/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLContext.h" #include #include "GLSLANG/ShaderLang.h" #include "CanvasUtils.h" #include "gfxEnv.h" #include "GLContext.h" #include "jsfriendapi.h" #include "mozilla/CheckedInt.h" #include "mozilla/Preferences.h" #include "mozilla/StaticPrefs_webgl.h" #include "nsPrintfCString.h" #include "WebGLBuffer.h" #include "WebGLContextUtils.h" #include "WebGLFramebuffer.h" #include "WebGLProgram.h" #include "WebGLRenderbuffer.h" #include "WebGLSampler.h" #include "WebGLShader.h" #include "WebGLTexture.h" #include "WebGLValidateStrings.h" #include "WebGLVertexArray.h" #if defined(MOZ_WIDGET_COCOA) # include "nsCocoaFeatures.h" #endif //////////////////// // Minimum value constants defined in GLES 2.0.25 $6.2 "State Tables": const uint32_t kMinMaxVertexAttribs = 8; // Page 164 const uint32_t kMinMaxVertexUniformVectors = 128; // Page 164 const uint32_t kMinMaxFragmentUniformVectors = 16; // Page 164 const uint32_t kMinMaxVaryingVectors = 8; // Page 164 const uint32_t kMinMaxVertexTextureImageUnits = 0; // Page 164 const uint32_t kMinMaxFragmentTextureImageUnits = 8; // Page 164 const uint32_t kMinMaxCombinedTextureImageUnits = 8; // Page 164 const uint32_t kMinMaxDrawBuffers = 4; // These few deviate from the spec: (The minimum values in the spec are // ridiculously low) const uint32_t kMinMaxTextureSize = 1024; // ES2 spec says `64` (p162) const uint32_t kMinMaxCubeMapTextureSize = 512; // ES2 spec says `16` (p162) const uint32_t kMinMaxRenderbufferSize = 1024; // ES2 spec says `1` (p164) // Minimum value constants defined in GLES 3.0.4 $6.2 "State Tables": const uint32_t kMinMax3DTextureSize = 256; const uint32_t kMinMaxArrayTextureLayers = 256; //////////////////// // "Common" but usable values to avoid WebGL fingerprinting: const uint32_t kCommonMaxTextureSize = 2048; const uint32_t kCommonMaxCubeMapTextureSize = 2048; const uint32_t kCommonMaxRenderbufferSize = 2048; const uint32_t kCommonMaxVertexTextureImageUnits = 8; const uint32_t kCommonMaxFragmentTextureImageUnits = 8; const uint32_t kCommonMaxCombinedTextureImageUnits = 16; const uint32_t kCommonMaxVertexAttribs = 16; const uint32_t kCommonMaxVertexUniformVectors = 256; const uint32_t kCommonMaxFragmentUniformVectors = 224; const uint32_t kCommonMaxVaryingVectors = 8; const uint32_t kCommonMaxViewportDims = 4096; // The following ranges came from a 2013 Moto E and an old macbook. const float kCommonAliasedPointSizeRangeMin = 1; const float kCommonAliasedPointSizeRangeMax = 63; const float kCommonAliasedLineWidthRangeMin = 1; const float kCommonAliasedLineWidthRangeMax = 1; template static bool RestrictCap(T* const cap, const T restrictedVal) { if (*cap < restrictedVal) { return false; // already too low! } *cap = restrictedVal; return true; } //////////////////// namespace mozilla { bool WebGLContext::ValidateBlendEquationEnum(GLenum mode, const char* info) { switch (mode) { case LOCAL_GL_FUNC_ADD: case LOCAL_GL_FUNC_SUBTRACT: case LOCAL_GL_FUNC_REVERSE_SUBTRACT: return true; case LOCAL_GL_MIN: case LOCAL_GL_MAX: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::EXT_blend_minmax)) { return true; } break; default: break; } ErrorInvalidEnumInfo(info, mode); return false; } bool WebGLContext::ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor, const char* info) { bool sfactorIsConstantColor = sfactor == LOCAL_GL_CONSTANT_COLOR || sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR; bool sfactorIsConstantAlpha = sfactor == LOCAL_GL_CONSTANT_ALPHA || sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA; bool dfactorIsConstantColor = dfactor == LOCAL_GL_CONSTANT_COLOR || dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR; bool dfactorIsConstantAlpha = dfactor == LOCAL_GL_CONSTANT_ALPHA || dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA; if ((sfactorIsConstantColor && dfactorIsConstantAlpha) || (dfactorIsConstantColor && sfactorIsConstantAlpha)) { ErrorInvalidOperation( "%s are mutually incompatible, see section 6.8 in" " the WebGL 1.0 spec", info); return false; } return true; } bool WebGLContext::ValidateStencilOpEnum(GLenum action, const char* info) { switch (action) { case LOCAL_GL_KEEP: case LOCAL_GL_ZERO: case LOCAL_GL_REPLACE: case LOCAL_GL_INCR: case LOCAL_GL_INCR_WRAP: case LOCAL_GL_DECR: case LOCAL_GL_DECR_WRAP: case LOCAL_GL_INVERT: return true; default: ErrorInvalidEnumInfo(info, action); return false; } } bool WebGLContext::ValidateFaceEnum(const GLenum face) { switch (face) { case LOCAL_GL_FRONT: case LOCAL_GL_BACK: case LOCAL_GL_FRONT_AND_BACK: return true; default: ErrorInvalidEnumInfo("face", face); return false; } } bool WebGLContext::ValidateAttribArraySetter(uint32_t setterElemSize, uint32_t arrayLength) { if (IsContextLost()) return false; if (arrayLength < setterElemSize) { ErrorInvalidValue("Array must have >= %d elements.", setterElemSize); return false; } return true; } // --------------------- static webgl::Limits MakeLimits(const WebGLContext& webgl) { webgl::Limits limits; gl::GLContext& gl = *webgl.GL(); // - for (const auto i : IntegerRange(UnderlyingValue(WebGLExtensionID::Max))) { const auto ext = WebGLExtensionID(i); limits.supportedExtensions[ext] = webgl.IsExtensionSupported(ext); } // - // WebGL 1 // Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware, // even though the hardware supports much more. The // GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value. gl.GetUIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &limits.maxTexUnits); limits.maxTexUnits = std::min( limits.maxTexUnits, uint32_t{UINT8_MAX}); // We want to use uint8_t. gl.GetUIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &limits.maxTex2dSize); gl.GetUIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &limits.maxTexCubeSize); gl.GetUIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &limits.maxVertexAttribs); auto dims = std::array{}; gl.GetUIntegerv(LOCAL_GL_MAX_VIEWPORT_DIMS, dims.data()); limits.maxViewportDim = std::min(dims[0], dims[1]); if (!gl.IsCoreProfile()) { gl.fGetFloatv(LOCAL_GL_ALIASED_LINE_WIDTH_RANGE, limits.lineWidthRange.data()); } { const GLenum driverPName = gl.IsCoreProfile() ? LOCAL_GL_POINT_SIZE_RANGE : LOCAL_GL_ALIASED_POINT_SIZE_RANGE; gl.fGetFloatv(driverPName, limits.pointSizeRange.data()); } if (webgl.IsWebGL2()) { gl.GetUIntegerv(LOCAL_GL_MAX_ARRAY_TEXTURE_LAYERS, &limits.maxTexArrayLayers); gl.GetUIntegerv(LOCAL_GL_MAX_3D_TEXTURE_SIZE, &limits.maxTex3dSize); gl.GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS, &limits.maxUniformBufferBindings); gl.GetUIntegerv(LOCAL_GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &limits.uniformBufferOffsetAlignment); } if (limits.supportedExtensions [WebGLExtensionID::WEBGL_compressed_texture_astc]) { limits.astcHdr = gl.IsExtensionSupported( gl::GLContext::KHR_texture_compression_astc_hdr); } if (webgl.IsWebGL2() || limits.supportedExtensions[WebGLExtensionID::WEBGL_draw_buffers]) { gl.GetUIntegerv(LOCAL_GL_MAX_DRAW_BUFFERS, &limits.maxColorDrawBuffers); } if (limits.supportedExtensions[WebGLExtensionID::EXT_disjoint_timer_query]) { gl.fGetQueryiv(LOCAL_GL_TIME_ELAPSED_EXT, LOCAL_GL_QUERY_COUNTER_BITS, (int32_t*)&limits.queryCounterBitsTimeElapsed); gl.fGetQueryiv(LOCAL_GL_TIMESTAMP_EXT, LOCAL_GL_QUERY_COUNTER_BITS, (int32_t*)&limits.queryCounterBitsTimestamp); } if (limits.supportedExtensions[WebGLExtensionID::OVR_multiview2]) { gl.GetUIntegerv(LOCAL_GL_MAX_VIEWS_OVR, &limits.maxMultiviewLayers); } return limits; } bool WebGLContext::InitAndValidateGL(FailureReason* const out_failReason) { MOZ_RELEASE_ASSERT(gl, "GFX: GL not initialized"); // Unconditionally create a new format usage authority. This is // important when restoring contexts and extensions need to add // formats back into the authority. mFormatUsage = CreateFormatUsage(gl); if (!mFormatUsage) { *out_failReason = {"FEATURE_FAILURE_WEBGL_FORMAT", "Failed to create mFormatUsage."}; return false; } GLenum error = gl->fGetError(); if (error != LOCAL_GL_NO_ERROR) { const nsPrintfCString reason( "GL error 0x%x occurred during OpenGL context" " initialization, before WebGL initialization!", error); *out_failReason = {"FEATURE_FAILURE_WEBGL_GLERR_1", reason}; return false; } mLoseContextOnMemoryPressure = StaticPrefs::webgl_lose_context_on_memory_pressure(); mCanLoseContextInForeground = StaticPrefs::webgl_can_lose_context_in_foreground(); /* // Technically, we should be setting mStencil[...] values to // `allOnes`, but either ANGLE breaks or the SGX540s on Try break. GLuint stencilBits = 0; gl->GetUIntegerv(LOCAL_GL_STENCIL_BITS, &stencilBits); GLuint allOnes = ~(UINT32_MAX << stencilBits); mStencilValueMaskFront = allOnes; mStencilValueMaskBack = allOnes; mStencilWriteMaskFront = allOnes; mStencilWriteMaskBack = allOnes; */ gl->GetUIntegerv(LOCAL_GL_STENCIL_VALUE_MASK, &mStencilValueMaskFront); gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_VALUE_MASK, &mStencilValueMaskBack); gl->GetUIntegerv(LOCAL_GL_STENCIL_WRITEMASK, &mStencilWriteMaskFront); gl->GetUIntegerv(LOCAL_GL_STENCIL_BACK_WRITEMASK, &mStencilWriteMaskBack); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_VALUE_MASK, mStencilValueMaskFront); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_VALUE_MASK, mStencilValueMaskBack); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_WRITEMASK, mStencilWriteMaskFront); AssertUintParamCorrect(gl, LOCAL_GL_STENCIL_BACK_WRITEMASK, mStencilWriteMaskBack); // Bindings, etc. mBound2DTextures.Clear(); mBoundCubeMapTextures.Clear(); mBound3DTextures.Clear(); mBound2DArrayTextures.Clear(); mBoundSamplers.Clear(); mBoundArrayBuffer = nullptr; mCurrentProgram = nullptr; mBoundDrawFramebuffer = nullptr; mBoundReadFramebuffer = nullptr; // ----------------------- auto limits = MakeLimits(*this); // - if (limits.maxVertexAttribs < 8) { const nsPrintfCString reason("GL_MAX_VERTEX_ATTRIBS: %d is < 8!", limits.maxVertexAttribs); *out_failReason = {"FEATURE_FAILURE_WEBGL_V_ATRB", reason}; return false; } if (limits.maxTexUnits < 8) { const nsPrintfCString reason( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %u is < 8!", limits.maxTexUnits); *out_failReason = {"FEATURE_FAILURE_WEBGL_T_UNIT", reason}; return false; } mBound2DTextures.SetLength(limits.maxTexUnits); mBoundCubeMapTextures.SetLength(limits.maxTexUnits); mBound3DTextures.SetLength(limits.maxTexUnits); mBound2DArrayTextures.SetLength(limits.maxTexUnits); mBoundSamplers.SetLength(limits.maxTexUnits); //////////////// gl->GetUIntegerv(LOCAL_GL_MAX_RENDERBUFFER_SIZE, &mGLMaxRenderbufferSize); gl->GetUIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxFragmentTextureImageUnits); gl->GetUIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits); //////////////// if (gl->IsGLES()) { mGLMaxFragmentUniformVectors = gl->GetIntAs(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS); mGLMaxVertexUniformVectors = gl->GetIntAs(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS); if (gl->Version() >= 300) { mGLMaxVertexOutputVectors = gl->GetIntAs(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4; mGLMaxFragmentInputVectors = gl->GetIntAs(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4; } else { mGLMaxFragmentInputVectors = gl->GetIntAs(LOCAL_GL_MAX_VARYING_VECTORS); mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors; } } else { mGLMaxFragmentUniformVectors = gl->GetIntAs(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS) / 4; mGLMaxVertexUniformVectors = gl->GetIntAs(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4; if (gl->Version() >= 320) { mGLMaxVertexOutputVectors = gl->GetIntAs(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4; mGLMaxFragmentInputVectors = gl->GetIntAs(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4; } else { // Same enum val as GL2's GL_MAX_VARYING_FLOATS. mGLMaxFragmentInputVectors = gl->GetIntAs(LOCAL_GL_MAX_VARYING_COMPONENTS) / 4; mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors; } } //////////////// if (StaticPrefs::webgl_min_capability_mode()) { bool ok = true; ok &= RestrictCap(&mGLMaxVertexTextureImageUnits, kMinMaxVertexTextureImageUnits); ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits, kMinMaxFragmentTextureImageUnits); ok &= RestrictCap(&limits.maxTexUnits, kMinMaxCombinedTextureImageUnits); ok &= RestrictCap(&limits.maxVertexAttribs, kMinMaxVertexAttribs); ok &= RestrictCap(&mGLMaxVertexUniformVectors, kMinMaxVertexUniformVectors); ok &= RestrictCap(&mGLMaxFragmentUniformVectors, kMinMaxFragmentUniformVectors); ok &= RestrictCap(&mGLMaxVertexOutputVectors, kMinMaxVaryingVectors); ok &= RestrictCap(&mGLMaxFragmentInputVectors, kMinMaxVaryingVectors); ok &= RestrictCap(&limits.maxColorDrawBuffers, kMinMaxDrawBuffers); ok &= RestrictCap(&limits.maxTex2dSize, kMinMaxTextureSize); ok &= RestrictCap(&limits.maxTexCubeSize, kMinMaxCubeMapTextureSize); ok &= RestrictCap(&limits.maxTex3dSize, kMinMax3DTextureSize); ok &= RestrictCap(&limits.maxTexArrayLayers, kMinMaxArrayTextureLayers); ok &= RestrictCap(&mGLMaxRenderbufferSize, kMinMaxRenderbufferSize); if (!ok) { GenerateWarning("Unable to restrict WebGL limits to minimums."); return false; } mDisableFragHighP = true; } else if (mResistFingerprinting) { bool ok = true; ok &= RestrictCap(&limits.maxTex2dSize, kCommonMaxTextureSize); ok &= RestrictCap(&limits.maxTexCubeSize, kCommonMaxCubeMapTextureSize); ok &= RestrictCap(&mGLMaxRenderbufferSize, kCommonMaxRenderbufferSize); ok &= RestrictCap(&mGLMaxVertexTextureImageUnits, kCommonMaxVertexTextureImageUnits); ok &= RestrictCap(&mGLMaxFragmentTextureImageUnits, kCommonMaxFragmentTextureImageUnits); ok &= RestrictCap(&limits.maxTexUnits, kCommonMaxCombinedTextureImageUnits); ok &= RestrictCap(&limits.maxVertexAttribs, kCommonMaxVertexAttribs); ok &= RestrictCap(&mGLMaxVertexUniformVectors, kCommonMaxVertexUniformVectors); ok &= RestrictCap(&mGLMaxFragmentUniformVectors, kCommonMaxFragmentUniformVectors); ok &= RestrictCap(&mGLMaxVertexOutputVectors, kCommonMaxVaryingVectors); ok &= RestrictCap(&mGLMaxFragmentInputVectors, kCommonMaxVaryingVectors); if (limits.lineWidthRange[0] <= kCommonAliasedLineWidthRangeMin) { limits.lineWidthRange[0] = kCommonAliasedLineWidthRangeMin; } else { ok = false; } if (limits.pointSizeRange[0] <= kCommonAliasedPointSizeRangeMin) { limits.pointSizeRange[0] = kCommonAliasedPointSizeRangeMin; } else { ok = false; } ok &= RestrictCap(&limits.lineWidthRange[1], kCommonAliasedLineWidthRangeMax); ok &= RestrictCap(&limits.pointSizeRange[1], kCommonAliasedPointSizeRangeMax); ok &= RestrictCap(&limits.maxViewportDim, kCommonMaxViewportDims); if (!ok) { GenerateWarning( "Unable to restrict WebGL limits in order to resist fingerprinting"); return false; } } mLimits = Some(limits); //////////////// if (gl->IsCompatibilityProfile()) { gl->fEnable(LOCAL_GL_POINT_SPRITE); } if (!gl->IsGLES()) { gl->fEnable(LOCAL_GL_PROGRAM_POINT_SIZE); } #ifdef XP_MACOSX if (gl->WorkAroundDriverBugs() && gl->Vendor() == gl::GLVendor::ATI && !nsCocoaFeatures::IsAtLeastVersion(10, 9)) { // The Mac ATI driver, in all known OSX version up to and including // 10.8, renders points sprites upside-down. (Apple bug 11778921) gl->fPointParameterf(LOCAL_GL_POINT_SPRITE_COORD_ORIGIN, LOCAL_GL_LOWER_LEFT); } #endif if (gl->IsSupported(gl::GLFeature::seamless_cube_map_opt_in)) { gl->fEnable(LOCAL_GL_TEXTURE_CUBE_MAP_SEAMLESS); } // initialize shader translator if (!sh::Initialize()) { *out_failReason = {"FEATURE_FAILURE_WEBGL_GLSL", "GLSL translator initialization failed!"}; return false; } // Mesa can only be detected with the GL_VERSION string, of the form // "2.1 Mesa 7.11.0" const char* versionStr = (const char*)(gl->fGetString(LOCAL_GL_VERSION)); mIsMesa = strstr(versionStr, "Mesa"); // Notice that the point of calling fGetError here is not only to check for // errors, but also to reset the error flags so that a subsequent WebGL // getError call will give the correct result. error = gl->fGetError(); if (error != LOCAL_GL_NO_ERROR) { const nsPrintfCString reason( "GL error 0x%x occurred during WebGL context" " initialization!", error); *out_failReason = {"FEATURE_FAILURE_WEBGL_GLERR_2", reason}; return false; } if (IsWebGL2() && !InitWebGL2(out_failReason)) { // Todo: Bug 898404: Only allow WebGL2 on GL>=3.0 on desktop GL. return false; } // OpenGL core profiles remove the default VAO object from version // 4.0.0. We create a default VAO for all core profiles, // regardless of version. // // GL Spec 4.0.0: // (https://www.opengl.org/registry/doc/glspec40.core.20100311.pdf) // in Section E.2.2 "Removed Features", pg 397: "[...] The default // vertex array object (the name zero) is also deprecated. [...]" mDefaultVertexArray = WebGLVertexArray::Create(this); mDefaultVertexArray->BindVertexArray(); mPrimRestartTypeBytes = 0; // - mGenericVertexAttribTypes.assign(limits.maxVertexAttribs, webgl::AttribBaseType::Float); mGenericVertexAttribTypeInvalidator.InvalidateCaches(); static const float kDefaultGenericVertexAttribData[4] = {0, 0, 0, 1}; memcpy(mGenericVertexAttrib0Data, kDefaultGenericVertexAttribData, sizeof(mGenericVertexAttrib0Data)); mFakeVertexAttrib0BufferObject = 0; mNeedsLegacyVertexAttrib0Handling = gl->IsCompatibilityProfile(); if (gl->WorkAroundDriverBugs() && kIsMacOS) { // Failures in conformance/attribs/gl-disabled-vertex-attrib. // Even in Core profiles on NV. Sigh. mNeedsLegacyVertexAttrib0Handling |= (gl->Vendor() == gl::GLVendor::NVIDIA); mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst |= (gl->Vendor() == gl::GLVendor::Intel); // Failures for programs with no attribs: // conformance/attribs/gl-vertex-attrib-unconsumed-out-of-bounds.html mMaybeNeedsLegacyVertexAttrib0Handling = true; } mMaybeNeedsLegacyVertexAttrib0Handling |= mNeedsLegacyVertexAttrib0Handling; if (const auto& env = gfxEnv::MOZ_WEBGL_WORKAROUND_FIRST_AFFECTS_INSTANCE_ID()) { const auto was = mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst; mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst = (env.as_str != "0"); printf_stderr( "mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst: %i -> %i\n", int(was), int(mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst)); } // - mNeedsIndexValidation = !gl->IsSupported(gl::GLFeature::robust_buffer_access_behavior); switch (StaticPrefs::webgl_force_index_validation()) { case -1: mNeedsIndexValidation = false; break; case 1: mNeedsIndexValidation = true; break; default: MOZ_ASSERT(StaticPrefs::webgl_force_index_validation() == 0); break; } for (auto& cur : mExtensions) { cur = {}; } return true; } bool WebGLContext::ValidateFramebufferTarget(GLenum target) const { bool isValid = true; switch (target) { case LOCAL_GL_FRAMEBUFFER: break; case LOCAL_GL_DRAW_FRAMEBUFFER: case LOCAL_GL_READ_FRAMEBUFFER: isValid = IsWebGL2(); break; default: isValid = false; break; } if (MOZ_LIKELY(isValid)) { return true; } ErrorInvalidEnumArg("target", target); return false; } } // namespace mozilla