1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
|
/* -*- 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
|