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-rw-r--r--gfx/gl/GLContext.h3865
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diff --git a/gfx/gl/GLContext.h b/gfx/gl/GLContext.h
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+++ b/gfx/gl/GLContext.h
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 GLCONTEXT_H_
+#define GLCONTEXT_H_
+
+#include <bitset>
+#include <stdint.h>
+#include <stdio.h>
+#include <stack>
+#include <vector>
+
+#ifdef DEBUG
+# include <string.h>
+#endif
+
+#ifdef GetClassName
+# undef GetClassName
+#endif
+
+// Define MOZ_GL_DEBUG_BUILD unconditionally to enable GL debugging in opt
+// builds.
+#ifdef DEBUG
+# define MOZ_GL_DEBUG_BUILD 1
+#endif
+
+#include "mozilla/IntegerRange.h"
+#include "mozilla/RefPtr.h"
+#include "mozilla/UniquePtr.h"
+#include "mozilla/ThreadLocal.h"
+
+#include "MozFramebuffer.h"
+#include "nsTArray.h"
+#include "GLConsts.h"
+#include "GLDefs.h"
+#include "GLTypes.h"
+#include "GLVendor.h"
+#include "nsRegionFwd.h"
+#include "nsString.h"
+#include "GLContextTypes.h"
+#include "GLContextSymbols.h"
+#include "base/platform_thread.h" // for PlatformThreadId
+#include "mozilla/GenericRefCounted.h"
+#include "mozilla/WeakPtr.h"
+
+#ifdef MOZ_WIDGET_ANDROID
+# include "mozilla/ProfilerLabels.h"
+#endif
+
+namespace mozilla {
+
+namespace gl {
+class GLBlitHelper;
+class GLLibraryEGL;
+class GLReadTexImageHelper;
+class SharedSurface;
+class SymbolLoader;
+struct SymLoadStruct;
+} // namespace gl
+
+namespace layers {
+class ColorTextureLayerProgram;
+} // namespace layers
+
+namespace widget {
+class CompositorWidget;
+} // namespace widget
+} // namespace mozilla
+
+namespace mozilla {
+namespace gl {
+
+enum class GLFeature {
+ bind_buffer_offset,
+ blend_minmax,
+ clear_buffers,
+ copy_buffer,
+ depth_texture,
+ draw_buffers,
+ draw_buffers_indexed,
+ draw_instanced,
+ element_index_uint,
+ ES2_compatibility,
+ ES3_compatibility,
+ EXT_color_buffer_float,
+ frag_color_float,
+ frag_depth,
+ framebuffer_blit,
+ framebuffer_multisample,
+ framebuffer_object,
+ framebuffer_object_EXT_OES,
+ get_integer_indexed,
+ get_integer64_indexed,
+ get_query_object_i64v,
+ get_query_object_iv,
+ gpu_shader4,
+ instanced_arrays,
+ instanced_non_arrays,
+ internalformat_query,
+ invalidate_framebuffer,
+ map_buffer_range,
+ multiview,
+ occlusion_query,
+ occlusion_query_boolean,
+ occlusion_query2,
+ packed_depth_stencil,
+ prim_restart,
+ prim_restart_fixed,
+ query_counter,
+ query_objects,
+ query_time_elapsed,
+ read_buffer,
+ renderbuffer_color_float,
+ renderbuffer_color_half_float,
+ robust_buffer_access_behavior,
+ robustness,
+ sRGB,
+ sampler_objects,
+ seamless_cube_map_opt_in,
+ shader_texture_lod,
+ split_framebuffer,
+ standard_derivatives,
+ sync,
+ texture_3D,
+ texture_3D_compressed,
+ texture_3D_copy,
+ texture_compression_bptc,
+ texture_compression_rgtc,
+ texture_float,
+ texture_float_linear,
+ texture_half_float,
+ texture_half_float_linear,
+ texture_non_power_of_two,
+ texture_norm16,
+ texture_rg,
+ texture_storage,
+ texture_swizzle,
+ transform_feedback2,
+ uniform_buffer_object,
+ uniform_matrix_nonsquare,
+ vertex_array_object,
+ EnumMax
+};
+
+enum class ContextProfile : uint8_t {
+ Unknown = 0,
+ OpenGLCore,
+ OpenGLCompatibility,
+ OpenGLES
+};
+
+enum class GLRenderer {
+ Adreno200,
+ Adreno205,
+ AdrenoTM200,
+ AdrenoTM205,
+ AdrenoTM305,
+ AdrenoTM320,
+ AdrenoTM330,
+ AdrenoTM420,
+ Mali400MP,
+ Mali450MP,
+ SGX530,
+ SGX540,
+ SGX544MP,
+ Tegra,
+ AndroidEmulator,
+ GalliumLlvmpipe,
+ IntelHD3000,
+ MicrosoftBasicRenderDriver,
+ Other
+};
+
+class GLContext : public GenericAtomicRefCounted, public SupportsWeakPtr {
+ public:
+ static MOZ_THREAD_LOCAL(uintptr_t) sCurrentContext;
+
+ const GLContextDesc mDesc;
+
+ bool mImplicitMakeCurrent = false;
+ bool mUseTLSIsCurrent;
+
+ class TlsScope final {
+ const WeakPtr<GLContext> mGL;
+ const bool mWasTlsOk;
+
+ public:
+ explicit TlsScope(GLContext* const gl)
+ : mGL(gl), mWasTlsOk(gl && gl->mUseTLSIsCurrent) {
+ if (mGL) {
+ mGL->mUseTLSIsCurrent = true;
+ }
+ }
+
+ ~TlsScope() {
+ if (mGL) {
+ mGL->mUseTLSIsCurrent = mWasTlsOk;
+ }
+ }
+ };
+
+ // -----------------------------------------------------------------------------
+ // basic getters
+ public:
+ /**
+ * Returns true if the context is using ANGLE. This should only be overridden
+ * for an ANGLE implementation.
+ */
+ virtual bool IsANGLE() const { return false; }
+
+ /**
+ * Returns true if the context is using WARP. This should only be overridden
+ * for an ANGLE implementation.
+ */
+ virtual bool IsWARP() const { return false; }
+
+ virtual void GetWSIInfo(nsCString* const out) const = 0;
+
+ /**
+ * Return true if we are running on a OpenGL core profile context
+ */
+ inline bool IsCoreProfile() const {
+ MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
+
+ return mProfile == ContextProfile::OpenGLCore;
+ }
+
+ /**
+ * Return true if we are running on a OpenGL compatibility profile context
+ * (legacy profile 2.1 on Max OS X)
+ */
+ inline bool IsCompatibilityProfile() const {
+ MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
+
+ return mProfile == ContextProfile::OpenGLCompatibility;
+ }
+
+ inline bool IsGLES() const {
+ MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
+
+ return mProfile == ContextProfile::OpenGLES;
+ }
+
+ inline bool IsAtLeast(ContextProfile profile, unsigned int version) const {
+ MOZ_ASSERT(profile != ContextProfile::Unknown,
+ "IsAtLeast: bad <profile> parameter");
+ MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
+ MOZ_ASSERT(mVersion != 0, "unknown context version");
+
+ if (version > mVersion) {
+ return false;
+ }
+
+ return profile == mProfile;
+ }
+
+ /**
+ * Return the version of the context.
+ * Example :
+ * If this a OpenGL 2.1, that will return 210
+ */
+ inline uint32_t Version() const { return mVersion; }
+
+ inline uint32_t ShadingLanguageVersion() const {
+ return mShadingLanguageVersion;
+ }
+
+ GLVendor Vendor() const { return mVendor; }
+ GLRenderer Renderer() const { return mRenderer; }
+ bool IsMesa() const { return mIsMesa; }
+
+ bool IsContextLost() const { return mContextLost; }
+
+ bool CheckContextLost() const {
+ mTopError = GetError();
+ return IsContextLost();
+ }
+
+ bool HasPBOState() const { return (!IsGLES() || Version() >= 300); }
+
+ /**
+ * If this context is double-buffered, returns TRUE.
+ */
+ virtual bool IsDoubleBuffered() const { return false; }
+
+ virtual GLContextType GetContextType() const = 0;
+
+ virtual bool IsCurrentImpl() const = 0;
+ virtual bool MakeCurrentImpl() const = 0;
+
+ bool IsCurrent() const {
+ if (mImplicitMakeCurrent) return MakeCurrent();
+
+ return IsCurrentImpl();
+ }
+
+ bool MakeCurrent(bool aForce = false) const;
+
+ /**
+ * Get the default framebuffer for this context.
+ */
+ UniquePtr<MozFramebuffer> mOffscreenDefaultFb;
+
+ bool CreateOffscreenDefaultFb(const gfx::IntSize& size);
+
+ virtual GLuint GetDefaultFramebuffer() {
+ if (mOffscreenDefaultFb) {
+ return mOffscreenDefaultFb->mFB;
+ }
+ return 0;
+ }
+
+ /**
+ * mVersion store the OpenGL's version, multiplied by 100. For example, if
+ * the context is an OpenGL 2.1 context, mVersion value will be 210.
+ */
+ uint32_t mVersion = 0;
+ ContextProfile mProfile = ContextProfile::Unknown;
+
+ uint32_t mShadingLanguageVersion = 0;
+
+ GLVendor mVendor = GLVendor::Other;
+ GLRenderer mRenderer = GLRenderer::Other;
+ bool mIsMesa = false;
+
+ // -----------------------------------------------------------------------------
+ // Extensions management
+ /**
+ * This mechanism is designed to know if an extension is supported. In the
+ * long term, we would like to only use the extension group queries XXX_* to
+ * have full compatibility with context version and profiles (especialy the
+ * core that officialy don't bring any extensions).
+ */
+
+ /**
+ * Known GL extensions that can be queried by
+ * IsExtensionSupported. The results of this are cached, and as
+ * such it's safe to use this even in performance critical code.
+ * If you add to this array, remember to add to the string names
+ * in GLContext.cpp.
+ */
+ enum GLExtensions {
+ Extension_None = 0,
+ AMD_compressed_ATC_texture,
+ ANGLE_depth_texture,
+ ANGLE_framebuffer_blit,
+ ANGLE_framebuffer_multisample,
+ ANGLE_instanced_arrays,
+ ANGLE_multiview,
+ ANGLE_texture_compression_dxt3,
+ ANGLE_texture_compression_dxt5,
+ ANGLE_timer_query,
+ APPLE_client_storage,
+ APPLE_fence,
+ APPLE_framebuffer_multisample,
+ APPLE_sync,
+ APPLE_texture_range,
+ APPLE_vertex_array_object,
+ ARB_ES2_compatibility,
+ ARB_ES3_compatibility,
+ ARB_color_buffer_float,
+ ARB_compatibility,
+ ARB_copy_buffer,
+ ARB_depth_texture,
+ ARB_draw_buffers,
+ ARB_draw_instanced,
+ ARB_framebuffer_object,
+ ARB_framebuffer_sRGB,
+ ARB_geometry_shader4,
+ ARB_half_float_pixel,
+ ARB_instanced_arrays,
+ ARB_internalformat_query,
+ ARB_invalidate_subdata,
+ ARB_map_buffer_range,
+ ARB_occlusion_query2,
+ ARB_pixel_buffer_object,
+ ARB_robust_buffer_access_behavior,
+ ARB_robustness,
+ ARB_sampler_objects,
+ ARB_seamless_cube_map,
+ ARB_shader_texture_lod,
+ ARB_sync,
+ ARB_texture_compression,
+ ARB_texture_compression_bptc,
+ ARB_texture_compression_rgtc,
+ ARB_texture_float,
+ ARB_texture_non_power_of_two,
+ ARB_texture_rectangle,
+ ARB_texture_rg,
+ ARB_texture_storage,
+ ARB_texture_swizzle,
+ ARB_timer_query,
+ ARB_transform_feedback2,
+ ARB_uniform_buffer_object,
+ ARB_vertex_array_object,
+ CHROMIUM_color_buffer_float_rgb,
+ CHROMIUM_color_buffer_float_rgba,
+ EXT_bgra,
+ EXT_blend_minmax,
+ EXT_color_buffer_float,
+ EXT_color_buffer_half_float,
+ EXT_copy_texture,
+ EXT_disjoint_timer_query,
+ EXT_draw_buffers,
+ EXT_draw_buffers2,
+ EXT_draw_instanced,
+ EXT_float_blend,
+ EXT_frag_depth,
+ EXT_framebuffer_blit,
+ EXT_framebuffer_multisample,
+ EXT_framebuffer_object,
+ EXT_framebuffer_sRGB,
+ EXT_gpu_shader4,
+ EXT_map_buffer_range,
+ EXT_multisampled_render_to_texture,
+ EXT_occlusion_query_boolean,
+ EXT_packed_depth_stencil,
+ EXT_read_format_bgra,
+ EXT_robustness,
+ EXT_sRGB,
+ EXT_sRGB_write_control,
+ EXT_shader_texture_lod,
+ EXT_texture_compression_bptc,
+ EXT_texture_compression_dxt1,
+ EXT_texture_compression_rgtc,
+ EXT_texture_compression_s3tc,
+ EXT_texture_compression_s3tc_srgb,
+ EXT_texture_filter_anisotropic,
+ EXT_texture_format_BGRA8888,
+ EXT_texture_norm16,
+ EXT_texture_sRGB,
+ EXT_texture_storage,
+ EXT_timer_query,
+ EXT_transform_feedback,
+ EXT_unpack_subimage,
+ IMG_read_format,
+ IMG_texture_compression_pvrtc,
+ IMG_texture_npot,
+ KHR_debug,
+ KHR_parallel_shader_compile,
+ KHR_robust_buffer_access_behavior,
+ KHR_robustness,
+ KHR_texture_compression_astc_hdr,
+ KHR_texture_compression_astc_ldr,
+ NV_draw_instanced,
+ NV_fence,
+ NV_framebuffer_blit,
+ NV_geometry_program4,
+ NV_half_float,
+ NV_instanced_arrays,
+ NV_primitive_restart,
+ NV_texture_barrier,
+ NV_transform_feedback,
+ NV_transform_feedback2,
+ OES_EGL_image,
+ OES_EGL_image_external,
+ OES_EGL_sync,
+ OES_compressed_ETC1_RGB8_texture,
+ OES_depth24,
+ OES_depth32,
+ OES_depth_texture,
+ OES_draw_buffers_indexed,
+ OES_element_index_uint,
+ OES_fbo_render_mipmap,
+ OES_framebuffer_object,
+ OES_packed_depth_stencil,
+ OES_rgb8_rgba8,
+ OES_standard_derivatives,
+ OES_stencil8,
+ OES_texture_3D,
+ OES_texture_float,
+ OES_texture_float_linear,
+ OES_texture_half_float,
+ OES_texture_half_float_linear,
+ OES_texture_npot,
+ OES_vertex_array_object,
+ OVR_multiview2,
+ Extensions_Max,
+ Extensions_End
+ };
+
+ bool IsExtensionSupported(GLExtensions aKnownExtension) const {
+ return mAvailableExtensions[aKnownExtension];
+ }
+
+ protected:
+ void MarkExtensionUnsupported(GLExtensions aKnownExtension) {
+ mAvailableExtensions[aKnownExtension] = 0;
+ }
+
+ void MarkExtensionSupported(GLExtensions aKnownExtension) {
+ mAvailableExtensions[aKnownExtension] = 1;
+ }
+
+ std::bitset<Extensions_Max> mAvailableExtensions;
+
+ // -----------------------------------------------------------------------------
+ // Feature queries
+ /*
+ * This mecahnism introduces a new way to check if a OpenGL feature is
+ * supported, regardless of whether it is supported by an extension or
+ * natively by the context version/profile
+ */
+ public:
+ bool IsSupported(GLFeature feature) const {
+ return mAvailableFeatures[size_t(feature)];
+ }
+
+ static const char* GetFeatureName(GLFeature feature);
+
+ private:
+ std::bitset<size_t(GLFeature::EnumMax)> mAvailableFeatures;
+
+ /**
+ * Init features regarding OpenGL extension and context version and profile
+ */
+ void InitFeatures();
+
+ /**
+ * Mark the feature and associated extensions as unsupported
+ */
+ void MarkUnsupported(GLFeature feature);
+
+ /**
+ * Is this feature supported using the core (unsuffixed) symbols?
+ */
+ bool IsFeatureProvidedByCoreSymbols(GLFeature feature);
+
+ // -----------------------------------------------------------------------------
+ // Error handling
+
+ private:
+ mutable bool mContextLost = false;
+ mutable GLenum mTopError = 0;
+
+ protected:
+ void OnContextLostError() const;
+
+ public:
+ static std::string GLErrorToString(GLenum aError);
+
+ static bool IsBadCallError(const GLenum err) {
+ return !(err == 0 || err == LOCAL_GL_CONTEXT_LOST);
+ }
+
+ class LocalErrorScope;
+
+ private:
+ mutable std::stack<const LocalErrorScope*> mLocalErrorScopeStack;
+ mutable UniquePtr<LocalErrorScope> mDebugErrorScope;
+
+ ////////////////////////////////////
+ // Use this safer option.
+
+ public:
+ class LocalErrorScope {
+ const GLContext& mGL;
+ GLenum mOldTop;
+ bool mHasBeenChecked;
+
+ public:
+ explicit LocalErrorScope(const GLContext& gl)
+ : mGL(gl), mHasBeenChecked(false) {
+ mGL.mLocalErrorScopeStack.push(this);
+ mOldTop = mGL.GetError();
+ }
+
+ /// Never returns CONTEXT_LOST.
+ GLenum GetError() {
+ MOZ_ASSERT(!mHasBeenChecked);
+ mHasBeenChecked = true;
+
+ const auto ret = mGL.GetError();
+ if (ret == LOCAL_GL_CONTEXT_LOST) return 0;
+ return ret;
+ }
+
+ ~LocalErrorScope() {
+ MOZ_ASSERT(mHasBeenChecked);
+
+ MOZ_ASSERT(!IsBadCallError(mGL.GetError()));
+
+ MOZ_ASSERT(mGL.mLocalErrorScopeStack.top() == this);
+ mGL.mLocalErrorScopeStack.pop();
+
+ mGL.mTopError = mOldTop;
+ }
+ };
+
+ // -
+
+ bool GetPotentialInteger(GLenum pname, GLint* param) {
+ LocalErrorScope localError(*this);
+
+ fGetIntegerv(pname, param);
+
+ GLenum err = localError.GetError();
+ MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_INVALID_ENUM);
+ return err == LOCAL_GL_NO_ERROR;
+ }
+
+ void DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
+ GLsizei length, const GLchar* message);
+
+ private:
+ static void GLAPIENTRY StaticDebugCallback(GLenum source, GLenum type,
+ GLuint id, GLenum severity,
+ GLsizei length,
+ const GLchar* message,
+ const GLvoid* userParam);
+
+ // -----------------------------------------------------------------------------
+ // Debugging implementation
+ private:
+#ifndef MOZ_FUNCTION_NAME
+# ifdef __GNUC__
+# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
+# elif defined(_MSC_VER)
+# define MOZ_FUNCTION_NAME __FUNCTION__
+# else
+# define MOZ_FUNCTION_NAME \
+ __func__ // defined in C99, supported in various C++ compilers. Just raw
+ // function name.
+# endif
+#endif
+
+#ifdef MOZ_WIDGET_ANDROID
+// Record the name of the GL call for better hang stacks on Android.
+# define ANDROID_ONLY_PROFILER_LABEL AUTO_PROFILER_LABEL(__func__, GRAPHICS);
+#else
+# define ANDROID_ONLY_PROFILER_LABEL
+#endif
+
+#define BEFORE_GL_CALL \
+ ANDROID_ONLY_PROFILER_LABEL \
+ if (MOZ_LIKELY(BeforeGLCall(MOZ_FUNCTION_NAME))) { \
+ do { \
+ } while (0)
+
+#define AFTER_GL_CALL \
+ AfterGLCall(MOZ_FUNCTION_NAME); \
+ } \
+ do { \
+ } while (0)
+
+ void BeforeGLCall_Debug(const char* funcName) const;
+ void AfterGLCall_Debug(const char* funcName) const;
+ static void OnImplicitMakeCurrentFailure(const char* funcName);
+
+ bool BeforeGLCall(const char* const funcName) const {
+ if (mImplicitMakeCurrent) {
+ if (MOZ_UNLIKELY(!MakeCurrent())) {
+ if (!mContextLost) {
+ OnImplicitMakeCurrentFailure(funcName);
+ }
+ return false;
+ }
+ }
+ MOZ_GL_ASSERT(this, IsCurrentImpl());
+
+ if (MOZ_UNLIKELY(mDebugFlags)) {
+ BeforeGLCall_Debug(funcName);
+ }
+ return true;
+ }
+
+ void AfterGLCall(const char* const funcName) const {
+ if (MOZ_UNLIKELY(mDebugFlags)) {
+ AfterGLCall_Debug(funcName);
+ }
+ }
+
+ GLContext* TrackingContext() {
+ GLContext* tip = this;
+ while (tip->mSharedContext) tip = tip->mSharedContext;
+ return tip;
+ }
+
+ static void AssertNotPassingStackBufferToTheGL(const void* ptr);
+
+#ifdef MOZ_GL_DEBUG_BUILD
+
+# define TRACKING_CONTEXT(a) \
+ do { \
+ TrackingContext()->a; \
+ } while (0)
+
+# define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
+ AssertNotPassingStackBufferToTheGL(ptr)
+
+# define ASSERT_SYMBOL_PRESENT(func) \
+ do { \
+ MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr, \
+ "Mismatched symbol check."); \
+ if (MOZ_UNLIKELY(!mSymbols.func)) { \
+ printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", \
+ #func); \
+ MOZ_CRASH("GFX: Uninitialized GL function"); \
+ } \
+ } while (0)
+
+#else // ifdef MOZ_GL_DEBUG_BUILD
+
+# define TRACKING_CONTEXT(a) \
+ do { \
+ } while (0)
+# define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) \
+ do { \
+ } while (0)
+# define ASSERT_SYMBOL_PRESENT(func) \
+ do { \
+ } while (0)
+
+#endif // ifdef MOZ_GL_DEBUG_BUILD
+
+ // Do whatever setup is necessary to draw to our offscreen FBO, if it's
+ // bound.
+ void BeforeGLDrawCall() {}
+
+ // Do whatever tear-down is necessary after drawing to our offscreen FBO,
+ // if it's bound.
+ void AfterGLDrawCall() { mHeavyGLCallsSinceLastFlush = true; }
+
+ // Do whatever setup is necessary to read from our offscreen FBO, if it's
+ // bound.
+ void BeforeGLReadCall() {}
+
+ // Do whatever tear-down is necessary after reading from our offscreen FBO,
+ // if it's bound.
+ void AfterGLReadCall() {}
+
+ public:
+ void OnSyncCall() const { mSyncGLCallCount++; }
+
+ uint64_t GetSyncCallCount() const { return mSyncGLCallCount; }
+
+ void ResetSyncCallCount(const char* resetReason) const;
+
+ // -----------------------------------------------------------------------------
+ // GL official entry points
+ public:
+ // We smash all errors together, so you never have to loop on this. We
+ // guarantee that immediately after this call, there are no errors left.
+ // Always returns the top-most error, except if followed by CONTEXT_LOST, then
+ // return that instead.
+ GLenum GetError() const;
+
+ GLenum fGetError() { return GetError(); }
+
+ GLenum fGetGraphicsResetStatus() const;
+
+ // -
+
+ void fActiveTexture(GLenum texture) {
+ BEFORE_GL_CALL;
+ mSymbols.fActiveTexture(texture);
+ AFTER_GL_CALL;
+ }
+
+ void fAttachShader(GLuint program, GLuint shader) {
+ BEFORE_GL_CALL;
+ mSymbols.fAttachShader(program, shader);
+ AFTER_GL_CALL;
+ }
+
+ void fBeginQuery(GLenum target, GLuint id) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBeginQuery);
+ mSymbols.fBeginQuery(target, id);
+ AFTER_GL_CALL;
+ }
+
+ void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
+ BEFORE_GL_CALL;
+ mSymbols.fBindAttribLocation(program, index, name);
+ AFTER_GL_CALL;
+ }
+
+ void fBindBuffer(GLenum target, GLuint buffer) {
+ BEFORE_GL_CALL;
+ mSymbols.fBindBuffer(target, buffer);
+ AFTER_GL_CALL;
+ }
+
+ void fInvalidateFramebuffer(GLenum target, GLsizei numAttachments,
+ const GLenum* attachments) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fInvalidateFramebuffer);
+ mSymbols.fInvalidateFramebuffer(target, numAttachments, attachments);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments,
+ const GLenum* attachments, GLint x, GLint y,
+ GLsizei width, GLsizei height) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fInvalidateSubFramebuffer);
+ mSymbols.fInvalidateSubFramebuffer(target, numAttachments, attachments, x,
+ y, width, height);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fBindTexture(GLenum target, GLuint texture) {
+ BEFORE_GL_CALL;
+ mSymbols.fBindTexture(target, texture);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendColor(red, green, blue, alpha);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendEquation(GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendEquation(mode);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendFunc(GLenum sfactor, GLenum dfactor) {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendFunc(sfactor, dfactor);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorAlpha, GLenum dfactorAlpha) {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha,
+ dfactorAlpha);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
+ GLenum usage) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
+ BEFORE_GL_CALL;
+ mSymbols.fBufferData(target, size, data, usage);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ public:
+ void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
+ GLenum usage) {
+ raw_fBufferData(target, size, data, usage);
+
+ // bug 744888
+ if (WorkAroundDriverBugs() && !data && Vendor() == GLVendor::NVIDIA) {
+ UniquePtr<char[]> buf = MakeUnique<char[]>(1);
+ buf[0] = 0;
+ fBufferSubData(target, size - 1, 1, buf.get());
+ }
+ }
+
+ void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
+ const GLvoid* data) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
+ BEFORE_GL_CALL;
+ mSymbols.fBufferSubData(target, offset, size, data);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ private:
+ void raw_fClear(GLbitfield mask) {
+ BEFORE_GL_CALL;
+ mSymbols.fClear(mask);
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fClear(GLbitfield mask) {
+ BeforeGLDrawCall();
+ raw_fClear(mask);
+ AfterGLDrawCall();
+ }
+
+ void fClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth,
+ GLint stencil) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ mSymbols.fClearBufferfi(buffer, drawbuffer, depth, stencil);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ mSymbols.fClearBufferfv(buffer, drawbuffer, value);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ mSymbols.fClearBufferiv(buffer, drawbuffer, value);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value) {
+ BeforeGLDrawCall();
+ BEFORE_GL_CALL;
+ mSymbols.fClearBufferuiv(buffer, drawbuffer, value);
+ AFTER_GL_CALL;
+ AfterGLDrawCall();
+ }
+
+ void fClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
+ BEFORE_GL_CALL;
+ mSymbols.fClearColor(r, g, b, a);
+ AFTER_GL_CALL;
+ }
+
+ void fClearStencil(GLint s) {
+ BEFORE_GL_CALL;
+ mSymbols.fClearStencil(s);
+ AFTER_GL_CALL;
+ }
+
+ void fClientActiveTexture(GLenum texture) {
+ BEFORE_GL_CALL;
+ mSymbols.fClientActiveTexture(texture);
+ AFTER_GL_CALL;
+ }
+
+ void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue,
+ realGLboolean alpha) {
+ BEFORE_GL_CALL;
+ mSymbols.fColorMask(red, green, blue, alpha);
+ AFTER_GL_CALL;
+ }
+
+ void fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
+ GLsizei width, GLsizei height, GLint border,
+ GLsizei imageSize, const GLvoid* pixels) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
+ BEFORE_GL_CALL;
+ mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height,
+ border, imageSize, pixels);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLsizei width, GLsizei height,
+ GLenum format, GLsizei imageSize,
+ const GLvoid* pixels) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
+ BEFORE_GL_CALL;
+ mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width,
+ height, format, imageSize, pixels);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border);
+
+ void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLint x, GLint y, GLsizei width,
+ GLsizei height) {
+ BeforeGLReadCall();
+ raw_fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
+ height);
+ AfterGLReadCall();
+ }
+
+ void fCullFace(GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fCullFace(mode);
+ AFTER_GL_CALL;
+ }
+
+ void fDebugMessageCallback(GLDEBUGPROC callback, const GLvoid* userParam) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDebugMessageCallback);
+ mSymbols.fDebugMessageCallback(callback, userParam);
+ AFTER_GL_CALL;
+ }
+
+ void fDebugMessageControl(GLenum source, GLenum type, GLenum severity,
+ GLsizei count, const GLuint* ids,
+ realGLboolean enabled) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDebugMessageControl);
+ mSymbols.fDebugMessageControl(source, type, severity, count, ids, enabled);
+ AFTER_GL_CALL;
+ }
+
+ void fDebugMessageInsert(GLenum source, GLenum type, GLuint id,
+ GLenum severity, GLsizei length, const GLchar* buf) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDebugMessageInsert);
+ mSymbols.fDebugMessageInsert(source, type, id, severity, length, buf);
+ AFTER_GL_CALL;
+ }
+
+ void fDetachShader(GLuint program, GLuint shader) {
+ BEFORE_GL_CALL;
+ mSymbols.fDetachShader(program, shader);
+ AFTER_GL_CALL;
+ }
+
+ void fDepthFunc(GLenum func) {
+ BEFORE_GL_CALL;
+ mSymbols.fDepthFunc(func);
+ AFTER_GL_CALL;
+ }
+
+ void fDepthMask(realGLboolean flag) {
+ BEFORE_GL_CALL;
+ mSymbols.fDepthMask(flag);
+ AFTER_GL_CALL;
+ }
+
+ void fDisable(GLenum capability) {
+ BEFORE_GL_CALL;
+ mSymbols.fDisable(capability);
+ AFTER_GL_CALL;
+ }
+
+ void fDisableClientState(GLenum capability) {
+ BEFORE_GL_CALL;
+ mSymbols.fDisableClientState(capability);
+ AFTER_GL_CALL;
+ }
+
+ void fDisableVertexAttribArray(GLuint index) {
+ BEFORE_GL_CALL;
+ mSymbols.fDisableVertexAttribArray(index);
+ AFTER_GL_CALL;
+ }
+
+ void fDrawBuffer(GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fDrawBuffer(mode);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) {
+ BEFORE_GL_CALL;
+ mSymbols.fDrawArrays(mode, first, count);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid* indices) {
+ BEFORE_GL_CALL;
+ mSymbols.fDrawElements(mode, count, type, indices);
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
+ BeforeGLDrawCall();
+ raw_fDrawArrays(mode, first, count);
+ AfterGLDrawCall();
+ }
+
+ void fDrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid* indices) {
+ BeforeGLDrawCall();
+ raw_fDrawElements(mode, count, type, indices);
+ AfterGLDrawCall();
+ }
+
+ void fEnable(GLenum capability) {
+ BEFORE_GL_CALL;
+ mSymbols.fEnable(capability);
+ AFTER_GL_CALL;
+ }
+
+ void fEnableClientState(GLenum capability) {
+ BEFORE_GL_CALL;
+ mSymbols.fEnableClientState(capability);
+ AFTER_GL_CALL;
+ }
+
+ void fEnableVertexAttribArray(GLuint index) {
+ BEFORE_GL_CALL;
+ mSymbols.fEnableVertexAttribArray(index);
+ AFTER_GL_CALL;
+ }
+
+ void fEndQuery(GLenum target) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fEndQuery);
+ mSymbols.fEndQuery(target);
+ AFTER_GL_CALL;
+ }
+
+ void fFinish() {
+ BEFORE_GL_CALL;
+ mSymbols.fFinish();
+ OnSyncCall();
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = false;
+ }
+
+ void fFlush() {
+ BEFORE_GL_CALL;
+ mSymbols.fFlush();
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = false;
+ }
+
+ void fFrontFace(GLenum face) {
+ BEFORE_GL_CALL;
+ mSymbols.fFrontFace(face);
+ AFTER_GL_CALL;
+ }
+
+ void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength,
+ GLsizei* length, GLint* size, GLenum* type,
+ GLchar* name) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type,
+ name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength,
+ GLsizei* length, GLint* size, GLenum* type,
+ GLchar* name) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type,
+ name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count,
+ GLuint* shaders) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ GLint fGetAttribLocation(GLuint program, const GLchar* name) {
+ GLint retval = 0;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fGetAttribLocation(program, name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ private:
+ void raw_fGetIntegerv(GLenum pname, GLint* params) const {
+ BEFORE_GL_CALL;
+ mSymbols.fGetIntegerv(pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fGetIntegerv(GLenum pname, GLint* params) const;
+
+ template <typename T>
+ void GetInt(const GLenum pname, T* const params) const {
+ static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
+ fGetIntegerv(pname, reinterpret_cast<GLint*>(params));
+ }
+
+ void GetUIntegerv(GLenum pname, GLuint* params) const {
+ GetInt(pname, params);
+ }
+
+ template <typename T>
+ T GetIntAs(GLenum pname) const {
+ static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
+ T ret = 0;
+ fGetIntegerv(pname, (GLint*)&ret);
+ return ret;
+ }
+
+ void fGetFloatv(GLenum pname, GLfloat* params) const {
+ BEFORE_GL_CALL;
+ mSymbols.fGetFloatv(pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetBooleanv(GLenum pname, realGLboolean* params) const {
+ BEFORE_GL_CALL;
+ mSymbols.fGetBooleanv(pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetBufferParameteriv(target, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ GLuint fGetDebugMessageLog(GLuint count, GLsizei bufsize, GLenum* sources,
+ GLenum* types, GLuint* ids, GLenum* severities,
+ GLsizei* lengths, GLchar* messageLog) {
+ GLuint ret = 0;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetDebugMessageLog);
+ ret = mSymbols.fGetDebugMessageLog(count, bufsize, sources, types, ids,
+ severities, lengths, messageLog);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void fGetPointerv(GLenum pname, GLvoid** params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetPointerv);
+ mSymbols.fGetPointerv(pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize,
+ GLsizei* length, GLchar* label) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetObjectLabel);
+ mSymbols.fGetObjectLabel(identifier, name, bufSize, length, label);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetObjectPtrLabel(const GLvoid* ptr, GLsizei bufSize, GLsizei* length,
+ GLchar* label) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetObjectPtrLabel);
+ mSymbols.fGetObjectPtrLabel(ptr, bufSize, length, label);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGenerateMipmap(GLenum target) {
+ BEFORE_GL_CALL;
+ mSymbols.fGenerateMipmap(target);
+ AFTER_GL_CALL;
+ }
+
+ void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetProgramiv(program, pname, param);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length,
+ GLchar* infoLog) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fTexParameteri(GLenum target, GLenum pname, GLint param) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexParameteri(target, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexParameteriv(target, pname, params);
+ AFTER_GL_CALL;
+ }
+
+ void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexParameterf(target, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ const GLubyte* fGetString(GLenum name) {
+ const GLubyte* result = nullptr;
+ BEFORE_GL_CALL;
+ result = mSymbols.fGetString(name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return result;
+ }
+
+ void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type,
+ GLvoid* img) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetTexImage);
+ mSymbols.fGetTexImage(target, level, format, type, img);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname,
+ GLint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv);
+ mSymbols.fGetTexLevelParameteriv(target, level, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetTexParameterfv(target, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetTexParameteriv(target, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetUniformfv(program, location, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetUniformiv(GLuint program, GLint location, GLint* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetUniformiv(program, location, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetUniformuiv(GLuint program, GLint location, GLuint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetUniformuiv);
+ mSymbols.fGetUniformuiv(program, location, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ GLint fGetUniformLocation(GLuint programObj, const GLchar* name) {
+ GLint retval = 0;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fGetUniformLocation(programObj, name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetVertexAttribfv(index, pname, retval);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetVertexAttribiv(index, pname, retval);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetVertexAttribPointerv(index, pname, retval);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fHint(GLenum target, GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fHint(target, mode);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsBuffer(GLuint buffer) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsBuffer(buffer);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ realGLboolean fIsEnabled(GLenum capability) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsEnabled(capability);
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ void SetEnabled(const GLenum cap, const bool val) {
+ if (val) {
+ fEnable(cap);
+ } else {
+ fDisable(cap);
+ }
+ }
+
+ bool PushEnabled(const GLenum cap, const bool newVal) {
+ const bool oldVal = fIsEnabled(cap);
+ if (oldVal != newVal) {
+ SetEnabled(cap, newVal);
+ }
+ return oldVal;
+ }
+
+ realGLboolean fIsProgram(GLuint program) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsProgram(program);
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ realGLboolean fIsShader(GLuint shader) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsShader(shader);
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ realGLboolean fIsTexture(GLuint texture) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsTexture(texture);
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ void fLineWidth(GLfloat width) {
+ BEFORE_GL_CALL;
+ mSymbols.fLineWidth(width);
+ AFTER_GL_CALL;
+ }
+
+ void fLinkProgram(GLuint program) {
+ BEFORE_GL_CALL;
+ mSymbols.fLinkProgram(program);
+ AFTER_GL_CALL;
+ }
+
+ void fObjectLabel(GLenum identifier, GLuint name, GLsizei length,
+ const GLchar* label) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fObjectLabel);
+ mSymbols.fObjectLabel(identifier, name, length, label);
+ AFTER_GL_CALL;
+ }
+
+ void fObjectPtrLabel(const GLvoid* ptr, GLsizei length, const GLchar* label) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fObjectPtrLabel);
+ mSymbols.fObjectPtrLabel(ptr, length, label);
+ AFTER_GL_CALL;
+ }
+
+ void fLoadIdentity() {
+ BEFORE_GL_CALL;
+ mSymbols.fLoadIdentity();
+ AFTER_GL_CALL;
+ }
+
+ void fLoadMatrixf(const GLfloat* matrix) {
+ BEFORE_GL_CALL;
+ mSymbols.fLoadMatrixf(matrix);
+ AFTER_GL_CALL;
+ }
+
+ void fMatrixMode(GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fMatrixMode(mode);
+ AFTER_GL_CALL;
+ }
+
+ void fPixelStorei(GLenum pname, GLint param) {
+ BEFORE_GL_CALL;
+ mSymbols.fPixelStorei(pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fTextureRangeAPPLE(GLenum target, GLsizei length, GLvoid* pointer) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pointer);
+ BEFORE_GL_CALL;
+ mSymbols.fTextureRangeAPPLE(target, length, pointer);
+ AFTER_GL_CALL;
+ }
+
+ void fPointParameterf(GLenum pname, GLfloat param) {
+ BEFORE_GL_CALL;
+ mSymbols.fPointParameterf(pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fPolygonMode(GLenum face, GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fPolygonMode(face, mode);
+ AFTER_GL_CALL;
+ }
+
+ void fPolygonOffset(GLfloat factor, GLfloat bias) {
+ BEFORE_GL_CALL;
+ mSymbols.fPolygonOffset(factor, bias);
+ AFTER_GL_CALL;
+ }
+
+ void fPopDebugGroup() {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fPopDebugGroup);
+ mSymbols.fPopDebugGroup();
+ AFTER_GL_CALL;
+ }
+
+ void fPushDebugGroup(GLenum source, GLuint id, GLsizei length,
+ const GLchar* message) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fPushDebugGroup);
+ mSymbols.fPushDebugGroup(source, id, length, message);
+ AFTER_GL_CALL;
+ }
+
+ void fReadBuffer(GLenum mode) {
+ BEFORE_GL_CALL;
+ mSymbols.fReadBuffer(mode);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLvoid* pixels) {
+ BEFORE_GL_CALL;
+ mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
+ GLenum format, GLenum type, GLvoid* pixels);
+
+ public:
+ void fSampleCoverage(GLclampf value, realGLboolean invert) {
+ BEFORE_GL_CALL;
+ mSymbols.fSampleCoverage(value, invert);
+ AFTER_GL_CALL;
+ }
+
+ void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
+ if (mScissorRect[0] == x && mScissorRect[1] == y &&
+ mScissorRect[2] == width && mScissorRect[3] == height) {
+ return;
+ }
+ mScissorRect[0] = x;
+ mScissorRect[1] = y;
+ mScissorRect[2] = width;
+ mScissorRect[3] = height;
+ BEFORE_GL_CALL;
+ mSymbols.fScissor(x, y, width, height);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilFunc(GLenum func, GLint reference, GLuint mask) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilFunc(func, reference, mask);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint reference,
+ GLuint mask) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilFuncSeparate(frontfunc, backfunc, reference, mask);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilMask(GLuint mask) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilMask(mask);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilMaskSeparate(GLenum face, GLuint mask) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilMaskSeparate(face, mask);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilOp(fail, zfail, zpass);
+ AFTER_GL_CALL;
+ }
+
+ void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
+ GLenum dppass) {
+ BEFORE_GL_CALL;
+ mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
+ AFTER_GL_CALL;
+ }
+
+ void fTexGeni(GLenum coord, GLenum pname, GLint param) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexGeni(coord, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fTexGenf(GLenum coord, GLenum pname, GLfloat param) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexGenf(coord, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fTexGenfv(GLenum coord, GLenum pname, const GLfloat* params) {
+ BEFORE_GL_CALL;
+ mSymbols.fTexGenfv(coord, pname, params);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLsizei height, GLint border,
+ GLenum format, GLenum type, const GLvoid* pixels) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
+ BEFORE_GL_CALL;
+ mSymbols.fTexImage2D(target, level, internalformat, width, height, border,
+ format, type, pixels);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ public:
+ void fTexImage2D(GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLsizei height, GLint border, GLenum format,
+ GLenum type, const GLvoid* pixels);
+
+ void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height, GLenum format, GLenum type,
+ const GLvoid* pixels) {
+ ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
+ BEFORE_GL_CALL;
+ mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height,
+ format, type, pixels);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ void fUniform1f(GLint location, GLfloat v0) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform1f(location, v0);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform1fv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform1i(GLint location, GLint v0) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform1i(location, v0);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform1iv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform2f(location, v0, v1);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform2fv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2i(GLint location, GLint v0, GLint v1) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform2i(location, v0, v1);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform2iv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform3f(location, v0, v1, v2);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform3fv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform3i(location, v0, v1, v2);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform3iv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+ GLfloat v3) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform4f(location, v0, v1, v2, v3);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform4fv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform4i(location, v0, v1, v2, v3);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniform4iv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose,
+ const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniformMatrix2fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix2x3fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix2x3fv);
+ mSymbols.fUniformMatrix2x3fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix2x4fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix2x4fv);
+ mSymbols.fUniformMatrix2x4fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose,
+ const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniformMatrix3fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix3x2fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix3x2fv);
+ mSymbols.fUniformMatrix3x2fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix3x4fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix3x4fv);
+ mSymbols.fUniformMatrix3x4fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose,
+ const GLfloat* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fUniformMatrix4fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix4x2fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix4x2fv);
+ mSymbols.fUniformMatrix4x2fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniformMatrix4x3fv(GLint location, GLsizei count,
+ realGLboolean transpose, const GLfloat* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniformMatrix4x3fv);
+ mSymbols.fUniformMatrix4x3fv(location, count, transpose, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUseProgram(GLuint program) {
+ BEFORE_GL_CALL;
+ mSymbols.fUseProgram(program);
+ AFTER_GL_CALL;
+ }
+
+ void fValidateProgram(GLuint program) {
+ BEFORE_GL_CALL;
+ mSymbols.fValidateProgram(program);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribPointer(GLuint index, GLint size, GLenum type,
+ realGLboolean normalized, GLsizei stride,
+ const GLvoid* pointer) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttribPointer(index, size, type, normalized, stride,
+ pointer);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib1f(GLuint index, GLfloat x) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib1f(index, x);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib2f(index, x, y);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib3f(index, x, y, z);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z,
+ GLfloat w) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib4f(index, x, y, z, w);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib1fv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib2fv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib3fv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexAttrib4fv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid* pointer) {
+ BEFORE_GL_CALL;
+ mSymbols.fVertexPointer(size, type, stride, pointer);
+ AFTER_GL_CALL;
+ }
+
+ void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
+ if (mViewportRect[0] == x && mViewportRect[1] == y &&
+ mViewportRect[2] == width && mViewportRect[3] == height) {
+ return;
+ }
+ mViewportRect[0] = x;
+ mViewportRect[1] = y;
+ mViewportRect[2] = width;
+ mViewportRect[3] = height;
+ BEFORE_GL_CALL;
+ mSymbols.fViewport(x, y, width, height);
+ AFTER_GL_CALL;
+ }
+
+ void fCompileShader(GLuint shader) {
+ BEFORE_GL_CALL;
+ mSymbols.fCompileShader(shader);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ friend class SharedSurface_IOSurface;
+
+ void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border) {
+ BEFORE_GL_CALL;
+ mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height,
+ border);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLint x, GLint y, GLsizei width,
+ GLsizei height) {
+ BEFORE_GL_CALL;
+ mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width,
+ height);
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetShaderiv(shader, pname, param);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length,
+ GLchar* infoLog) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ private:
+ void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision) {
+ MOZ_ASSERT(IsGLES());
+
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
+ mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range,
+ precision);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision) {
+ if (IsGLES()) {
+ raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range,
+ precision);
+ } else {
+ // Fall back to automatic values because almost all desktop hardware
+ // supports the OpenGL standard precisions.
+ GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range,
+ precision);
+ }
+ }
+
+ void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length,
+ GLchar* source) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetShaderSource(obj, maxLength, length, source);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fShaderSource(GLuint shader, GLsizei count, const GLchar* const* strings,
+ const GLint* lengths) {
+ BEFORE_GL_CALL;
+ mSymbols.fShaderSource(shader, count, strings, lengths);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ mutable GLuint mCachedDrawFb = 0;
+ mutable GLuint mCachedReadFb = 0;
+
+ public:
+ bool mElideDuplicateBindFramebuffers = false;
+
+ void fBindFramebuffer(const GLenum target, const GLuint fb) const {
+ if (mElideDuplicateBindFramebuffers) {
+ MOZ_ASSERT(mCachedDrawFb ==
+ GetIntAs<GLuint>(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING));
+ MOZ_ASSERT(mCachedReadFb ==
+ GetIntAs<GLuint>(LOCAL_GL_READ_FRAMEBUFFER_BINDING));
+
+ switch (target) {
+ case LOCAL_GL_FRAMEBUFFER:
+ if (mCachedDrawFb == fb && mCachedReadFb == fb) return;
+ break;
+ case LOCAL_GL_DRAW_FRAMEBUFFER:
+ if (mCachedDrawFb == fb) return;
+ break;
+ case LOCAL_GL_READ_FRAMEBUFFER:
+ if (mCachedReadFb == fb) return;
+ break;
+ }
+ }
+
+ BEFORE_GL_CALL;
+ mSymbols.fBindFramebuffer(target, fb);
+ AFTER_GL_CALL;
+
+ switch (target) {
+ case LOCAL_GL_FRAMEBUFFER:
+ mCachedDrawFb = fb;
+ mCachedReadFb = fb;
+ break;
+ case LOCAL_GL_DRAW_FRAMEBUFFER:
+ mCachedDrawFb = fb;
+ break;
+ case LOCAL_GL_READ_FRAMEBUFFER:
+ mCachedReadFb = fb;
+ break;
+ }
+ }
+
+ void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
+ BEFORE_GL_CALL;
+ mSymbols.fBindRenderbuffer(target, renderbuffer);
+ AFTER_GL_CALL;
+ }
+
+ GLenum fCheckFramebufferStatus(GLenum target) {
+ GLenum retval = 0;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fCheckFramebufferStatus(target);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint,
+ GLenum renderbufferTarget,
+ GLuint renderbuffer) {
+ BEFORE_GL_CALL;
+ mSymbols.fFramebufferRenderbuffer(target, attachmentPoint,
+ renderbufferTarget, renderbuffer);
+ AFTER_GL_CALL;
+ }
+
+ void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint,
+ GLenum textureTarget, GLuint texture,
+ GLint level) {
+ BEFORE_GL_CALL;
+ mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget,
+ texture, level);
+ AFTER_GL_CALL;
+ if (mNeedsCheckAfterAttachTextureToFb) {
+ fCheckFramebufferStatus(target);
+ }
+ }
+
+ void fFramebufferTextureLayer(GLenum target, GLenum attachment,
+ GLuint texture, GLint level, GLint layer) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fFramebufferTextureLayer);
+ mSymbols.fFramebufferTextureLayer(target, attachment, texture, level,
+ layer);
+ AFTER_GL_CALL;
+ }
+
+ void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment,
+ GLenum pname, GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname,
+ value);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
+ BEFORE_GL_CALL;
+ mSymbols.fGetRenderbufferParameteriv(target, pname, value);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsFramebuffer(GLuint framebuffer) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsFramebuffer(framebuffer);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ public:
+ realGLboolean fIsRenderbuffer(GLuint renderbuffer) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ retval = mSymbols.fIsRenderbuffer(renderbuffer);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width,
+ GLsizei height) {
+ BEFORE_GL_CALL;
+ mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
+ AFTER_GL_CALL;
+ }
+
+ private:
+ void raw_fDepthRange(GLclampf a, GLclampf b) {
+ MOZ_ASSERT(!IsGLES());
+
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDepthRange);
+ mSymbols.fDepthRange(a, b);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDepthRangef(GLclampf a, GLclampf b) {
+ MOZ_ASSERT(IsGLES());
+
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDepthRangef);
+ mSymbols.fDepthRangef(a, b);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fClearDepth(GLclampf v) {
+ MOZ_ASSERT(!IsGLES());
+
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fClearDepth);
+ mSymbols.fClearDepth(v);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fClearDepthf(GLclampf v) {
+ MOZ_ASSERT(IsGLES());
+
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fClearDepthf);
+ mSymbols.fClearDepthf(v);
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fDepthRange(GLclampf a, GLclampf b) {
+ if (IsGLES()) {
+ raw_fDepthRangef(a, b);
+ } else {
+ raw_fDepthRange(a, b);
+ }
+ }
+
+ void fClearDepth(GLclampf v) {
+ if (IsGLES()) {
+ raw_fClearDepthf(v);
+ } else {
+ raw_fClearDepth(v);
+ }
+ }
+
+ void* fMapBuffer(GLenum target, GLenum access) {
+ void* ret = nullptr;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fMapBuffer);
+ ret = mSymbols.fMapBuffer(target, access);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ realGLboolean fUnmapBuffer(GLenum target) {
+ realGLboolean ret = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUnmapBuffer);
+ ret = mSymbols.fUnmapBuffer(target);
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ private:
+ GLuint raw_fCreateProgram() {
+ GLuint ret = 0;
+ BEFORE_GL_CALL;
+ ret = mSymbols.fCreateProgram();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ GLuint raw_fCreateShader(GLenum t) {
+ GLuint ret = 0;
+ BEFORE_GL_CALL;
+ ret = mSymbols.fCreateShader(t);
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void raw_fGenBuffers(GLsizei n, GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fGenBuffers(n, names);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void raw_fGenFramebuffers(GLsizei n, GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fGenFramebuffers(n, names);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void raw_fGenRenderbuffers(GLsizei n, GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fGenRenderbuffers(n, names);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void raw_fGenTextures(GLsizei n, GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fGenTextures(n, names);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ public:
+ GLuint fCreateProgram() {
+ GLuint ret = raw_fCreateProgram();
+ TRACKING_CONTEXT(CreatedProgram(this, ret));
+ return ret;
+ }
+
+ GLuint fCreateShader(GLenum t) {
+ GLuint ret = raw_fCreateShader(t);
+ TRACKING_CONTEXT(CreatedShader(this, ret));
+ return ret;
+ }
+
+ void fGenBuffers(GLsizei n, GLuint* names) {
+ raw_fGenBuffers(n, names);
+ TRACKING_CONTEXT(CreatedBuffers(this, n, names));
+ }
+
+ void fGenFramebuffers(GLsizei n, GLuint* names) {
+ raw_fGenFramebuffers(n, names);
+ TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
+ }
+
+ void fGenRenderbuffers(GLsizei n, GLuint* names) {
+ raw_fGenRenderbuffers(n, names);
+ TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
+ }
+
+ void fGenTextures(GLsizei n, GLuint* names) {
+ raw_fGenTextures(n, names);
+ TRACKING_CONTEXT(CreatedTextures(this, n, names));
+ }
+
+ private:
+ void raw_fDeleteProgram(GLuint program) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteProgram(program);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDeleteShader(GLuint shader) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteShader(shader);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDeleteBuffers(GLsizei n, const GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteBuffers(n, names);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDeleteFramebuffers(GLsizei n, const GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteFramebuffers(n, names);
+ AFTER_GL_CALL;
+
+ for (const auto i : IntegerRange(n)) {
+ const auto fb = names[i];
+ if (mCachedDrawFb == fb) {
+ mCachedDrawFb = 0;
+ }
+ if (mCachedReadFb == fb) {
+ mCachedReadFb = 0;
+ }
+ }
+ }
+
+ void raw_fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteRenderbuffers(n, names);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDeleteTextures(GLsizei n, const GLuint* names) {
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteTextures(n, names);
+ AFTER_GL_CALL;
+ }
+
+ public:
+ void fDeleteProgram(GLuint program) {
+ raw_fDeleteProgram(program);
+ TRACKING_CONTEXT(DeletedProgram(this, program));
+ }
+
+ void fDeleteShader(GLuint shader) {
+ raw_fDeleteShader(shader);
+ TRACKING_CONTEXT(DeletedShader(this, shader));
+ }
+
+ void fDeleteBuffers(GLsizei n, const GLuint* names) {
+ raw_fDeleteBuffers(n, names);
+ TRACKING_CONTEXT(DeletedBuffers(this, n, names));
+ }
+
+ void fDeleteFramebuffers(GLsizei n, const GLuint* names);
+
+ void fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
+ raw_fDeleteRenderbuffers(n, names);
+ TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
+ }
+
+ void fDeleteTextures(GLsizei n, const GLuint* names) {
+#ifdef XP_MACOSX
+ // On the Mac the call to fDeleteTextures() triggers a flush. But it
+ // happens at the wrong time, which can lead to crashes. To work around
+ // this we call fFlush() explicitly ourselves, before the call to
+ // fDeleteTextures(). This fixes bug 1666293.
+ fFlush();
+#endif
+ raw_fDeleteTextures(n, names);
+ TRACKING_CONTEXT(DeletedTextures(this, n, names));
+ }
+
+ // -----------------------------------------------------------------------------
+ // Extension ARB_sync (GL)
+ public:
+ GLsync fFenceSync(GLenum condition, GLbitfield flags) {
+ GLsync ret = 0;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fFenceSync);
+ ret = mSymbols.fFenceSync(condition, flags);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ realGLboolean fIsSync(GLsync sync) {
+ realGLboolean ret = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fIsSync);
+ ret = mSymbols.fIsSync(sync);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void fDeleteSync(GLsync sync) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDeleteSync);
+ mSymbols.fDeleteSync(sync);
+ AFTER_GL_CALL;
+ }
+
+ GLenum fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
+ GLenum ret = 0;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fClientWaitSync);
+ ret = mSymbols.fClientWaitSync(sync, flags, timeout);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fWaitSync);
+ mSymbols.fWaitSync(sync, flags, timeout);
+ AFTER_GL_CALL;
+ }
+
+ void fGetInteger64v(GLenum pname, GLint64* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetInteger64v);
+ mSymbols.fGetInteger64v(pname, params);
+ AFTER_GL_CALL;
+ }
+
+ void fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length,
+ GLint* values) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetSynciv);
+ mSymbols.fGetSynciv(sync, pname, bufSize, length, values);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Extension OES_EGL_image (GLES)
+ public:
+ void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D);
+ mSymbols.fEGLImageTargetTexture2D(target, image);
+ AFTER_GL_CALL;
+ mHeavyGLCallsSinceLastFlush = true;
+ }
+
+ void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage);
+ mSymbols.fEGLImageTargetRenderbufferStorage(target, image);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_bind_buffer_offset
+ public:
+ void fBindBufferOffset(GLenum target, GLuint index, GLuint buffer,
+ GLintptr offset) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindBufferOffset);
+ mSymbols.fBindBufferOffset(target, index, buffer, offset);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_draw_buffers
+ public:
+ void fDrawBuffers(GLsizei n, const GLenum* bufs) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDrawBuffers);
+ mSymbols.fDrawBuffers(n, bufs);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_draw_instanced
+ public:
+ void fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
+ GLsizei primcount) {
+ BeforeGLDrawCall();
+ raw_fDrawArraysInstanced(mode, first, count, primcount);
+ AfterGLDrawCall();
+ }
+
+ void fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid* indices, GLsizei primcount) {
+ BeforeGLDrawCall();
+ raw_fDrawElementsInstanced(mode, count, type, indices, primcount);
+ AfterGLDrawCall();
+ }
+
+ private:
+ void raw_fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
+ GLsizei primcount) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDrawArraysInstanced);
+ mSymbols.fDrawArraysInstanced(mode, first, count, primcount);
+ AFTER_GL_CALL;
+ }
+
+ void raw_fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid* indices, GLsizei primcount) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDrawElementsInstanced);
+ mSymbols.fDrawElementsInstanced(mode, count, type, indices, primcount);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_framebuffer_blit
+ public:
+ // Draw/Read
+ void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter) {
+ BeforeGLDrawCall();
+ BeforeGLReadCall();
+ raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+ AfterGLReadCall();
+ AfterGLDrawCall();
+ }
+
+ private:
+ void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBlitFramebuffer);
+ mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1,
+ dstY1, mask, filter);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_framebuffer_multisample
+ public:
+ void fRenderbufferStorageMultisample(GLenum target, GLsizei samples,
+ GLenum internalFormat, GLsizei width,
+ GLsizei height) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample);
+ mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat,
+ width, height);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // GL 3.0, GL ES 3.0 & EXT_gpu_shader4
+ public:
+ void fGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params) {
+ ASSERT_SYMBOL_PRESENT(fGetVertexAttribIiv);
+ BEFORE_GL_CALL;
+ mSymbols.fGetVertexAttribIiv(index, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params) {
+ ASSERT_SYMBOL_PRESENT(fGetVertexAttribIuiv);
+ BEFORE_GL_CALL;
+ mSymbols.fGetVertexAttribIuiv(index, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribI4i);
+ mSymbols.fVertexAttribI4i(index, x, y, z, w);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribI4iv(GLuint index, const GLint* v) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribI4iv);
+ mSymbols.fVertexAttribI4iv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribI4ui);
+ mSymbols.fVertexAttribI4ui(index, x, y, z, w);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribI4uiv(GLuint index, const GLuint* v) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribI4uiv);
+ mSymbols.fVertexAttribI4uiv(index, v);
+ AFTER_GL_CALL;
+ }
+
+ void fVertexAttribIPointer(GLuint index, GLint size, GLenum type,
+ GLsizei stride, const GLvoid* offset) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribIPointer);
+ mSymbols.fVertexAttribIPointer(index, size, type, stride, offset);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform1ui(GLint location, GLuint v0) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform1ui);
+ mSymbols.fUniform1ui(location, v0);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2ui(GLint location, GLuint v0, GLuint v1) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform2ui);
+ mSymbols.fUniform2ui(location, v0, v1);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform3ui);
+ mSymbols.fUniform3ui(location, v0, v1, v2);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform4ui);
+ mSymbols.fUniform4ui(location, v0, v1, v2, v3);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform1uiv(GLint location, GLsizei count, const GLuint* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform1uiv);
+ mSymbols.fUniform1uiv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform2uiv(GLint location, GLsizei count, const GLuint* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform2uiv);
+ mSymbols.fUniform2uiv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform3uiv(GLint location, GLsizei count, const GLuint* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform3uiv);
+ mSymbols.fUniform3uiv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ void fUniform4uiv(GLint location, GLsizei count, const GLuint* value) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fUniform4uiv);
+ mSymbols.fUniform4uiv(location, count, value);
+ AFTER_GL_CALL;
+ }
+
+ GLint fGetFragDataLocation(GLuint program, const GLchar* name) {
+ GLint result = 0;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetFragDataLocation);
+ result = mSymbols.fGetFragDataLocation(program, name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return result;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_instanced_arrays
+ public:
+ void fVertexAttribDivisor(GLuint index, GLuint divisor) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fVertexAttribDivisor);
+ mSymbols.fVertexAttribDivisor(index, divisor);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Feature internalformat_query
+ public:
+ void fGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
+ GLsizei bufSize, GLint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetInternalformativ);
+ mSymbols.fGetInternalformativ(target, internalformat, pname, bufSize,
+ params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_query_counter
+ /**
+ * XXX_query_counter:
+ * - depends on XXX_query_objects
+ * - provide all followed entry points
+ * - provide GL_TIMESTAMP
+ */
+ public:
+ void fQueryCounter(GLuint id, GLenum target) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fQueryCounter);
+ mSymbols.fQueryCounter(id, target);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_query_objects
+ /**
+ * XXX_query_objects:
+ * - provide all followed entry points
+ *
+ * XXX_occlusion_query2:
+ * - depends on XXX_query_objects
+ * - provide ANY_SAMPLES_PASSED
+ *
+ * XXX_occlusion_query_boolean:
+ * - depends on XXX_occlusion_query2
+ * - provide ANY_SAMPLES_PASSED_CONSERVATIVE
+ */
+ public:
+ void fDeleteQueries(GLsizei n, const GLuint* names) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDeleteQueries);
+ mSymbols.fDeleteQueries(n, names);
+ AFTER_GL_CALL;
+ TRACKING_CONTEXT(DeletedQueries(this, n, names));
+ }
+
+ void fGenQueries(GLsizei n, GLuint* names) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGenQueries);
+ mSymbols.fGenQueries(n, names);
+ AFTER_GL_CALL;
+ TRACKING_CONTEXT(CreatedQueries(this, n, names));
+ }
+
+ void fGetQueryiv(GLenum target, GLenum pname, GLint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetQueryiv);
+ mSymbols.fGetQueryiv(target, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetQueryObjectuiv);
+ mSymbols.fGetQueryObjectuiv(id, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsQuery(GLuint query) {
+ realGLboolean retval = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fIsQuery);
+ retval = mSymbols.fIsQuery(query);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return retval;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_get_query_object_i64v
+ /**
+ * XXX_get_query_object_i64v:
+ * - depends on XXX_query_objects
+ * - provide the followed entry point
+ */
+ public:
+ void fGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetQueryObjecti64v);
+ mSymbols.fGetQueryObjecti64v(id, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetQueryObjectui64v);
+ mSymbols.fGetQueryObjectui64v(id, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_get_query_object_iv
+ /**
+ * XXX_get_query_object_iv:
+ * - depends on XXX_query_objects
+ * - provide the followed entry point
+ *
+ * XXX_occlusion_query:
+ * - depends on XXX_get_query_object_iv
+ * - provide LOCAL_GL_SAMPLES_PASSED
+ */
+ public:
+ void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetQueryObjectiv);
+ mSymbols.fGetQueryObjectiv(id, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // GL 4.0, GL ES 3.0, ARB_transform_feedback2, NV_transform_feedback2
+ public:
+ void fBindBufferBase(GLenum target, GLuint index, GLuint buffer) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindBufferBase);
+ mSymbols.fBindBufferBase(target, index, buffer);
+ AFTER_GL_CALL;
+ }
+
+ void fBindBufferRange(GLenum target, GLuint index, GLuint buffer,
+ GLintptr offset, GLsizeiptr size) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindBufferRange);
+ mSymbols.fBindBufferRange(target, index, buffer, offset, size);
+ AFTER_GL_CALL;
+ }
+
+ void fGenTransformFeedbacks(GLsizei n, GLuint* ids) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGenTransformFeedbacks);
+ mSymbols.fGenTransformFeedbacks(n, ids);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fDeleteTransformFeedbacks(GLsizei n, const GLuint* ids) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDeleteTransformFeedbacks);
+ mSymbols.fDeleteTransformFeedbacks(n, ids);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsTransformFeedback(GLuint id) {
+ realGLboolean result = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fIsTransformFeedback);
+ result = mSymbols.fIsTransformFeedback(id);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return result;
+ }
+
+ void fBindTransformFeedback(GLenum target, GLuint id) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindTransformFeedback);
+ mSymbols.fBindTransformFeedback(target, id);
+ AFTER_GL_CALL;
+ }
+
+ void fBeginTransformFeedback(GLenum primitiveMode) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBeginTransformFeedback);
+ mSymbols.fBeginTransformFeedback(primitiveMode);
+ AFTER_GL_CALL;
+ }
+
+ void fEndTransformFeedback() {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fEndTransformFeedback);
+ mSymbols.fEndTransformFeedback();
+ AFTER_GL_CALL;
+ }
+
+ void fTransformFeedbackVaryings(GLuint program, GLsizei count,
+ const GLchar* const* varyings,
+ GLenum bufferMode) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTransformFeedbackVaryings);
+ mSymbols.fTransformFeedbackVaryings(program, count, varyings, bufferMode);
+ AFTER_GL_CALL;
+ }
+
+ void fGetTransformFeedbackVarying(GLuint program, GLuint index,
+ GLsizei bufSize, GLsizei* length,
+ GLsizei* size, GLenum* type, GLchar* name) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetTransformFeedbackVarying);
+ mSymbols.fGetTransformFeedbackVarying(program, index, bufSize, length, size,
+ type, name);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fPauseTransformFeedback() {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fPauseTransformFeedback);
+ mSymbols.fPauseTransformFeedback();
+ AFTER_GL_CALL;
+ }
+
+ void fResumeTransformFeedback() {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fResumeTransformFeedback);
+ mSymbols.fResumeTransformFeedback();
+ AFTER_GL_CALL;
+ }
+
+ void fGetIntegeri_v(GLenum param, GLuint index, GLint* values) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetIntegeri_v);
+ mSymbols.fGetIntegeri_v(param, index, values);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
+ ASSERT_SYMBOL_PRESENT(fGetInteger64i_v);
+ BEFORE_GL_CALL;
+ mSymbols.fGetInteger64i_v(target, index, data);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Package XXX_vertex_array_object
+ public:
+ void fBindVertexArray(GLuint array) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindVertexArray);
+ mSymbols.fBindVertexArray(array);
+ AFTER_GL_CALL;
+ }
+
+ void fDeleteVertexArrays(GLsizei n, const GLuint* arrays) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays);
+ mSymbols.fDeleteVertexArrays(n, arrays);
+ AFTER_GL_CALL;
+ }
+
+ void fGenVertexArrays(GLsizei n, GLuint* arrays) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGenVertexArrays);
+ mSymbols.fGenVertexArrays(n, arrays);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsVertexArray(GLuint array) {
+ realGLboolean ret = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fIsVertexArray);
+ ret = mSymbols.fIsVertexArray(array);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Extension NV_fence
+ public:
+ void fGenFences(GLsizei n, GLuint* fences) {
+ ASSERT_SYMBOL_PRESENT(fGenFences);
+ BEFORE_GL_CALL;
+ mSymbols.fGenFences(n, fences);
+ AFTER_GL_CALL;
+ }
+
+ void fDeleteFences(GLsizei n, const GLuint* fences) {
+ ASSERT_SYMBOL_PRESENT(fDeleteFences);
+ BEFORE_GL_CALL;
+ mSymbols.fDeleteFences(n, fences);
+ AFTER_GL_CALL;
+ }
+
+ void fSetFence(GLuint fence, GLenum condition) {
+ ASSERT_SYMBOL_PRESENT(fSetFence);
+ BEFORE_GL_CALL;
+ mSymbols.fSetFence(fence, condition);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fTestFence(GLuint fence) {
+ realGLboolean ret = false;
+ ASSERT_SYMBOL_PRESENT(fTestFence);
+ BEFORE_GL_CALL;
+ ret = mSymbols.fTestFence(fence);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void fFinishFence(GLuint fence) {
+ ASSERT_SYMBOL_PRESENT(fFinishFence);
+ BEFORE_GL_CALL;
+ mSymbols.fFinishFence(fence);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsFence(GLuint fence) {
+ realGLboolean ret = false;
+ ASSERT_SYMBOL_PRESENT(fIsFence);
+ BEFORE_GL_CALL;
+ ret = mSymbols.fIsFence(fence);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ void fGetFenceiv(GLuint fence, GLenum pname, GLint* params) {
+ ASSERT_SYMBOL_PRESENT(fGetFenceiv);
+ BEFORE_GL_CALL;
+ mSymbols.fGetFenceiv(fence, pname, params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Extension NV_texture_barrier
+ public:
+ void fTextureBarrier() {
+ ASSERT_SYMBOL_PRESENT(fTextureBarrier);
+ BEFORE_GL_CALL;
+ mSymbols.fTextureBarrier();
+ AFTER_GL_CALL;
+ }
+
+ // Core GL & Extension ARB_copy_buffer
+ public:
+ void fCopyBufferSubData(GLenum readtarget, GLenum writetarget,
+ GLintptr readoffset, GLintptr writeoffset,
+ GLsizeiptr size) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fCopyBufferSubData);
+ mSymbols.fCopyBufferSubData(readtarget, writetarget, readoffset,
+ writeoffset, size);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Core GL & Extension ARB_map_buffer_range
+ public:
+ void* fMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
+ GLbitfield access) {
+ void* data = nullptr;
+ ASSERT_SYMBOL_PRESENT(fMapBufferRange);
+ BEFORE_GL_CALL;
+ data = mSymbols.fMapBufferRange(target, offset, length, access);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return data;
+ }
+
+ void fFlushMappedBufferRange(GLenum target, GLintptr offset,
+ GLsizeiptr length) {
+ ASSERT_SYMBOL_PRESENT(fFlushMappedBufferRange);
+ BEFORE_GL_CALL;
+ mSymbols.fFlushMappedBufferRange(target, offset, length);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Core GL & Extension ARB_sampler_objects
+ public:
+ void fGenSamplers(GLsizei count, GLuint* samplers) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGenSamplers);
+ mSymbols.fGenSamplers(count, samplers);
+ AFTER_GL_CALL;
+ }
+
+ void fDeleteSamplers(GLsizei count, const GLuint* samplers) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fDeleteSamplers);
+ mSymbols.fDeleteSamplers(count, samplers);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fIsSampler(GLuint sampler) {
+ realGLboolean result = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fIsSampler);
+ result = mSymbols.fIsSampler(sampler);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return result;
+ }
+
+ void fBindSampler(GLuint unit, GLuint sampler) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fBindSampler);
+ mSymbols.fBindSampler(unit, sampler);
+ AFTER_GL_CALL;
+ }
+
+ void fSamplerParameteri(GLuint sampler, GLenum pname, GLint param) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fSamplerParameteri);
+ mSymbols.fSamplerParameteri(sampler, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fSamplerParameteriv);
+ mSymbols.fSamplerParameteriv(sampler, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fSamplerParameterf);
+ mSymbols.fSamplerParameterf(sampler, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fSamplerParameterfv);
+ mSymbols.fSamplerParameterfv(sampler, pname, param);
+ AFTER_GL_CALL;
+ }
+
+ void fGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetSamplerParameteriv);
+ mSymbols.fGetSamplerParameteriv(sampler, pname, params);
+ AFTER_GL_CALL;
+ }
+
+ void fGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetSamplerParameterfv);
+ mSymbols.fGetSamplerParameterfv(sampler, pname, params);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Core GL & Extension ARB_uniform_buffer_object
+ public:
+ void fGetUniformIndices(GLuint program, GLsizei uniformCount,
+ const GLchar* const* uniformNames,
+ GLuint* uniformIndices) {
+ ASSERT_SYMBOL_PRESENT(fGetUniformIndices);
+ BEFORE_GL_CALL;
+ mSymbols.fGetUniformIndices(program, uniformCount, uniformNames,
+ uniformIndices);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
+ const GLuint* uniformIndices, GLenum pname,
+ GLint* params) {
+ ASSERT_SYMBOL_PRESENT(fGetActiveUniformsiv);
+ BEFORE_GL_CALL;
+ mSymbols.fGetActiveUniformsiv(program, uniformCount, uniformIndices, pname,
+ params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ GLuint fGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
+ GLuint result = 0;
+ ASSERT_SYMBOL_PRESENT(fGetUniformBlockIndex);
+ BEFORE_GL_CALL;
+ result = mSymbols.fGetUniformBlockIndex(program, uniformBlockName);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return result;
+ }
+
+ void fGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
+ GLenum pname, GLint* params) {
+ ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockiv);
+ BEFORE_GL_CALL;
+ mSymbols.fGetActiveUniformBlockiv(program, uniformBlockIndex, pname,
+ params);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex,
+ GLsizei bufSize, GLsizei* length,
+ GLchar* uniformBlockName) {
+ ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockName);
+ BEFORE_GL_CALL;
+ mSymbols.fGetActiveUniformBlockName(program, uniformBlockIndex, bufSize,
+ length, uniformBlockName);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fUniformBlockBinding(GLuint program, GLuint uniformBlockIndex,
+ GLuint uniformBlockBinding) {
+ ASSERT_SYMBOL_PRESENT(fUniformBlockBinding);
+ BEFORE_GL_CALL;
+ mSymbols.fUniformBlockBinding(program, uniformBlockIndex,
+ uniformBlockBinding);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // Core GL 4.2, GL ES 3.0 & Extension ARB_texture_storage/EXT_texture_storage
+ void fTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat,
+ GLsizei width, GLsizei height) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTexStorage2D);
+ mSymbols.fTexStorage2D(target, levels, internalformat, width, height);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat,
+ GLsizei width, GLsizei height, GLsizei depth) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTexStorage3D);
+ mSymbols.fTexStorage3D(target, levels, internalformat, width, height,
+ depth);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // 3D Textures
+ void fTexImage3D(GLenum target, GLint level, GLint internalFormat,
+ GLsizei width, GLsizei height, GLsizei depth, GLint border,
+ GLenum format, GLenum type, const GLvoid* data) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTexImage3D);
+ mSymbols.fTexImage3D(target, level, internalFormat, width, height, depth,
+ border, format, type, data);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLint zoffset, GLsizei width, GLsizei height,
+ GLsizei depth, GLenum format, GLenum type,
+ const GLvoid* pixels) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTexSubImage3D);
+ mSymbols.fTexSubImage3D(target, level, xoffset, yoffset, zoffset, width,
+ height, depth, format, type, pixels);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ }
+
+ void fCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLint zoffset, GLint x, GLint y,
+ GLsizei width, GLsizei height) {
+ BeforeGLReadCall();
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fCopyTexSubImage3D);
+ mSymbols.fCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y,
+ width, height);
+ AFTER_GL_CALL;
+ AfterGLReadCall();
+ }
+
+ void fCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLint border, GLsizei imageSize,
+ const GLvoid* data) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fCompressedTexImage3D);
+ mSymbols.fCompressedTexImage3D(target, level, internalformat, width, height,
+ depth, border, imageSize, data);
+ AFTER_GL_CALL;
+ }
+
+ void fCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset,
+ GLint yoffset, GLint zoffset, GLsizei width,
+ GLsizei height, GLsizei depth, GLenum format,
+ GLsizei imageSize, const GLvoid* data) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fCompressedTexSubImage3D);
+ mSymbols.fCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset,
+ width, height, depth, format, imageSize,
+ data);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // GL3+, ES3+
+
+ const GLubyte* fGetStringi(GLenum name, GLuint index) {
+ const GLubyte* ret = nullptr;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fGetStringi);
+ ret = mSymbols.fGetStringi(name, index);
+ OnSyncCall();
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ // -----------------------------------------------------------------------------
+ // APPLE_framebuffer_multisample
+
+ void fResolveMultisampleFramebufferAPPLE() {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fResolveMultisampleFramebufferAPPLE);
+ mSymbols.fResolveMultisampleFramebufferAPPLE();
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // APPLE_fence
+
+ void fFinishObjectAPPLE(GLenum object, GLint name) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fFinishObjectAPPLE);
+ mSymbols.fFinishObjectAPPLE(object, name);
+ AFTER_GL_CALL;
+ }
+
+ realGLboolean fTestObjectAPPLE(GLenum object, GLint name) {
+ realGLboolean ret = false;
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fTestObjectAPPLE);
+ ret = mSymbols.fTestObjectAPPLE(object, name);
+ AFTER_GL_CALL;
+ return ret;
+ }
+
+ // -----------------------------------------------------------------------------
+ // prim_restart
+
+ void fPrimitiveRestartIndex(GLuint index) {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fPrimitiveRestartIndex);
+ mSymbols.fPrimitiveRestartIndex(index);
+ AFTER_GL_CALL;
+ }
+
+ // -----------------------------------------------------------------------------
+ // multiview
+
+ void fFramebufferTextureMultiview(GLenum target, GLenum attachment,
+ GLuint texture, GLint level,
+ GLint baseViewIndex,
+ GLsizei numViews) const {
+ BEFORE_GL_CALL;
+ ASSERT_SYMBOL_PRESENT(fFramebufferTextureMultiview);
+ mSymbols.fFramebufferTextureMultiview(target, attachment, texture, level,
+ baseViewIndex, numViews);
+ AFTER_GL_CALL;
+ }
+
+ // -
+ // draw_buffers_indexed
+
+ void fBlendEquationSeparatei(GLuint i, GLenum modeRGB,
+ GLenum modeAlpha) const {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendEquationSeparatei(i, modeRGB, modeAlpha);
+ AFTER_GL_CALL;
+ }
+
+ void fBlendFuncSeparatei(GLuint i, GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorAlpha, GLenum dfactorAlpha) const {
+ BEFORE_GL_CALL;
+ mSymbols.fBlendFuncSeparatei(i, sfactorRGB, dfactorRGB, sfactorAlpha,
+ dfactorAlpha);
+ AFTER_GL_CALL;
+ }
+
+ void fColorMaski(GLuint i, realGLboolean red, realGLboolean green,
+ realGLboolean blue, realGLboolean alpha) const {
+ BEFORE_GL_CALL;
+ mSymbols.fColorMaski(i, red, green, blue, alpha);
+ AFTER_GL_CALL;
+ }
+
+ void fDisablei(GLenum capability, GLuint i) const {
+ BEFORE_GL_CALL;
+ mSymbols.fDisablei(capability, i);
+ AFTER_GL_CALL;
+ }
+
+ void fEnablei(GLenum capability, GLuint i) const {
+ BEFORE_GL_CALL;
+ mSymbols.fEnablei(capability, i);
+ AFTER_GL_CALL;
+ }
+
+#undef BEFORE_GL_CALL
+#undef AFTER_GL_CALL
+#undef ASSERT_SYMBOL_PRESENT
+// #undef TRACKING_CONTEXT // Needed in GLContext.cpp
+#undef ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL
+
+ // -----------------------------------------------------------------------------
+ // Constructor
+ protected:
+ explicit GLContext(const GLContextDesc&, GLContext* sharedContext = nullptr,
+ bool canUseTLSIsCurrent = false);
+
+ // -----------------------------------------------------------------------------
+ // Destructor
+ public:
+ virtual ~GLContext();
+
+ // Mark this context as destroyed. This will nullptr out all
+ // the GL function pointers!
+ void MarkDestroyed();
+
+ protected:
+ virtual void OnMarkDestroyed() {}
+
+ // -----------------------------------------------------------------------------
+ // Everything that isn't standard GL APIs
+ protected:
+ typedef gfx::SurfaceFormat SurfaceFormat;
+
+ public:
+ virtual void ReleaseSurface() {}
+
+ bool IsDestroyed() const {
+ // MarkDestroyed will mark all these as null.
+ return mContextLost && mSymbols.fUseProgram == nullptr;
+ }
+
+ GLContext* GetSharedContext() { return mSharedContext; }
+
+ /**
+ * Returns true if the thread on which this context was created is the
+ * currently executing thread.
+ */
+ bool IsValidOwningThread() const;
+
+ static void PlatformStartup();
+
+ public:
+ /**
+ * If this context wraps a double-buffered target, swap the back
+ * and front buffers. It should be assumed that after a swap, the
+ * contents of the new back buffer are undefined.
+ */
+ virtual bool SwapBuffers() { return false; }
+
+ /**
+ * Stores a damage region (in origin bottom left coordinates), which
+ * makes the next SwapBuffers call do eglSwapBuffersWithDamage if supported.
+ *
+ * Note that even if only part of the context is damaged, the entire buffer
+ * needs to be filled with up-to-date contents. This region is only a hint
+ * telling the system compositor which parts of the buffer were updated.
+ */
+ virtual void SetDamage(const nsIntRegion& aDamageRegion) {}
+
+ /**
+ * Get the buffer age. If it returns 0, that indicates the buffer state is
+ * unknown and the entire frame should be redrawn.
+ */
+ virtual GLint GetBufferAge() const { return 0; }
+
+ /**
+ * Defines a two-dimensional texture image for context target surface
+ */
+ virtual bool BindTexImage() { return false; }
+ /*
+ * Releases a color buffer that is being used as a texture
+ */
+ virtual bool ReleaseTexImage() { return false; }
+
+ virtual Maybe<SymbolLoader> GetSymbolLoader() const = 0;
+
+ void BindFB(GLuint fb) {
+ fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
+ MOZ_GL_ASSERT(this, !fb || fIsFramebuffer(fb));
+ }
+
+ void BindDrawFB(GLuint fb) {
+ fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb);
+ }
+
+ void BindReadFB(GLuint fb) {
+ fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb);
+ }
+
+ GLuint GetDrawFB() const {
+ return GetIntAs<GLuint>(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT);
+ }
+
+ GLuint GetReadFB() const {
+ auto bindEnum = LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT;
+ if (!IsSupported(GLFeature::split_framebuffer)) {
+ bindEnum = LOCAL_GL_FRAMEBUFFER_BINDING;
+ }
+ return GetIntAs<GLuint>(bindEnum);
+ }
+
+ GLuint GetFB() const {
+ const auto ret = GetDrawFB();
+ MOZ_ASSERT(ret == GetReadFB());
+ return ret;
+ }
+
+ private:
+ void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision) {
+ switch (precisiontype) {
+ case LOCAL_GL_LOW_FLOAT:
+ case LOCAL_GL_MEDIUM_FLOAT:
+ case LOCAL_GL_HIGH_FLOAT:
+ // Assume IEEE 754 precision
+ range[0] = 127;
+ range[1] = 127;
+ *precision = 23;
+ break;
+ case LOCAL_GL_LOW_INT:
+ case LOCAL_GL_MEDIUM_INT:
+ case LOCAL_GL_HIGH_INT:
+ // Some (most) hardware only supports single-precision floating-point
+ // numbers, which can accurately represent integers up to +/-16777216
+ range[0] = 24;
+ range[1] = 24;
+ *precision = 0;
+ break;
+ }
+ }
+
+ public:
+ virtual GLenum GetPreferredARGB32Format() const { return LOCAL_GL_RGBA; }
+
+ virtual GLenum GetPreferredEGLImageTextureTarget() const {
+#ifdef MOZ_WAYLAND
+ return LOCAL_GL_TEXTURE_2D;
+#else
+ return IsExtensionSupported(OES_EGL_image_external)
+ ? LOCAL_GL_TEXTURE_EXTERNAL
+ : LOCAL_GL_TEXTURE_2D;
+#endif
+ }
+
+ virtual bool RenewSurface(widget::CompositorWidget* aWidget) { return false; }
+
+ // Shared code for GL extensions and GLX extensions.
+ static bool ListHasExtension(const GLubyte* extensions,
+ const char* extension);
+
+ public:
+ enum {
+ DebugFlagEnabled = 1 << 0,
+ DebugFlagTrace = 1 << 1,
+ DebugFlagAbortOnError = 1 << 2
+ };
+
+ const uint8_t mDebugFlags;
+ static uint8_t ChooseDebugFlags(CreateContextFlags createFlags);
+
+ protected:
+ RefPtr<GLContext> mSharedContext;
+
+ public:
+ // The thread id which this context was created.
+ Maybe<PlatformThreadId> mOwningThreadId;
+
+ protected:
+ GLContextSymbols mSymbols = {};
+
+ UniquePtr<GLBlitHelper> mBlitHelper;
+ UniquePtr<GLReadTexImageHelper> mReadTexImageHelper;
+
+ public:
+ GLBlitHelper* BlitHelper();
+ GLReadTexImageHelper* ReadTexImageHelper();
+
+ // Assumes shares are created by all sharing with the same global context.
+ bool SharesWith(const GLContext* other) const {
+ MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext);
+ MOZ_ASSERT(!other->mSharedContext ||
+ !other->mSharedContext->mSharedContext);
+ MOZ_ASSERT(!this->mSharedContext || !other->mSharedContext ||
+ this->mSharedContext == other->mSharedContext);
+
+ const GLContext* thisShared =
+ this->mSharedContext ? this->mSharedContext : this;
+ const GLContext* otherShared =
+ other->mSharedContext ? other->mSharedContext : other;
+
+ return thisShared == otherShared;
+ }
+
+ bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr);
+
+ // Does not check completeness.
+ void AttachBuffersToFB(GLuint colorTex, GLuint colorRB, GLuint depthRB,
+ GLuint stencilRB, GLuint fb,
+ GLenum target = LOCAL_GL_TEXTURE_2D);
+
+ // Passing null is fine if the value you'd get is 0.
+ bool AssembleOffscreenFBs(const GLuint colorMSRB, const GLuint depthRB,
+ const GLuint stencilRB, const GLuint texture,
+ GLuint* drawFB, GLuint* readFB);
+
+ protected:
+ SharedSurface* mLockedSurface = nullptr;
+
+ public:
+ void LockSurface(SharedSurface* surf) { mLockedSurface = surf; }
+
+ void UnlockSurface(SharedSurface* surf) {
+ MOZ_ASSERT(mLockedSurface == surf);
+ mLockedSurface = nullptr;
+ }
+
+ SharedSurface* GetLockedSurface() const { return mLockedSurface; }
+
+ bool IsOffscreen() const { return mDesc.isOffscreen; }
+
+ bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; }
+
+ bool IsOffscreenSizeAllowed(const gfx::IntSize& aSize) const;
+
+ virtual bool Init();
+
+ private:
+ bool InitImpl();
+ void LoadMoreSymbols(const SymbolLoader& loader);
+ bool LoadExtSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
+ GLExtensions ext);
+ bool LoadFeatureSymbols(const SymbolLoader& loader, const SymLoadStruct* list,
+ GLFeature feature);
+
+ protected:
+ void InitExtensions();
+
+ GLint mViewportRect[4] = {};
+ GLint mScissorRect[4] = {};
+
+ uint32_t mMaxTexOrRbSize = 0;
+ GLint mMaxTextureSize = 0;
+ GLint mMaxCubeMapTextureSize = 0;
+ GLint mMaxRenderbufferSize = 0;
+ GLint mMaxViewportDims[2] = {};
+ GLsizei mMaxSamples = 0;
+ bool mNeedsTextureSizeChecks = false;
+ bool mNeedsFlushBeforeDeleteFB = false;
+ bool mTextureAllocCrashesOnMapFailure = false;
+ bool mNeedsCheckAfterAttachTextureToFb = false;
+ const bool mWorkAroundDriverBugs;
+ mutable uint64_t mSyncGLCallCount = 0;
+
+ bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width,
+ GLsizei height) const {
+ if (mNeedsTextureSizeChecks) {
+ // some drivers incorrectly handle some large texture sizes that are below
+ // the max texture size that they report. So we check ourselves against
+ // our own values (mMax[CubeMap]TextureSize). see bug 737182 for Mac Intel
+ // 2D textures see bug 684882 for Mac Intel cube map textures see bug
+ // 814716 for Mesa Nouveau
+ GLsizei maxSize =
+ target == LOCAL_GL_TEXTURE_CUBE_MAP ||
+ (target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
+ target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
+ ? mMaxCubeMapTextureSize
+ : mMaxTextureSize;
+ return width <= maxSize && height <= maxSize;
+ }
+ return true;
+ }
+
+ public:
+ auto MaxSamples() const { return uint32_t(mMaxSamples); }
+ auto MaxTextureSize() const { return uint32_t(mMaxTextureSize); }
+ auto MaxRenderbufferSize() const { return uint32_t(mMaxRenderbufferSize); }
+ auto MaxTexOrRbSize() const { return mMaxTexOrRbSize; }
+
+#ifdef MOZ_GL_DEBUG_BUILD
+ void CreatedProgram(GLContext* aOrigin, GLuint aName);
+ void CreatedShader(GLContext* aOrigin, GLuint aName);
+ void CreatedBuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
+ void CreatedQueries(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
+ void CreatedTextures(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
+ void CreatedFramebuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
+ void CreatedRenderbuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
+ void DeletedProgram(GLContext* aOrigin, GLuint aName);
+ void DeletedShader(GLContext* aOrigin, GLuint aName);
+ void DeletedBuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
+ void DeletedQueries(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
+ void DeletedTextures(GLContext* aOrigin, GLsizei aCount,
+ const GLuint* aNames);
+ void DeletedFramebuffers(GLContext* aOrigin, GLsizei aCount,
+ const GLuint* aNames);
+ void DeletedRenderbuffers(GLContext* aOrigin, GLsizei aCount,
+ const GLuint* aNames);
+
+ void SharedContextDestroyed(GLContext* aChild);
+ void ReportOutstandingNames();
+
+ struct NamedResource {
+ NamedResource() : origin(nullptr), name(0), originDeleted(false) {}
+
+ NamedResource(GLContext* aOrigin, GLuint aName)
+ : origin(aOrigin), name(aName), originDeleted(false) {}
+
+ GLContext* origin;
+ GLuint name;
+ bool originDeleted;
+
+ // for sorting
+ bool operator<(const NamedResource& aOther) const {
+ if (intptr_t(origin) < intptr_t(aOther.origin)) return true;
+ if (name < aOther.name) return true;
+ return false;
+ }
+ bool operator==(const NamedResource& aOther) const {
+ return origin == aOther.origin && name == aOther.name &&
+ originDeleted == aOther.originDeleted;
+ }
+ };
+
+ nsTArray<NamedResource> mTrackedPrograms;
+ nsTArray<NamedResource> mTrackedShaders;
+ nsTArray<NamedResource> mTrackedTextures;
+ nsTArray<NamedResource> mTrackedFramebuffers;
+ nsTArray<NamedResource> mTrackedRenderbuffers;
+ nsTArray<NamedResource> mTrackedBuffers;
+ nsTArray<NamedResource> mTrackedQueries;
+#endif
+
+ protected:
+ bool mHeavyGLCallsSinceLastFlush = false;
+
+ public:
+ void FlushIfHeavyGLCallsSinceLastFlush();
+ static bool ShouldSpew();
+ static bool ShouldDumpExts();
+
+ // --
+
+ void TexParams_SetClampNoMips(GLenum target = LOCAL_GL_TEXTURE_2D) {
+ fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_S, LOCAL_GL_CLAMP_TO_EDGE);
+ fTexParameteri(target, LOCAL_GL_TEXTURE_WRAP_T, LOCAL_GL_CLAMP_TO_EDGE);
+ fTexParameteri(target, LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST);
+ fTexParameteri(target, LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST);
+ }
+
+ // --
+
+ GLuint CreateFramebuffer() {
+ GLuint x = 0;
+ fGenFramebuffers(1, &x);
+ return x;
+ }
+ GLuint CreateRenderbuffer() {
+ GLuint x = 0;
+ fGenRenderbuffers(1, &x);
+ return x;
+ }
+ GLuint CreateTexture() {
+ GLuint x = 0;
+ fGenTextures(1, &x);
+ return x;
+ }
+
+ void DeleteFramebuffer(const GLuint x) { fDeleteFramebuffers(1, &x); }
+ void DeleteRenderbuffer(const GLuint x) { fDeleteRenderbuffers(1, &x); }
+ void DeleteTexture(const GLuint x) { fDeleteTextures(1, &x); }
+};
+
+bool DoesStringMatch(const char* aString, const char* aWantedString);
+
+void SplitByChar(const nsACString& str, const char delim,
+ std::vector<nsCString>* const out);
+
+template <size_t N>
+bool MarkBitfieldByString(const nsACString& str,
+ const char* const (&markStrList)[N],
+ std::bitset<N>* const out_markList) {
+ for (size_t i = 0; i < N; i++) {
+ if (str.Equals(markStrList[i])) {
+ (*out_markList)[i] = 1;
+ return true;
+ }
+ }
+ return false;
+}
+
+template <size_t N>
+void MarkBitfieldByStrings(const std::vector<nsCString>& strList,
+ bool dumpStrings,
+ const char* const (&markStrList)[N],
+ std::bitset<N>* const out_markList) {
+ for (auto itr = strList.begin(); itr != strList.end(); ++itr) {
+ const nsACString& str = *itr;
+ const bool wasMarked = MarkBitfieldByString(str, markStrList, out_markList);
+ if (dumpStrings)
+ printf_stderr(" %s%s\n", str.BeginReading(), wasMarked ? "(*)" : "");
+ }
+}
+
+// -
+
+class Renderbuffer final {
+ public:
+ const WeakPtr<GLContext> weakGl;
+ const GLuint name;
+
+ private:
+ static GLuint Create(GLContext& gl) {
+ GLuint ret = 0;
+ gl.fGenRenderbuffers(1, &ret);
+ return ret;
+ }
+
+ public:
+ explicit Renderbuffer(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}
+
+ ~Renderbuffer() {
+ const RefPtr<GLContext> gl = weakGl.get();
+ if (!gl || !gl->MakeCurrent()) return;
+ gl->fDeleteRenderbuffers(1, &name);
+ }
+};
+
+// -
+
+class Texture final {
+ public:
+ const WeakPtr<GLContext> weakGl;
+ const GLuint name;
+
+ private:
+ static GLuint Create(GLContext& gl) {
+ GLuint ret = 0;
+ gl.fGenTextures(1, &ret);
+ return ret;
+ }
+
+ public:
+ explicit Texture(GLContext& gl) : weakGl(&gl), name(Create(gl)) {}
+
+ ~Texture() {
+ const RefPtr<GLContext> gl = weakGl.get();
+ if (!gl || !gl->MakeCurrent()) return;
+ gl->fDeleteTextures(1, &name);
+ }
+};
+
+/**
+ * Helper function that creates a 2D texture aSize.width x aSize.height with
+ * storage type specified by aFormats. Returns GL texture object id.
+ *
+ * See mozilla::gl::CreateTexture.
+ */
+UniquePtr<Texture> CreateTexture(GLContext&, const gfx::IntSize& size);
+
+/**
+ * Helper function that calculates the number of bytes required per
+ * texel for a texture from its format and type.
+ */
+uint32_t GetBytesPerTexel(GLenum format, GLenum type);
+
+void MesaMemoryLeakWorkaround();
+
+} /* namespace gl */
+} /* namespace mozilla */
+
+#endif /* GLCONTEXT_H_ */