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Diffstat (limited to 'dom/canvas/HostWebGLContext.h')
-rw-r--r-- | dom/canvas/HostWebGLContext.h | 800 |
1 files changed, 800 insertions, 0 deletions
diff --git a/dom/canvas/HostWebGLContext.h b/dom/canvas/HostWebGLContext.h new file mode 100644 index 0000000000..3532603d99 --- /dev/null +++ b/dom/canvas/HostWebGLContext.h @@ -0,0 +1,800 @@ +/* -*- 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 HOSTWEBGLCONTEXT_H_ +#define HOSTWEBGLCONTEXT_H_ + +#include "mozilla/dom/BindingUtils.h" +#include "mozilla/GfxMessageUtils.h" +#include "ClientWebGLContext.h" +#include "mozilla/Maybe.h" +#include "mozilla/UniquePtr.h" +#include "GLContext.h" +#include "WebGLContext.h" +#include "WebGL2Context.h" +#include "WebGLFramebuffer.h" +#include "WebGLTypes.h" +#include "WebGLCommandQueue.h" + +#include <unordered_map> +#include <unordered_set> +#include <vector> + +namespace mozilla { + +namespace dom { +class WebGLParent; +} +namespace layers { +class CompositableHost; +} + +struct LockedOutstandingContexts final { + private: + // StaticMutexAutoLock lock; // We can't use it directly (STACK_CLASS), but + // this is effectively what we hold via RAII. + + public: + const std::unordered_set<HostWebGLContext*>& contexts; + + LockedOutstandingContexts(); + ~LockedOutstandingContexts(); +}; + +/** + * Host endpoint of a WebGLContext. HostWebGLContext owns a WebGLContext + * that it uses to execute commands sent from its ClientWebGLContext. + * + * A HostWebGLContext continuously issues a Task to the Compositor thread that + * causes it to drain its queue of commands. It also maintains a map of WebGL + * objects (e.g. ObjectIdMap<WebGLShader>) that it uses associate them with + * their cross-process IDs. + * + * This class is not an implementation of the + * nsICanvasRenderingContextInternal DOM class. That is the + * ClientWebGLContext. + */ +class HostWebGLContext final : public SupportsWeakPtr { + friend class WebGLContext; + friend class WebGLMemoryTracker; + friend class dom::WebGLParent; + + using ObjectId = webgl::ObjectId; + + static std::unique_ptr<LockedOutstandingContexts> OutstandingContexts() { + return std::make_unique<LockedOutstandingContexts>(); + } + + public: + struct OwnerData final { + ClientWebGLContext* inProcess = nullptr; + dom::WebGLParent* outOfProcess = nullptr; + }; + + static UniquePtr<HostWebGLContext> Create(const OwnerData&, + const webgl::InitContextDesc&, + webgl::InitContextResult* out); + + private: + explicit HostWebGLContext(const OwnerData&); + + public: + virtual ~HostWebGLContext(); + + WebGLContext* GetWebGLContext() const { return mContext; } + + public: + const OwnerData mOwnerData; + + private: + RefPtr<WebGLContext> mContext; + +#define _(X) std::unordered_map<ObjectId, RefPtr<WebGL##X>> m##X##Map; + + _(Buffer) + _(Framebuffer) + _(Program) + _(Query) + _(Renderbuffer) + _(Sampler) + _(Shader) + _(Sync) + _(Texture) + _(TransformFeedback) + _(VertexArray) + +#undef _ + + class AutoResolveT final { + friend class HostWebGLContext; + + const HostWebGLContext& mParent; + const ObjectId mId; + + public: + AutoResolveT(const HostWebGLContext& parent, const ObjectId id) + : mParent(parent), mId(id) {} + +#define _(X) \ + WebGL##X* As(WebGL##X*) const { \ + const auto maybe = MaybeFind(mParent.m##X##Map, mId); \ + if (!maybe) return nullptr; \ + return maybe->get(); \ + } + + _(Buffer) + _(Framebuffer) + _(Program) + _(Query) + _(Renderbuffer) + _(Sampler) + _(Shader) + _(Sync) + _(Texture) + _(TransformFeedback) + _(VertexArray) + +#undef _ + template <typename T> + MOZ_IMPLICIT operator T*() const { + T* coercer = nullptr; + return As(coercer); + } + + template <typename T> + MOZ_IMPLICIT operator const T*() const { + T* coercer = nullptr; + return As(coercer); + } + }; + + AutoResolveT AutoResolve(const ObjectId id) const { return {*this, id}; } + template <typename T> + T* ById(const ObjectId id) const { + T* coercer = nullptr; + return AutoResolve(id).As(coercer); + } + + // ------------------------------------------------------------------------- + // Host-side methods. Calls in the client are forwarded to the host. + // ------------------------------------------------------------------------- + + public: + // ------------------------- Composition ------------------------- + + void SetCompositableHost(RefPtr<layers::CompositableHost>& compositableHost) { + mContext->SetCompositableHost(compositableHost); + } + + void Present(const ObjectId xrFb, const layers::TextureType t, + const bool webvr, const webgl::SwapChainOptions& options) const { + return (void)mContext->Present(AutoResolve(xrFb), t, webvr, options); + } + void CopyToSwapChain(const ObjectId fb, const layers::TextureType t, + const webgl::SwapChainOptions& options) const { + return (void)mContext->CopyToSwapChain(AutoResolve(fb), t, options); + } + void EndOfFrame() const { return (void)mContext->EndOfFrame(); } + Maybe<layers::SurfaceDescriptor> GetFrontBuffer(ObjectId xrFb, + const bool webvr) const; + + // - + + Maybe<uvec2> FrontBufferSnapshotInto(Maybe<Range<uint8_t>> dest) const { + return mContext->FrontBufferSnapshotInto(dest); + } + + Maybe<uvec2> FrontBufferSnapshotInto( + std::shared_ptr<gl::SharedSurface>& front, + Maybe<Range<uint8_t>> dest) const { + return mContext->FrontBufferSnapshotInto(front, dest); + } + + void ClearVRSwapChain() const { mContext->ClearVRSwapChain(); } + + // - + + void Resize(const uvec2& size) { return mContext->Resize(size); } + + uvec2 DrawingBufferSize() { return mContext->DrawingBufferSize(); } + + void OnMemoryPressure() { return mContext->OnMemoryPressure(); } + + void DidRefresh() { mContext->DidRefresh(); } + + void GenerateError(const GLenum error, const std::string& text) const { + mContext->GenerateErrorImpl(error, text); + } + + void OnContextLoss(webgl::ContextLossReason); + + void RequestExtension(const WebGLExtensionID ext) { + mContext->RequestExtension(ext); + } + + // - + // Child-ward + + void JsWarning(const std::string&) const; + + // - + // Creation and destruction + + void CreateBuffer(ObjectId); + void CreateFramebuffer(ObjectId); + bool CreateOpaqueFramebuffer(ObjectId, + const webgl::OpaqueFramebufferOptions& options); + void CreateProgram(ObjectId); + void CreateQuery(ObjectId); + void CreateRenderbuffer(ObjectId); + void CreateSampler(ObjectId); + void CreateShader(ObjectId, GLenum type); + void CreateSync(ObjectId); + void CreateTexture(ObjectId); + void CreateTransformFeedback(ObjectId); + void CreateVertexArray(ObjectId); + + void DeleteBuffer(ObjectId); + void DeleteFramebuffer(ObjectId); + void DeleteProgram(ObjectId); + void DeleteQuery(ObjectId); + void DeleteRenderbuffer(ObjectId); + void DeleteSampler(ObjectId); + void DeleteShader(ObjectId); + void DeleteSync(ObjectId); + void DeleteTexture(ObjectId); + void DeleteTransformFeedback(ObjectId); + void DeleteVertexArray(ObjectId); + + // ------------------------- GL State ------------------------- + bool IsContextLost() const { return mContext->IsContextLost(); } + + void SetEnabled(GLenum cap, Maybe<GLuint> i, bool val) const { + mContext->SetEnabled(cap, i, val); + } + + bool IsEnabled(GLenum cap) const { return mContext->IsEnabled(cap); } + + Maybe<double> GetNumber(GLenum pname) const { + return mContext->GetParameter(pname); + } + + Maybe<std::string> GetString(GLenum pname) const { + return mContext->GetString(pname); + } + + void AttachShader(ObjectId prog, ObjectId shader) const { + const auto pProg = ById<WebGLProgram>(prog); + const auto pShader = ById<WebGLShader>(shader); + if (!pProg || !pShader) return; + mContext->AttachShader(*pProg, *pShader); + } + + void BindAttribLocation(ObjectId id, GLuint location, + const std::string& name) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return; + mContext->BindAttribLocation(*obj, location, name); + } + + void BindFramebuffer(GLenum target, ObjectId id) const { + mContext->BindFramebuffer(target, AutoResolve(id)); + } + + void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const { + mContext->BlendColor(r, g, b, a); + } + + void BlendEquationSeparate(Maybe<GLuint> i, GLenum modeRGB, + GLenum modeAlpha) const { + mContext->BlendEquationSeparate(i, modeRGB, modeAlpha); + } + + void BlendFuncSeparate(Maybe<GLuint> i, GLenum srcRGB, GLenum dstRGB, + GLenum srcAlpha, GLenum dstAlpha) const { + mContext->BlendFuncSeparate(i, srcRGB, dstRGB, srcAlpha, dstAlpha); + } + + GLenum CheckFramebufferStatus(GLenum target) const { + return mContext->CheckFramebufferStatus(target); + } + + void Clear(GLbitfield mask) const { mContext->Clear(mask); } + + void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const { + mContext->ClearColor(r, g, b, a); + } + + void ClearDepth(GLclampf v) const { mContext->ClearDepth(v); } + + void ClearStencil(GLint v) const { mContext->ClearStencil(v); } + + void ColorMask(Maybe<GLuint> i, uint8_t mask) const { + mContext->ColorMask(i, mask); + } + + void CompileShader(const ObjectId id) const { + const auto obj = ById<WebGLShader>(id); + if (!obj) return; + mContext->CompileShader(*obj); + } + + void CullFace(GLenum face) const { mContext->CullFace(face); } + + void DepthFunc(GLenum func) const { mContext->DepthFunc(func); } + + void DepthMask(WebGLboolean b) const { mContext->DepthMask(b); } + + void DepthRange(GLclampf zNear, GLclampf zFar) const { + mContext->DepthRange(zNear, zFar); + } + + void DetachShader(const ObjectId prog, const ObjectId shader) const { + const auto pProg = ById<WebGLProgram>(prog); + const auto pShader = ById<WebGLShader>(shader); + if (!pProg || !pShader) return; + mContext->DetachShader(*pProg, *pShader); + } + + void Flush() const { mContext->Flush(); } + + void Finish() const { mContext->Finish(); } + + void FramebufferAttach(const GLenum target, const GLenum attachSlot, + const GLenum bindImageTarget, const ObjectId id, + const GLint mipLevel, const GLint zLayerBase, + const GLsizei numViewLayers) const { + webgl::FbAttachInfo toAttach; + toAttach.rb = AutoResolve(id); + toAttach.tex = AutoResolve(id); + toAttach.mipLevel = mipLevel; + toAttach.zLayer = zLayerBase; + if (numViewLayers) { + toAttach.zLayerCount = numViewLayers; + toAttach.isMultiview = true; + } + + mContext->FramebufferAttach(target, attachSlot, bindImageTarget, toAttach); + } + + void FrontFace(GLenum mode) const { mContext->FrontFace(mode); } + + Maybe<double> GetBufferParameter(GLenum target, GLenum pname) const { + return mContext->GetBufferParameter(target, pname); + } + + webgl::CompileResult GetCompileResult(ObjectId id) const { + const auto obj = ById<WebGLShader>(id); + if (!obj) return {}; + return mContext->GetCompileResult(*obj); + } + + GLenum GetError() const { return mContext->GetError(); } + + GLint GetFragDataLocation(ObjectId id, const std::string& name) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return -1; + return mContext->GetFragDataLocation(*obj, name); + } + + Maybe<double> GetFramebufferAttachmentParameter(ObjectId id, + GLenum attachment, + GLenum pname) const { + return mContext->GetFramebufferAttachmentParameter(AutoResolve(id), + attachment, pname); + } + + webgl::LinkResult GetLinkResult(ObjectId id) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return {}; + return mContext->GetLinkResult(*obj); + } + + Maybe<double> GetRenderbufferParameter(ObjectId id, GLenum pname) const { + const auto obj = ById<WebGLRenderbuffer>(id); + if (!obj) return {}; + return mContext->GetRenderbufferParameter(*obj, pname); + } + + Maybe<webgl::ShaderPrecisionFormat> GetShaderPrecisionFormat( + GLenum shaderType, GLenum precisionType) const { + return mContext->GetShaderPrecisionFormat(shaderType, precisionType); + } + + webgl::GetUniformData GetUniform(ObjectId id, uint32_t loc) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return {}; + return mContext->GetUniform(*obj, loc); + } + + void Hint(GLenum target, GLenum mode) const { mContext->Hint(target, mode); } + + void LineWidth(GLfloat width) const { mContext->LineWidth(width); } + + void LinkProgram(const ObjectId id) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return; + mContext->LinkProgram(*obj); + } + + void PolygonOffset(GLfloat factor, GLfloat units) const { + mContext->PolygonOffset(factor, units); + } + + void SampleCoverage(GLclampf value, bool invert) const { + mContext->SampleCoverage(value, invert); + } + + void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) const { + mContext->Scissor(x, y, width, height); + } + + // TODO: s/nsAString/std::string/ + void ShaderSource(const ObjectId id, const std::string& source) const { + const auto obj = ById<WebGLShader>(id); + if (!obj) return; + mContext->ShaderSource(*obj, source); + } + + void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, + GLuint mask) const { + mContext->StencilFuncSeparate(face, func, ref, mask); + } + void StencilMaskSeparate(GLenum face, GLuint mask) const { + mContext->StencilMaskSeparate(face, mask); + } + void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, + GLenum dppass) const { + mContext->StencilOpSeparate(face, sfail, dpfail, dppass); + } + + void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) const { + mContext->Viewport(x, y, width, height); + } + + // ------------------------- Buffer Objects ------------------------- + void BindBuffer(GLenum target, const ObjectId id) const { + mContext->BindBuffer(target, AutoResolve(id)); + } + + void BindBufferRange(GLenum target, GLuint index, const ObjectId id, + uint64_t offset, uint64_t size) const { + GetWebGL2Context()->BindBufferRange(target, index, AutoResolve(id), offset, + size); + } + + void CopyBufferSubData(GLenum readTarget, GLenum writeTarget, + uint64_t readOffset, uint64_t writeOffset, + uint64_t size) const { + GetWebGL2Context()->CopyBufferSubData(readTarget, writeTarget, readOffset, + writeOffset, size); + } + + bool GetBufferSubData(GLenum target, uint64_t srcByteOffset, + const Range<uint8_t>& dest) const { + return GetWebGL2Context()->GetBufferSubData(target, srcByteOffset, dest); + } + + void BufferData(GLenum target, const RawBuffer<>& data, GLenum usage) const { + const auto& beginOrNull = data.begin(); + mContext->BufferData(target, data.size(), beginOrNull, usage); + } + + void BufferSubData(GLenum target, uint64_t dstByteOffset, + const RawBuffer<>& srcData, + bool unsynchronized = false) const { + const auto& range = srcData.Data(); + mContext->BufferSubData(target, dstByteOffset, range.length(), + range.begin().get(), unsynchronized); + } + + // -------------------------- Framebuffer Objects -------------------------- + void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) const { + GetWebGL2Context()->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, + dstY0, dstX1, dstY1, mask, filter); + } + + void InvalidateFramebuffer(GLenum target, + const RawBuffer<const GLenum>& attachments) const { + GetWebGL2Context()->InvalidateFramebuffer(target, MakeRange(attachments)); + } + + void InvalidateSubFramebuffer(GLenum target, + const RawBuffer<const GLenum>& attachments, + GLint x, GLint y, GLsizei width, + GLsizei height) const { + GetWebGL2Context()->InvalidateSubFramebuffer(target, MakeRange(attachments), + x, y, width, height); + } + + void ReadBuffer(GLenum mode) const { GetWebGL2Context()->ReadBuffer(mode); } + + // ----------------------- Renderbuffer objects ----------------------- + Maybe<std::vector<int32_t>> GetInternalformatParameter(GLenum target, + GLenum internalformat, + GLenum pname) const { + return GetWebGL2Context()->GetInternalformatParameter( + target, internalformat, pname); + } + + void RenderbufferStorageMultisample(ObjectId id, uint32_t samples, + GLenum internalFormat, uint32_t width, + uint32_t height) const { + const auto obj = ById<WebGLRenderbuffer>(id); + if (!obj) return; + mContext->RenderbufferStorageMultisample(*obj, samples, internalFormat, + width, height); + } + + // --------------------------- Texture objects --------------------------- + void ActiveTexture(uint32_t texUnit) const { + mContext->ActiveTexture(texUnit); + } + + void BindTexture(GLenum texTarget, const ObjectId id) const { + mContext->BindTexture(texTarget, AutoResolve(id)); + } + + void GenerateMipmap(GLenum texTarget) const { + mContext->GenerateMipmap(texTarget); + } + + // CompressedTexSubImage if `sub` + void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level, + GLenum format, const uvec3& offset, const uvec3& size, + const RawBuffer<>& src, const uint32_t pboImageSize, + const Maybe<uint64_t>& pboOffset) const { + mContext->CompressedTexImage(sub, imageTarget, level, format, offset, size, + MakeRange(src), pboImageSize, pboOffset); + } + + // CopyTexSubImage if `!respecFormat` + void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat, + const uvec3& dstOffset, const ivec2& srcOffset, + const uvec2& size) const { + mContext->CopyTexImage(imageTarget, level, respecFormat, dstOffset, + srcOffset, size); + } + + // TexSubImage if `!respecFormat` + void TexImage(uint32_t level, GLenum respecFormat, const uvec3& offset, + const webgl::PackingInfo& pi, + const webgl::TexUnpackBlobDesc& src) const { + mContext->TexImage(level, respecFormat, offset, pi, src); + } + + void TexStorage(GLenum texTarget, uint32_t levels, GLenum internalFormat, + const uvec3& size) const { + GetWebGL2Context()->TexStorage(texTarget, levels, internalFormat, size); + } + + Maybe<double> GetTexParameter(ObjectId id, GLenum pname) const { + const auto obj = ById<WebGLTexture>(id); + if (!obj) return {}; + return mContext->GetTexParameter(*obj, pname); + } + + void TexParameter_base(GLenum texTarget, GLenum pname, + const FloatOrInt& param) const { + mContext->TexParameter_base(texTarget, pname, param); + } + + // ------------------- Programs and shaders -------------------------------- + void UseProgram(ObjectId id) const { mContext->UseProgram(AutoResolve(id)); } + + bool ValidateProgram(ObjectId id) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return false; + return mContext->ValidateProgram(*obj); + } + + // ------------------------ Uniforms and attributes ------------------------ + + void UniformData(uint32_t loc, bool transpose, + const RawBuffer<webgl::UniformDataVal>& data) const { + mContext->UniformData(loc, transpose, data.Data()); + } + + void VertexAttrib4T(GLuint index, const webgl::TypedQuad& data) const { + mContext->VertexAttrib4T(index, data); + } + + void VertexAttribDivisor(GLuint index, GLuint divisor) const { + mContext->VertexAttribDivisor(index, divisor); + } + + Maybe<double> GetIndexedParameter(GLenum target, GLuint index) const { + return GetWebGL2Context()->GetIndexedParameter(target, index); + } + + void UniformBlockBinding(const ObjectId id, GLuint uniformBlockIndex, + GLuint uniformBlockBinding) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return; + GetWebGL2Context()->UniformBlockBinding(*obj, uniformBlockIndex, + uniformBlockBinding); + } + + void EnableVertexAttribArray(GLuint index) const { + mContext->EnableVertexAttribArray(index); + } + + void DisableVertexAttribArray(GLuint index) const { + mContext->DisableVertexAttribArray(index); + } + + Maybe<double> GetVertexAttrib(GLuint index, GLenum pname) const { + return mContext->GetVertexAttrib(index, pname); + } + + void VertexAttribPointer(GLuint index, + const webgl::VertAttribPointerDesc& desc) const { + mContext->VertexAttribPointer(index, desc); + } + + // --------------------------- Buffer Operations -------------------------- + void ClearBufferTv(GLenum buffer, GLint drawBuffer, + const webgl::TypedQuad& data) const { + GetWebGL2Context()->ClearBufferTv(buffer, drawBuffer, data); + } + + void ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, + GLint stencil) const { + GetWebGL2Context()->ClearBufferfi(buffer, drawBuffer, depth, stencil); + } + + // ------------------------------ Readback ------------------------------- + void ReadPixelsPbo(const webgl::ReadPixelsDesc& desc, + const uint64_t offset) const { + mContext->ReadPixelsPbo(desc, offset); + } + + webgl::ReadPixelsResult ReadPixelsInto(const webgl::ReadPixelsDesc& desc, + const Range<uint8_t>& dest) const { + return mContext->ReadPixelsInto(desc, dest); + } + + // ----------------------------- Sampler ----------------------------------- + + void BindSampler(GLuint unit, ObjectId id) const { + GetWebGL2Context()->BindSampler(unit, AutoResolve(id)); + } + + void SamplerParameteri(ObjectId id, GLenum pname, GLint param) const { + const auto obj = ById<WebGLSampler>(id); + if (!obj) return; + GetWebGL2Context()->SamplerParameteri(*obj, pname, param); + } + + void SamplerParameterf(ObjectId id, GLenum pname, GLfloat param) const { + const auto obj = ById<WebGLSampler>(id); + if (!obj) return; + GetWebGL2Context()->SamplerParameterf(*obj, pname, param); + } + + Maybe<double> GetSamplerParameter(ObjectId id, GLenum pname) const { + const auto obj = ById<WebGLSampler>(id); + if (!obj) return {}; + return GetWebGL2Context()->GetSamplerParameter(*obj, pname); + } + + // ------------------------------- GL Sync --------------------------------- + + GLenum ClientWaitSync(ObjectId id, GLbitfield flags, GLuint64 timeout) const { + const auto obj = ById<WebGLSync>(id); + if (!obj) return LOCAL_GL_WAIT_FAILED; + return GetWebGL2Context()->ClientWaitSync(*obj, flags, timeout); + } + + // -------------------------- Transform Feedback --------------------------- + void BindTransformFeedback(ObjectId id) const { + GetWebGL2Context()->BindTransformFeedback(AutoResolve(id)); + } + + void BeginTransformFeedback(GLenum primitiveMode) const { + GetWebGL2Context()->BeginTransformFeedback(primitiveMode); + } + + void EndTransformFeedback() const { + GetWebGL2Context()->EndTransformFeedback(); + } + + void PauseTransformFeedback() const { + GetWebGL2Context()->PauseTransformFeedback(); + } + + void ResumeTransformFeedback() const { + GetWebGL2Context()->ResumeTransformFeedback(); + } + + void TransformFeedbackVaryings(ObjectId id, + const std::vector<std::string>& varyings, + GLenum bufferMode) const { + const auto obj = ById<WebGLProgram>(id); + if (!obj) return; + GetWebGL2Context()->TransformFeedbackVaryings(*obj, varyings, bufferMode); + } + + // -------------------------- Opaque Framebuffers --------------------------- + void SetFramebufferIsInOpaqueRAF(ObjectId id, bool value) { + WebGLFramebuffer* fb = AutoResolve(id); + if (fb) { + fb->mInOpaqueRAF = value; + } + } + + // ------------------------------------------------------------------------- + // Host-side extension methods. Calls in the client are forwarded to the + // host. Some extension methods are also available in WebGL2 Contexts. For + // them, the final parameter is a boolean indicating if the call originated + // from an extension. + // ------------------------------------------------------------------------- + + // Misc. Extensions + void DrawBuffers(const std::vector<GLenum>& buffers) const { + mContext->DrawBuffers(buffers); + } + + // VertexArrayObjectEXT + void BindVertexArray(ObjectId id) const { + mContext->BindVertexArray(AutoResolve(id)); + } + + // InstancedElementsEXT + void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertCount, + GLsizei primCount) const { + mContext->DrawArraysInstanced(mode, first, vertCount, primCount); + } + + void DrawElementsInstanced(GLenum mode, GLsizei vertCount, GLenum type, + WebGLintptr offset, GLsizei primCount) const { + mContext->DrawElementsInstanced(mode, vertCount, type, offset, primCount); + } + + // GLQueryEXT + void BeginQuery(GLenum target, ObjectId id) const { + const auto obj = ById<WebGLQuery>(id); + if (!obj) return; + mContext->BeginQuery(target, *obj); + } + + void EndQuery(GLenum target) const { mContext->EndQuery(target); } + + void QueryCounter(ObjectId id) const { + const auto obj = ById<WebGLQuery>(id); + if (!obj) return; + mContext->QueryCounter(*obj); + } + + Maybe<double> GetQueryParameter(ObjectId id, GLenum pname) const { + const auto obj = ById<WebGLQuery>(id); + if (!obj) return {}; + return mContext->GetQueryParameter(*obj, pname); + } + + // WEBGL_provoking_vertex + void ProvokingVertex(const webgl::ProvokingVertex mode) const { + mContext->ProvokingVertex(mode); + } + + // ------------------------------------------------------------------------- + // Client-side methods. Calls in the Host are forwarded to the client. + // ------------------------------------------------------------------------- + public: + void OnLostContext(); + void OnRestoredContext(); + + protected: + WebGL2Context* GetWebGL2Context() const { + MOZ_RELEASE_ASSERT(mContext->IsWebGL2(), "Requires WebGL2 context"); + return static_cast<WebGL2Context*>(mContext.get()); + } +}; + +} // namespace mozilla + +#endif // HOSTWEBGLCONTEXT_H_ |