriteMask = true;
+ GLfloat mColorClearValue[4] = {0, 0, 0, 0};
+ GLint mStencilClearValue = 0;
+ GLfloat mDepthClearValue = 1.0f;
+
+ std::bitset<webgl::kMaxDrawBuffers> mColorWriteMaskNonzero = -1;
+ std::bitset<webgl::kMaxDrawBuffers> mBlendEnabled = 0;
+
+ GLint mViewportX = 0;
+ GLint mViewportY = 0;
+ GLsizei mViewportWidth = 0;
+ GLsizei mViewportHeight = 0;
+ bool mAlreadyWarnedAboutViewportLargerThanDest = false;
+
+ GLfloat mLineWidth = 1.0;
+
+ WebGLContextLossHandler mContextLossHandler;
+
+ // Used for some hardware (particularly Tegra 2 and 4) that likes to
+ // be Flushed while doing hundreds of draw calls.
+ mutable uint64_t mDrawCallsSinceLastFlush = 0;
+
+ mutable uint64_t mWarningCount = 0;
+ const uint64_t mMaxWarnings;
+ bool mAlreadyWarnedAboutFakeVertexAttrib0 = false;
+
+ bool ShouldGenerateWarnings() const { return mWarningCount < mMaxWarnings; }
+
+ bool ShouldGeneratePerfWarnings() const {
+ return mNumPerfWarnings < mMaxPerfWarnings;
+ }
+
+ bool mNeedsFakeNoAlpha = false;
+ bool mNeedsFakeNoDepth = false;
+ bool mNeedsFakeNoStencil = false;
+ bool mNeedsFakeNoStencil_UserFBs = false;
+
+ bool mDriverDepthTest = false;
+ bool mDriverStencilTest = false;
+
+ bool mNeedsLegacyVertexAttrib0Handling = false;
+ bool mMaybeNeedsLegacyVertexAttrib0Handling = false;
+ bool mNeedsIndexValidation = false;
+ bool mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst = false;
+
+ const bool mAllowFBInvalidation;
+
+ bool Has64BitTimestamps() const;
+
+ // --
+
+ const uint8_t mMsaaSamples;
+ mutable uvec2 mRequestedSize;
+ mutable UniquePtr<gl::MozFramebuffer> mDefaultFB;
+ mutable bool mDefaultFB_IsInvalid = false;
+ mutable UniquePtr<gl::MozFramebuffer> mResolvedDefaultFB;
+
+ gl::SwapChain mSwapChain;
+ gl::SwapChain mWebVRSwapChain;
+
+ RefPtr<layers::RemoteTextureOwnerClient> mRemoteTextureOwner;
+
+ bool PushRemoteTexture(WebGLFramebuffer*, gl::SwapChain&,
+ std::shared_ptr<gl::SharedSurface>,
+ const webgl::SwapChainOptions& options);
+
+ // --
+
+ bool EnsureDefaultFB();
+ bool ValidateAndInitFB(
+ const WebGLFramebuffer* fb,
+ GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
+ void DoBindFB(const WebGLFramebuffer* fb,
+ GLenum target = LOCAL_GL_FRAMEBUFFER) const;
+
+ bool BindCurFBForDraw();
+ bool BindCurFBForColorRead(
+ const webgl::FormatUsageInfo** out_format, uint32_t* out_width,
+ uint32_t* out_height,
+ GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
+ void DoColorMask(Maybe<GLuint> i, uint8_t bitmask) const;
+ void BlitBackbufferToCurDriverFB(
+ WebGLFramebuffer* const srcAsWebglFb = nullptr,
+ const gl::MozFramebuffer* const srcAsMozFb = nullptr,
+ bool srcIsBGRA = false) const;
+ bool BindDefaultFBForRead();
+
+ // --
+
+ public:
+ // console logging helpers
+ template <typename... Args>
+ void GenerateWarning(const char* const fmt, const Args&... args) const {
+ GenerateError(0, fmt, args...);
+ }
+
+ template <typename... Args>
+ void GeneratePerfWarning(const char* const fmt, const Args&... args) const {
+ GenerateError(webgl::kErrorPerfWarning, fmt, args...);
+ }
+
+ public:
+ UniquePtr<webgl::FormatUsageAuthority> mFormatUsage;
+
+ virtual UniquePtr<webgl::FormatUsageAuthority> CreateFormatUsage(
+ gl::GLContext* gl) const;
+
+ const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const;
+
+ // Friend list
+ friend class ScopedCopyTexImageSource;
+ friend class ScopedResolveTexturesForDraw;
+ friend class webgl::TexUnpackBlob;
+ friend class webgl::TexUnpackBytes;
+ friend class webgl::TexUnpackImage;
+ friend class webgl::TexUnpackSurface;
+ friend struct webgl::UniformInfo;
+ friend class WebGLTexture;
+ friend class WebGLFBAttachPoint;
+ friend class WebGLFramebuffer;
+ friend class WebGLRenderbuffer;
+ friend class WebGLProgram;
+ friend class WebGLQuery;
+ friend class WebGLBuffer;
+ friend class WebGLSampler;
+ friend class WebGLShader;
+ friend class WebGLSync;
+ friend class WebGLTransformFeedback;
+ friend class WebGLVertexArray;
+ friend class WebGLVertexArrayFake;
+ friend class WebGLVertexArrayGL;
+};
+
+// Returns `value` rounded to the next highest multiple of `multiple`.
+// AKA PadToAlignment, StrideForAlignment.
+template <typename V, typename M>
+V RoundUpToMultipleOf(const V& value, const M& multiple) {
+ return ((value + multiple - 1) / multiple) * multiple;
+}
+
+class ScopedFBRebinder final {
+ private:
+ const WebGLContext* const mWebGL;
+
+ public:
+ explicit ScopedFBRebinder(const WebGLContext* const webgl) : mWebGL(webgl) {}
+ ~ScopedFBRebinder();
+};
+
+// -
+
+constexpr inline bool IsBufferTargetLazilyBound(const GLenum target) {
+ return target != LOCAL_GL_ELEMENT_ARRAY_BUFFER;
+}
+
+void DoBindBuffer(gl::GLContext&, GLenum target, const WebGLBuffer*);
+
+class ScopedLazyBind final {
+ private:
+ gl::GLContext& mGL;
+ const GLenum mTarget;
+
+ public:
+ ScopedLazyBind(gl::GLContext* const gl, const GLenum target,
+ const WebGLBuffer* const buf)
+ : mGL(*gl), mTarget(IsBufferTargetLazilyBound(target) ? target : 0) {
+ if (mTarget) {
+ DoBindBuffer(mGL, mTarget, buf);
+ }
+ }
+
+ ~ScopedLazyBind() {
+ if (mTarget) {
+ DoBindBuffer(mGL, mTarget, nullptr);
+ }
+ }
+};
+
+////
+
+bool Intersect(int32_t srcSize, int32_t read0, int32_t readSize,
+ int32_t* out_intRead0, int32_t* out_intWrite0,
+ int32_t* out_intSize);
+
+uint64_t AvailGroups(uint64_t totalAvailItems, uint64_t firstItemOffset,
+ uint32_t groupSize, uint32_t groupStride);
+
+////
+
+class ScopedDrawCallWrapper final {
+ public:
+ WebGLContext& mWebGL;
+
+ explicit ScopedDrawCallWrapper(WebGLContext& webgl);
+ ~ScopedDrawCallWrapper();
+};
+
+namespace webgl {
+
+class ScopedPrepForResourceClear final {
+ const WebGLContext& webgl;
+
+ public:
+ explicit ScopedPrepForResourceClear(const WebGLContext&);
+ ~ScopedPrepForResourceClear();
+};
+
+struct IndexedName final {
+ std::string name;
+ uint64_t index;
+};
+Maybe<IndexedName> ParseIndexed(const std::string& str);
+
+} // namespace webgl
+
+webgl::LinkActiveInfo GetLinkActiveInfo(
+ gl::GLContext& gl, const GLuint prog, const bool webgl2,
+ const std::unordered_map<std::string, std::string>& nameUnmap);
+
+} // namespace mozilla
+
+#endif