/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef HOSTWEBGLCONTEXT_H_ #define HOSTWEBGLCONTEXT_H_ #include "mozilla/dom/BindingUtils.h" #include "mozilla/GfxMessageUtils.h" #include "ClientWebGLContext.h" #include "mozilla/Maybe.h" #include "mozilla/UniquePtr.h" #include "GLContext.h" #include "WebGLContext.h" #include "WebGL2Context.h" #include "WebGLFramebuffer.h" #include "WebGLTypes.h" #include "WebGLCommandQueue.h" #include #include #include namespace mozilla { namespace dom { class WebGLParent; } namespace layers { class CompositableHost; } struct LockedOutstandingContexts final { private: // StaticMutexAutoLock lock; // We can't use it directly (STACK_CLASS), but // this is effectively what we hold via RAII. public: const std::unordered_set& contexts; LockedOutstandingContexts(); ~LockedOutstandingContexts(); }; /** * Host endpoint of a WebGLContext. HostWebGLContext owns a WebGLContext * that it uses to execute commands sent from its ClientWebGLContext. * * A HostWebGLContext continuously issues a Task to the Compositor thread that * causes it to drain its queue of commands. It also maintains a map of WebGL * objects (e.g. ObjectIdMap) that it uses associate them with * their cross-process IDs. * * This class is not an implementation of the * nsICanvasRenderingContextInternal DOM class. That is the * ClientWebGLContext. */ class HostWebGLContext final : public SupportsWeakPtr { friend class WebGLContext; friend class WebGLMemoryTracker; friend class dom::WebGLParent; using ObjectId = webgl::ObjectId; static std::unique_ptr OutstandingContexts() { return std::make_unique(); } public: struct OwnerData final { ClientWebGLContext* inProcess = nullptr; dom::WebGLParent* outOfProcess = nullptr; }; static UniquePtr Create(const OwnerData&, const webgl::InitContextDesc&, webgl::InitContextResult* out); private: explicit HostWebGLContext(const OwnerData&); public: virtual ~HostWebGLContext(); WebGLContext* GetWebGLContext() const { return mContext; } public: const OwnerData mOwnerData; private: RefPtr mContext; #define _(X) std::unordered_map> m##X##Map; _(Buffer) _(Framebuffer) _(Program) _(Query) _(Renderbuffer) _(Sampler) _(Shader) _(Sync) _(Texture) _(TransformFeedback) _(VertexArray) #undef _ class AutoResolveT final { friend class HostWebGLContext; const HostWebGLContext& mParent; const ObjectId mId; public: AutoResolveT(const HostWebGLContext& parent, const ObjectId id) : mParent(parent), mId(id) {} #define _(X) \ WebGL##X* As(WebGL##X*) const { \ const auto maybe = MaybeFind(mParent.m##X##Map, mId); \ if (!maybe) return nullptr; \ return maybe->get(); \ } _(Buffer) _(Framebuffer) _(Program) _(Query) _(Renderbuffer) _(Sampler) _(Shader) _(Sync) _(Texture) _(TransformFeedback) _(VertexArray) #undef _ template MOZ_IMPLICIT operator T*() const { T* coercer = nullptr; return As(coercer); } template MOZ_IMPLICIT operator const T*() const { T* coercer = nullptr; return As(coercer); } }; AutoResolveT AutoResolve(const ObjectId id) const { return {*this, id}; } template T* ById(const ObjectId id) const { T* coercer = nullptr; return AutoResolve(id).As(coercer); } // ------------------------------------------------------------------------- // Host-side methods. Calls in the client are forwarded to the host. // ------------------------------------------------------------------------- public: // ------------------------- Composition ------------------------- void SetCompositableHost(RefPtr& compositableHost) { mContext->SetCompositableHost(compositableHost); } void Present(const ObjectId xrFb, const layers::TextureType t, const bool webvr, const webgl::SwapChainOptions& options) const { return (void)mContext->Present(AutoResolve(xrFb), t, webvr, options); } void CopyToSwapChain(const ObjectId fb, const layers::TextureType t, const webgl::SwapChainOptions& options) const { return (void)mContext->CopyToSwapChain(AutoResolve(fb), t, options); } void EndOfFrame() const { return (void)mContext->EndOfFrame(); } Maybe GetFrontBuffer(ObjectId xrFb, const bool webvr) const; // - Maybe FrontBufferSnapshotInto(Maybe> dest) const { return mContext->FrontBufferSnapshotInto(dest); } Maybe FrontBufferSnapshotInto( std::shared_ptr& front, Maybe> dest) const { return mContext->FrontBufferSnapshotInto(front, dest); } void ClearVRSwapChain() const { mContext->ClearVRSwapChain(); } // - void Resize(const uvec2& size) { return mContext->Resize(size); } uvec2 DrawingBufferSize() { return mContext->DrawingBufferSize(); } void OnMemoryPressure() { return mContext->OnMemoryPressure(); } void DidRefresh() { mContext->DidRefresh(); } void GenerateError(const GLenum error, const std::string& text) const { mContext->GenerateErrorImpl(error, text); } void OnContextLoss(webgl::ContextLossReason); void RequestExtension(const WebGLExtensionID ext) { mContext->RequestExtension(ext); } // - // Child-ward void JsWarning(const std::string&) const; // - // Creation and destruction void CreateBuffer(ObjectId); void CreateFramebuffer(ObjectId); bool CreateOpaqueFramebuffer(ObjectId, const webgl::OpaqueFramebufferOptions& options); void CreateProgram(ObjectId); void CreateQuery(ObjectId); void CreateRenderbuffer(ObjectId); void CreateSampler(ObjectId); void CreateShader(ObjectId, GLenum type); void CreateSync(ObjectId); void CreateTexture(ObjectId); void CreateTransformFeedback(ObjectId); void CreateVertexArray(ObjectId); void DeleteBuffer(ObjectId); void DeleteFramebuffer(ObjectId); void DeleteProgram(ObjectId); void DeleteQuery(ObjectId); void DeleteRenderbuffer(ObjectId); void DeleteSampler(ObjectId); void DeleteShader(ObjectId); void DeleteSync(ObjectId); void DeleteTexture(ObjectId); void DeleteTransformFeedback(ObjectId); void DeleteVertexArray(ObjectId); // ------------------------- GL State ------------------------- bool IsContextLost() const { return mContext->IsContextLost(); } void SetEnabled(GLenum cap, Maybe i, bool val) const { mContext->SetEnabled(cap, i, val); } bool IsEnabled(GLenum cap) const { return mContext->IsEnabled(cap); } Maybe GetNumber(GLenum pname) const { return mContext->GetParameter(pname); } Maybe GetString(GLenum pname) const { return mContext->GetString(pname); } void AttachShader(ObjectId prog, ObjectId shader) const { const auto pProg = ById(prog); const auto pShader = ById(shader); if (!pProg || !pShader) return; mContext->AttachShader(*pProg, *pShader); } void BindAttribLocation(ObjectId id, GLuint location, const std::string& name) const { const auto obj = ById(id); if (!obj) return; mContext->BindAttribLocation(*obj, location, name); } void BindFramebuffer(GLenum target, ObjectId id) const { mContext->BindFramebuffer(target, AutoResolve(id)); } void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const { mContext->BlendColor(r, g, b, a); } void BlendEquationSeparate(Maybe i, GLenum modeRGB, GLenum modeAlpha) const { mContext->BlendEquationSeparate(i, modeRGB, modeAlpha); } void BlendFuncSeparate(Maybe i, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) const { mContext->BlendFuncSeparate(i, srcRGB, dstRGB, srcAlpha, dstAlpha); } GLenum CheckFramebufferStatus(GLenum target) const { return mContext->CheckFramebufferStatus(target); } void Clear(GLbitfield mask) const { mContext->Clear(mask); } void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) const { mContext->ClearColor(r, g, b, a); } void ClearDepth(GLclampf v) const { mContext->ClearDepth(v); } void ClearStencil(GLint v) const { mContext->ClearStencil(v); } void ColorMask(Maybe i, uint8_t mask) const { mContext->ColorMask(i, mask); } void CompileShader(const ObjectId id) const { const auto obj = ById(id); if (!obj) return; mContext->CompileShader(*obj); } void CullFace(GLenum face) const { mContext->CullFace(face); } void DepthFunc(GLenum func) const { mContext->DepthFunc(func); } void DepthMask(WebGLboolean b) const { mContext->DepthMask(b); } void DepthRange(GLclampf zNear, GLclampf zFar) const { mContext->DepthRange(zNear, zFar); } void DetachShader(const ObjectId prog, const ObjectId shader) const { const auto pProg = ById(prog); const auto pShader = ById(shader); if (!pProg || !pShader) return; mContext->DetachShader(*pProg, *pShader); } void Flush() const { mContext->Flush(); } void Finish() const { mContext->Finish(); } void FramebufferAttach(const GLenum target, const GLenum attachSlot, const GLenum bindImageTarget, const ObjectId id, const GLint mipLevel, const GLint zLayerBase, const GLsizei numViewLayers) const { webgl::FbAttachInfo toAttach; toAttach.rb = AutoResolve(id); toAttach.tex = AutoResolve(id); toAttach.mipLevel = mipLevel; toAttach.zLayer = zLayerBase; if (numViewLayers) { toAttach.zLayerCount = numViewLayers; toAttach.isMultiview = true; } mContext->FramebufferAttach(target, attachSlot, bindImageTarget, toAttach); } void FrontFace(GLenum mode) const { mContext->FrontFace(mode); } Maybe GetBufferParameter(GLenum target, GLenum pname) const { return mContext->GetBufferParameter(target, pname); } webgl::CompileResult GetCompileResult(ObjectId id) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetCompileResult(*obj); } GLenum GetError() const { return mContext->GetError(); } GLint GetFragDataLocation(ObjectId id, const std::string& name) const { const auto obj = ById(id); if (!obj) return -1; return mContext->GetFragDataLocation(*obj, name); } Maybe GetFramebufferAttachmentParameter(ObjectId id, GLenum attachment, GLenum pname) const { return mContext->GetFramebufferAttachmentParameter(AutoResolve(id), attachment, pname); } webgl::LinkResult GetLinkResult(ObjectId id) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetLinkResult(*obj); } Maybe GetRenderbufferParameter(ObjectId id, GLenum pname) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetRenderbufferParameter(*obj, pname); } Maybe GetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType) const { return mContext->GetShaderPrecisionFormat(shaderType, precisionType); } webgl::GetUniformData GetUniform(ObjectId id, uint32_t loc) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetUniform(*obj, loc); } void Hint(GLenum target, GLenum mode) const { mContext->Hint(target, mode); } void LineWidth(GLfloat width) const { mContext->LineWidth(width); } void LinkProgram(const ObjectId id) const { const auto obj = ById(id); if (!obj) return; mContext->LinkProgram(*obj); } void PolygonOffset(GLfloat factor, GLfloat units) const { mContext->PolygonOffset(factor, units); } void SampleCoverage(GLclampf value, bool invert) const { mContext->SampleCoverage(value, invert); } void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) const { mContext->Scissor(x, y, width, height); } // TODO: s/nsAString/std::string/ void ShaderSource(const ObjectId id, const std::string& source) const { const auto obj = ById(id); if (!obj) return; mContext->ShaderSource(*obj, source); } void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) const { mContext->StencilFuncSeparate(face, func, ref, mask); } void StencilMaskSeparate(GLenum face, GLuint mask) const { mContext->StencilMaskSeparate(face, mask); } void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const { mContext->StencilOpSeparate(face, sfail, dpfail, dppass); } void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) const { mContext->Viewport(x, y, width, height); } // ------------------------- Buffer Objects ------------------------- void BindBuffer(GLenum target, const ObjectId id) const { mContext->BindBuffer(target, AutoResolve(id)); } void BindBufferRange(GLenum target, GLuint index, const ObjectId id, uint64_t offset, uint64_t size) const { GetWebGL2Context()->BindBufferRange(target, index, AutoResolve(id), offset, size); } void CopyBufferSubData(GLenum readTarget, GLenum writeTarget, uint64_t readOffset, uint64_t writeOffset, uint64_t size) const { GetWebGL2Context()->CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); } bool GetBufferSubData(GLenum target, uint64_t srcByteOffset, const Range& dest) const { return GetWebGL2Context()->GetBufferSubData(target, srcByteOffset, dest); } void BufferData(GLenum target, const RawBuffer<>& data, GLenum usage) const { const auto& beginOrNull = data.begin(); mContext->BufferData(target, data.size(), beginOrNull, usage); } void BufferSubData(GLenum target, uint64_t dstByteOffset, const RawBuffer<>& srcData) const { const auto& range = srcData.Data(); mContext->BufferSubData(target, dstByteOffset, range.length(), range.begin().get()); } // -------------------------- Framebuffer Objects -------------------------- void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) const { GetWebGL2Context()->BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void InvalidateFramebuffer(GLenum target, const RawBuffer& attachments) const { GetWebGL2Context()->InvalidateFramebuffer(target, MakeRange(attachments)); } void InvalidateSubFramebuffer(GLenum target, const RawBuffer& attachments, GLint x, GLint y, GLsizei width, GLsizei height) const { GetWebGL2Context()->InvalidateSubFramebuffer(target, MakeRange(attachments), x, y, width, height); } void ReadBuffer(GLenum mode) const { GetWebGL2Context()->ReadBuffer(mode); } // ----------------------- Renderbuffer objects ----------------------- Maybe> GetInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname) const { return GetWebGL2Context()->GetInternalformatParameter( target, internalformat, pname); } void RenderbufferStorageMultisample(ObjectId id, uint32_t samples, GLenum internalFormat, uint32_t width, uint32_t height) const { const auto obj = ById(id); if (!obj) return; mContext->RenderbufferStorageMultisample(*obj, samples, internalFormat, width, height); } // --------------------------- Texture objects --------------------------- void ActiveTexture(uint32_t texUnit) const { mContext->ActiveTexture(texUnit); } void BindTexture(GLenum texTarget, const ObjectId id) const { mContext->BindTexture(texTarget, AutoResolve(id)); } void GenerateMipmap(GLenum texTarget) const { mContext->GenerateMipmap(texTarget); } // CompressedTexSubImage if `sub` void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level, GLenum format, const uvec3& offset, const uvec3& size, const RawBuffer<>& src, const uint32_t pboImageSize, const Maybe& pboOffset) const { mContext->CompressedTexImage(sub, imageTarget, level, format, offset, size, MakeRange(src), pboImageSize, pboOffset); } // CopyTexSubImage if `!respecFormat` void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat, const uvec3& dstOffset, const ivec2& srcOffset, const uvec2& size) const { mContext->CopyTexImage(imageTarget, level, respecFormat, dstOffset, srcOffset, size); } // TexSubImage if `!respecFormat` void TexImage(uint32_t level, GLenum respecFormat, const uvec3& offset, const webgl::PackingInfo& pi, const webgl::TexUnpackBlobDesc& src) const { mContext->TexImage(level, respecFormat, offset, pi, src); } void TexStorage(GLenum texTarget, uint32_t levels, GLenum internalFormat, const uvec3& size) const { GetWebGL2Context()->TexStorage(texTarget, levels, internalFormat, size); } Maybe GetTexParameter(ObjectId id, GLenum pname) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetTexParameter(*obj, pname); } void TexParameter_base(GLenum texTarget, GLenum pname, const FloatOrInt& param) const { mContext->TexParameter_base(texTarget, pname, param); } // ------------------- Programs and shaders -------------------------------- void UseProgram(ObjectId id) const { mContext->UseProgram(AutoResolve(id)); } bool ValidateProgram(ObjectId id) const { const auto obj = ById(id); if (!obj) return false; return mContext->ValidateProgram(*obj); } // ------------------------ Uniforms and attributes ------------------------ void UniformData(uint32_t loc, bool transpose, const RawBuffer& data) const { mContext->UniformData(loc, transpose, data.Data()); } void VertexAttrib4T(GLuint index, const webgl::TypedQuad& data) const { mContext->VertexAttrib4T(index, data); } void VertexAttribDivisor(GLuint index, GLuint divisor) const { mContext->VertexAttribDivisor(index, divisor); } Maybe GetIndexedParameter(GLenum target, GLuint index) const { return GetWebGL2Context()->GetIndexedParameter(target, index); } void UniformBlockBinding(const ObjectId id, GLuint uniformBlockIndex, GLuint uniformBlockBinding) const { const auto obj = ById(id); if (!obj) return; GetWebGL2Context()->UniformBlockBinding(*obj, uniformBlockIndex, uniformBlockBinding); } void EnableVertexAttribArray(GLuint index) const { mContext->EnableVertexAttribArray(index); } void DisableVertexAttribArray(GLuint index) const { mContext->DisableVertexAttribArray(index); } Maybe GetVertexAttrib(GLuint index, GLenum pname) const { return mContext->GetVertexAttrib(index, pname); } void VertexAttribPointer(GLuint index, const webgl::VertAttribPointerDesc& desc) const { mContext->VertexAttribPointer(index, desc); } // --------------------------- Buffer Operations -------------------------- void ClearBufferTv(GLenum buffer, GLint drawBuffer, const webgl::TypedQuad& data) const { GetWebGL2Context()->ClearBufferTv(buffer, drawBuffer, data); } void ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil) const { GetWebGL2Context()->ClearBufferfi(buffer, drawBuffer, depth, stencil); } // ------------------------------ Readback ------------------------------- void ReadPixelsPbo(const webgl::ReadPixelsDesc& desc, const uint64_t offset) const { mContext->ReadPixelsPbo(desc, offset); } webgl::ReadPixelsResult ReadPixelsInto(const webgl::ReadPixelsDesc& desc, const Range& dest) const { return mContext->ReadPixelsInto(desc, dest); } // ----------------------------- Sampler ----------------------------------- void BindSampler(GLuint unit, ObjectId id) const { GetWebGL2Context()->BindSampler(unit, AutoResolve(id)); } void SamplerParameteri(ObjectId id, GLenum pname, GLint param) const { const auto obj = ById(id); if (!obj) return; GetWebGL2Context()->SamplerParameteri(*obj, pname, param); } void SamplerParameterf(ObjectId id, GLenum pname, GLfloat param) const { const auto obj = ById(id); if (!obj) return; GetWebGL2Context()->SamplerParameterf(*obj, pname, param); } Maybe GetSamplerParameter(ObjectId id, GLenum pname) const { const auto obj = ById(id); if (!obj) return {}; return GetWebGL2Context()->GetSamplerParameter(*obj, pname); } // ------------------------------- GL Sync --------------------------------- GLenum ClientWaitSync(ObjectId id, GLbitfield flags, GLuint64 timeout) const { const auto obj = ById(id); if (!obj) return LOCAL_GL_WAIT_FAILED; return GetWebGL2Context()->ClientWaitSync(*obj, flags, timeout); } // -------------------------- Transform Feedback --------------------------- void BindTransformFeedback(ObjectId id) const { GetWebGL2Context()->BindTransformFeedback(AutoResolve(id)); } void BeginTransformFeedback(GLenum primitiveMode) const { GetWebGL2Context()->BeginTransformFeedback(primitiveMode); } void EndTransformFeedback() const { GetWebGL2Context()->EndTransformFeedback(); } void PauseTransformFeedback() const { GetWebGL2Context()->PauseTransformFeedback(); } void ResumeTransformFeedback() const { GetWebGL2Context()->ResumeTransformFeedback(); } void TransformFeedbackVaryings(ObjectId id, const std::vector& varyings, GLenum bufferMode) const { const auto obj = ById(id); if (!obj) return; GetWebGL2Context()->TransformFeedbackVaryings(*obj, varyings, bufferMode); } // -------------------------- Opaque Framebuffers --------------------------- void SetFramebufferIsInOpaqueRAF(ObjectId id, bool value) { WebGLFramebuffer* fb = AutoResolve(id); if (fb) { fb->mInOpaqueRAF = value; } } // ------------------------------------------------------------------------- // Host-side extension methods. Calls in the client are forwarded to the // host. Some extension methods are also available in WebGL2 Contexts. For // them, the final parameter is a boolean indicating if the call originated // from an extension. // ------------------------------------------------------------------------- // Misc. Extensions void DrawBuffers(const std::vector& buffers) const { mContext->DrawBuffers(buffers); } // VertexArrayObjectEXT void BindVertexArray(ObjectId id) const { mContext->BindVertexArray(AutoResolve(id)); } // InstancedElementsEXT void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertCount, GLsizei primCount) const { mContext->DrawArraysInstanced(mode, first, vertCount, primCount); } void DrawElementsInstanced(GLenum mode, GLsizei vertCount, GLenum type, WebGLintptr offset, GLsizei primCount) const { mContext->DrawElementsInstanced(mode, vertCount, type, offset, primCount); } // GLQueryEXT void BeginQuery(GLenum target, ObjectId id) const { const auto obj = ById(id); if (!obj) return; mContext->BeginQuery(target, *obj); } void EndQuery(GLenum target) const { mContext->EndQuery(target); } void QueryCounter(ObjectId id) const { const auto obj = ById(id); if (!obj) return; mContext->QueryCounter(*obj); } Maybe GetQueryParameter(ObjectId id, GLenum pname) const { const auto obj = ById(id); if (!obj) return {}; return mContext->GetQueryParameter(*obj, pname); } // ------------------------------------------------------------------------- // Client-side methods. Calls in the Host are forwarded to the client. // ------------------------------------------------------------------------- public: void OnLostContext(); void OnRestoredContext(); protected: WebGL2Context* GetWebGL2Context() const { MOZ_RELEASE_ASSERT(mContext->IsWebGL2(), "Requires WebGL2 context"); return static_cast(mContext.get()); } }; } // namespace mozilla #endif // HOSTWEBGLCONTEXT_H_