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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGLCONTEXT_H_
#define WEBGLCONTEXT_H_
#include <bitset>
#include <memory>
#include <stdarg.h>
#include "GLContextTypes.h"
#include "GLDefs.h"
#include "GLScreenBuffer.h"
#include "js/ScalarType.h" // js::Scalar::Type
#include "mozilla/Attributes.h"
#include "mozilla/Atomics.h"
#include "mozilla/CheckedInt.h"
#include "mozilla/dom/ipc/IdType.h"
#include "mozilla/dom/BindingDeclarations.h"
#include "mozilla/dom/HTMLCanvasElement.h"
#include "mozilla/dom/Nullable.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/EnumeratedArray.h"
#include "mozilla/gfx/2D.h"
#include "mozilla/Mutex.h"
#include "mozilla/StaticMutex.h"
#include "mozilla/StaticPrefs_webgl.h"
#include "mozilla/UniquePtr.h"
#include "mozilla/WeakPtr.h"
#include "nsICanvasRenderingContextInternal.h"
#include "nsTArray.h"
#include "SurfaceTypes.h"
#include "ScopedGLHelpers.h"
#include "TexUnpackBlob.h"
// Local
#include "CacheInvalidator.h"
#include "WebGLContextLossHandler.h"
#include "WebGLExtensions.h"
#include "WebGLObjectModel.h"
#include "WebGLStrongTypes.h"
#include "WebGLTypes.h"
// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include <list>
class nsIDocShell;
// WebGL-only GLenums
// clang-format off
#define LOCAL_GL_BROWSER_DEFAULT_WEBGL 0x9244
#define LOCAL_GL_CONTEXT_LOST_WEBGL 0x9242
#define LOCAL_GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247
#define LOCAL_GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243
#define LOCAL_GL_UNPACK_FLIP_Y_WEBGL 0x9240
#define LOCAL_GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241
// clang-format on
namespace mozilla {
class HostWebGLContext;
class ScopedCopyTexImageSource;
class ScopedDrawCallWrapper;
class ScopedResolveTexturesForDraw;
class WebGLBuffer;
class WebGLExtensionBase;
class WebGLFramebuffer;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLSync;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLVertexArray;
namespace dom {
class Document;
class Element;
class ImageData;
class OwningHTMLCanvasElementOrOffscreenCanvas;
struct WebGLContextAttributes;
} // namespace dom
namespace gfx {
class SourceSurface;
class VRLayerChild;
} // namespace gfx
namespace gl {
class GLScreenBuffer;
class MozFramebuffer;
class SharedSurface;
class Texture;
} // namespace gl
namespace layers {
class CompositableHost;
class RemoteTextureOwnerClient;
class SurfaceDescriptor;
} // namespace layers
namespace webgl {
class AvailabilityRunnable;
struct CachedDrawFetchLimits;
struct FbAttachInfo;
struct FormatInfo;
class FormatUsageAuthority;
struct FormatUsageInfo;
struct ImageInfo;
struct LinkedProgramInfo;
struct SamplerUniformInfo;
struct SamplingState;
class ScopedPrepForResourceClear;
class ShaderValidator;
class TexUnpackBlob;
struct UniformInfo;
struct UniformBlockInfo;
struct VertAttribPointerDesc;
} // namespace webgl
struct WebGLTexImageData {
TexImageTarget mTarget;
int32_t mRowLength;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mDepth;
gfxAlphaType mSrcAlphaType;
};
struct WebGLTexPboOffset {
TexImageTarget mTarget;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mDepth;
WebGLsizeiptr mPboOffset;
bool mHasExpectedImageSize;
GLsizei mExpectedImageSize;
};
WebGLTexelFormat GetWebGLTexelFormat(TexInternalFormat format);
void AssertUintParamCorrect(gl::GLContext* gl, GLenum pname, GLuint shadow);
// From WebGLContextUtils
TexTarget TexImageTargetToTexTarget(TexImageTarget texImageTarget);
struct WebGLIntOrFloat {
const enum { Int, Float, Uint } mType;
union {
GLint i;
GLfloat f;
GLuint u;
} mValue;
explicit WebGLIntOrFloat(GLint i) : mType(Int) { mValue.i = i; }
explicit WebGLIntOrFloat(GLfloat f) : mType(Float) { mValue.f = f; }
GLint AsInt() const {
return (mType == Int) ? mValue.i : NS_lroundf(mValue.f);
}
GLfloat AsFloat() const {
return (mType == Float) ? mValue.f : GLfloat(mValue.i);
}
};
////////////////////////////////////
namespace webgl {
class AvailabilityRunnable final : public DiscardableRunnable {
public:
const WeakPtr<const ClientWebGLContext> mWebGL;
std::vector<WeakPtr<WebGLQueryJS>> mQueries;
std::vector<WeakPtr<WebGLSyncJS>> mSyncs;
explicit AvailabilityRunnable(const ClientWebGLContext* webgl);
~AvailabilityRunnable();
NS_IMETHOD Run() override;
};
} // namespace webgl
////////////////////////////////////////////////////////////////////////////////
class WebGLContext : public VRefCounted, public SupportsWeakPtr {
friend class ScopedDrawCallWrapper;
friend class ScopedDrawWithTransformFeedback;
friend class ScopedFakeVertexAttrib0;
friend class ScopedFBRebinder;
friend class WebGL2Context;
friend class WebGLContextUserData;
friend class WebGLExtensionCompressedTextureASTC;
friend class WebGLExtensionCompressedTextureBPTC;
friend class WebGLExtensionCompressedTextureES3;
friend class WebGLExtensionCompressedTextureETC1;
friend class WebGLExtensionCompressedTexturePVRTC;
friend class WebGLExtensionCompressedTextureRGTC;
friend class WebGLExtensionCompressedTextureS3TC;
friend class WebGLExtensionCompressedTextureS3TC_SRGB;
friend class WebGLExtensionDepthTexture;
friend class WebGLExtensionDisjointTimerQuery;
friend class WebGLExtensionDrawBuffers;
friend class WebGLExtensionLoseContext;
friend class WebGLExtensionMOZDebug;
friend class WebGLExtensionVertexArray;
friend class WebGLMemoryTracker;
friend class webgl::AvailabilityRunnable;
friend struct webgl::LinkedProgramInfo;
friend struct webgl::SamplerUniformInfo;
friend class webgl::ScopedPrepForResourceClear;
friend struct webgl::UniformBlockInfo;
friend const webgl::CachedDrawFetchLimits* ValidateDraw(WebGLContext*, GLenum,
uint32_t);
friend RefPtr<const webgl::LinkedProgramInfo> QueryProgramInfo(
WebGLProgram* prog, gl::GLContext* gl);
MOZ_DECLARE_REFCOUNTED_VIRTUAL_TYPENAME(WebGLContext, override)
enum {
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
// We throw InvalidOperation in TexImage if we fail to use GPU fast-path
// for texture copy when it is set to true, only for debug purpose.
UNPACK_REQUIRE_FASTPATH = 0x10001,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
UNMASKED_VENDOR_WEBGL = 0x9245,
UNMASKED_RENDERER_WEBGL = 0x9246
};
private:
class LruPosition final {
std::list<WebGLContext*>::iterator mItr;
LruPosition(const LruPosition&) = delete;
LruPosition(LruPosition&&) = delete;
LruPosition& operator=(const LruPosition&) = delete;
LruPosition& operator=(LruPosition&&) = delete;
public:
void AssignLocked(WebGLContext& aContext) MOZ_REQUIRES(sLruMutex);
void Reset();
void ResetLocked() MOZ_REQUIRES(sLruMutex);
bool IsInsertedLocked() const MOZ_REQUIRES(sLruMutex);
LruPosition();
explicit LruPosition(WebGLContext&);
~LruPosition() { Reset(); }
};
mutable LruPosition mLruPosition MOZ_GUARDED_BY(sLruMutex);
void BumpLruLocked() MOZ_REQUIRES(sLruMutex);
public:
void BumpLru();
void LoseLruContextIfLimitExceeded();
// -
// We've had issues in the past with nulling `gl` without actually releasing
// all of our resources. This construction ensures that we are aware that we
// should only null `gl` in DestroyResourcesAndContext.
RefPtr<gl::GLContext> mGL_OnlyClearInDestroyResourcesAndContext;
public:
// Grab a const reference so we can see changes, but can't make changes.
const decltype(mGL_OnlyClearInDestroyResourcesAndContext)& gl;
public:
void CheckForInactivity();
protected:
const WeakPtr<HostWebGLContext> mHost;
const bool mResistFingerprinting;
WebGLContextOptions mOptions;
const uint32_t mPrincipalKey;
Maybe<webgl::Limits> mLimits;
const uint32_t mMaxVertIdsPerDraw =
StaticPrefs::webgl_max_vert_ids_per_draw();
bool mIsContextLost = false;
Atomic<bool> mPendingContextLoss = Atomic<bool>{false};
webgl::ContextLossReason mPendingContextLossReason =
webgl::ContextLossReason::None;
const uint32_t mMaxPerfWarnings = StaticPrefs::webgl_perf_max_warnings();
mutable uint64_t mNumPerfWarnings = 0;
const uint32_t mMaxAcceptableFBStatusInvals =
StaticPrefs::webgl_perf_max_acceptable_fb_status_invals();
bool mWarnOnce_DepthTexCompareFilterable = true;
uint64_t mNextFenceId = 1;
uint64_t mCompletedFenceId = 0;
mutable std::list<WeakPtr<WebGLSync>> mPendingSyncs;
mutable RefPtr<nsIRunnable> mPollPendingSyncs_Pending;
static constexpr uint32_t kPollPendingSyncs_DelayMs =
4; // Four times a frame.
public:
void EnsurePollPendingSyncs_Pending() const;
void PollPendingSyncs() const;
protected:
std::unique_ptr<gl::Texture> mIncompleteTexOverride;
public:
class FuncScope;
private:
mutable FuncScope* mFuncScope = nullptr;
public:
static RefPtr<WebGLContext> Create(HostWebGLContext*,
const webgl::InitContextDesc&,
webgl::InitContextResult* out);
private:
webgl::OptionalRenderableFormatBits mOptionalRenderableFormatBits =
webgl::OptionalRenderableFormatBits{0};
void FinishInit();
protected:
WebGLContext(HostWebGLContext*, const webgl::InitContextDesc&);
virtual ~WebGLContext();
RefPtr<layers::CompositableHost> mCompositableHost;
layers::LayersBackend mBackend = layers::LayersBackend::LAYERS_NONE;
public:
void Resize(uvec2 size);
void SetCompositableHost(RefPtr<layers::CompositableHost>& aCompositableHost);
/**
* An abstract base class to be implemented by callers wanting to be notified
* that a refresh has occurred. Callers must ensure an observer is removed
* before it is destroyed.
*/
virtual void DidRefresh();
void OnMemoryPressure();
// -
/*
Here are the bind calls that are supposed to be fully-validated client side,
so that client's binding state doesn't diverge:
* AttachShader
* DetachShader
* BindFramebuffer
* FramebufferAttach
* BindBuffer
* BindBufferRange
* BindTexture
* UseProgram
* BindSampler
* BindTransformFeedback
* BindVertexArray
* BeginQuery
* EndQuery
* ActiveTexture
*/
const auto& CurFuncScope() const { return *mFuncScope; }
const char* FuncName() const;
class FuncScope final {
public:
const WebGLContext& mWebGL;
const char* const mFuncName;
bool mBindFailureGuard = false;
public:
FuncScope(const WebGLContext& webgl, const char* funcName);
~FuncScope();
};
void GenerateErrorImpl(const GLenum err, const nsACString& text) const {
GenerateErrorImpl(err, std::string(text.BeginReading()));
}
void GenerateErrorImpl(const GLenum err, const std::string& text) const;
void GenerateError(const webgl::ErrorInfo& err) {
GenerateError(err.type, "%s", err.info.c_str());
}
template <typename... Args>
void GenerateError(const GLenum err, const char* const fmt,
const Args&... args) const {
MOZ_ASSERT(FuncName());
nsCString text;
text.AppendPrintf("WebGL warning: %s: ", FuncName());
#ifdef __clang__
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Wformat-security"
#elif defined(__GNUC__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wformat-security"
#endif
text.AppendPrintf(fmt, args...);
#ifdef __clang__
# pragma clang diagnostic pop
#elif defined(__GNUC__)
# pragma GCC diagnostic pop
#endif
GenerateErrorImpl(err, text);
}
template <typename... Args>
void ErrorInvalidEnum(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_ENUM, fmt, args...);
}
template <typename... Args>
void ErrorInvalidOperation(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_OPERATION, fmt, args...);
}
template <typename... Args>
void ErrorInvalidValue(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_VALUE, fmt, args...);
}
template <typename... Args>
void ErrorInvalidFramebufferOperation(const char* const fmt,
const Args&... args) const {
GenerateError(LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION, fmt, args...);
}
template <typename... Args>
void ErrorOutOfMemory(const char* const fmt, const Args&... args) const {
GenerateError(LOCAL_GL_OUT_OF_MEMORY, fmt, args...);
}
template <typename... Args>
void ErrorImplementationBug(const char* const fmt,
const Args&... args) const {
const nsPrintfCString newFmt(
"Implementation bug, please file at %s! %s",
"enter_bug.cgi?product=Core&component=Canvas%3A+WebGL",
fmt);
GenerateError(LOCAL_GL_OUT_OF_MEMORY, newFmt.BeginReading(), args...);
MOZ_ASSERT(false, "WebGLContext::ErrorImplementationBug");
NS_ERROR("WebGLContext::ErrorImplementationBug");
}
void ErrorInvalidEnumInfo(const char* info, GLenum enumValue) const;
void ErrorInvalidEnumArg(const char* argName, GLenum val) const;
static const char* ErrorName(GLenum error);
void JsWarning(const std::string& text) const;
/**
* Return displayable name for GLenum.
* This version is like gl::GLenumToStr but with out the GL_ prefix to
* keep consistency with how errors are reported from WebGL.
* Returns hex formatted version of glenum if glenum is unknown.
*/
static void EnumName(GLenum val, nsCString* out_name);
void DummyReadFramebufferOperation();
dom::ContentParentId GetContentId() const;
WebGLTexture* GetActiveTex(const GLenum texTarget) const;
gl::GLContext* GL() const { return gl; }
bool IsPremultAlpha() const { return mOptions.premultipliedAlpha; }
bool IsPreservingDrawingBuffer() const {
return mOptions.preserveDrawingBuffer;
}
// Present to compositor
private:
bool PresentInto(gl::SwapChain& swapChain);
bool PresentIntoXR(gl::SwapChain& swapChain, const gl::MozFramebuffer& xrFb);
public:
// Present swaps the front and back buffers of the swap chain for compositing.
// This assumes the framebuffer may directly alias with the back buffer,
// dependent on remoting state or other concerns. Framebuffer and swap chain
// surface formats are assumed to be similar to enable this aliasing. As such,
// the back buffer may be invalidated by this swap with the front buffer,
// unless overriden by explicitly setting the preserveDrawingBuffer option,
// which may incur a further copy to preserve the back buffer.
void Present(
WebGLFramebuffer*, layers::TextureType, const bool webvr,
const webgl::SwapChainOptions& options = webgl::SwapChainOptions());
// CopyToSwapChain forces a copy from the supplied framebuffer into the back
// buffer before swapping the front and back buffers of the swap chain for
// compositing. The formats of the framebuffer and the swap chain buffers
// may differ subject to available format conversion options. Since this
// operation uses an explicit copy, it inherently preserves the framebuffer
// without need to set the preserveDrawingBuffer option.
bool CopyToSwapChain(
WebGLFramebuffer*, layers::TextureType,
const webgl::SwapChainOptions& options = webgl::SwapChainOptions(),
layers::RemoteTextureOwnerClient* ownerClient = nullptr);
// In use cases where a framebuffer is used as an offscreen framebuffer and
// does not need to be committed to the swap chain, it may still be useful
// for the implementation to delineate distinct frames, such as when sharing
// a single WebGLContext amongst many distinct users. EndOfFrame signals that
// frame rendering is complete so that any implementation side-effects such
// as resetting internal profile counters or resource queues may be handled
// appropriately.
void EndOfFrame();
RefPtr<gfx::DataSourceSurface> GetFrontBufferSnapshot();
Maybe<uvec2> FrontBufferSnapshotInto(
const Maybe<Range<uint8_t>> dest,
const Maybe<size_t> destStride = Nothing());
Maybe<uvec2> FrontBufferSnapshotInto(
const std::shared_ptr<gl::SharedSurface>& front,
const Maybe<Range<uint8_t>> dest,
const Maybe<size_t> destStride = Nothing());
Maybe<uvec2> SnapshotInto(GLuint srcFb, const gfx::IntSize& size,
const Range<uint8_t>& dest,
const Maybe<size_t> destStride = Nothing());
gl::SwapChain* GetSwapChain(WebGLFramebuffer*, const bool webvr);
Maybe<layers::SurfaceDescriptor> GetFrontBuffer(WebGLFramebuffer*,
const bool webvr);
void ClearVRSwapChain();
void RunContextLossTimer();
void CheckForContextLoss();
void HandlePendingContextLoss();
bool TryToRestoreContext();
void AssertCachedBindings() const;
void AssertCachedGlobalState() const;
// WebIDL WebGLRenderingContext API
void Commit();
uvec2 DrawingBufferSize();
public:
void GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval);
// This is the entrypoint. Don't test against it directly.
bool IsContextLost() const {
auto* self = const_cast<WebGLContext*>(this);
if (self->mPendingContextLoss.exchange(false)) {
self->HandlePendingContextLoss();
}
return mIsContextLost;
}
// -
RefPtr<WebGLBuffer> CreateBuffer();
RefPtr<WebGLFramebuffer> CreateFramebuffer();
RefPtr<WebGLFramebuffer> CreateOpaqueFramebuffer(
const webgl::OpaqueFramebufferOptions& options);
RefPtr<WebGLProgram> CreateProgram();
RefPtr<WebGLQuery> CreateQuery();
RefPtr<WebGLRenderbuffer> CreateRenderbuffer();
RefPtr<WebGLShader> CreateShader(GLenum type);
RefPtr<WebGLTexture> CreateTexture();
RefPtr<WebGLVertexArray> CreateVertexArray();
// -
void AttachShader(WebGLProgram& prog, WebGLShader& shader);
void BindAttribLocation(WebGLProgram& prog, GLuint location,
const std::string& name) const;
void BindFramebuffer(GLenum target, WebGLFramebuffer* fb);
void BindRenderbuffer(GLenum target, WebGLRenderbuffer* fb);
void BindVertexArray(WebGLVertexArray* vao);
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void BlendEquationSeparate(Maybe<GLuint> i, GLenum modeRGB, GLenum modeAlpha);
void BlendFuncSeparate(Maybe<GLuint> i, GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void ClearDepth(GLclampf v);
void ClearStencil(GLint v);
void ColorMask(Maybe<GLuint> i, uint8_t mask);
void CompileShader(WebGLShader& shader);
private:
void CompileShaderANGLE(WebGLShader* shader);
void CompileShaderBypass(WebGLShader* shader, const nsCString& shaderSource);
public:
void CullFace(GLenum face);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram& prog, const WebGLShader& shader);
void DrawBuffers(const std::vector<GLenum>& buffers);
void Flush();
void Finish();
void FramebufferAttach(GLenum target, GLenum attachSlot,
GLenum bindImageTarget,
const webgl::FbAttachInfo& toAttach);
void FrontFace(GLenum mode);
Maybe<double> GetBufferParameter(GLenum target, GLenum pname);
webgl::CompileResult GetCompileResult(const WebGLShader&) const;
GLenum GetError();
GLint GetFragDataLocation(const WebGLProgram&, const std::string& name) const;
Maybe<double> GetFramebufferAttachmentParameter(WebGLFramebuffer*,
GLenum attachment,
GLenum pname) const;
Maybe<double> GetRenderbufferParameter(const WebGLRenderbuffer&,
GLenum pname) const;
webgl::LinkResult GetLinkResult(const WebGLProgram&) const;
Maybe<webgl::ShaderPrecisionFormat> GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype) const;
webgl::GetUniformData GetUniform(const WebGLProgram&, uint32_t loc) const;
void Hint(GLenum target, GLenum mode);
void LineWidth(GLfloat width);
void LinkProgram(WebGLProgram& prog);
void PolygonOffset(GLfloat factor, GLfloat units);
void ProvokingVertex(webgl::ProvokingVertex) const;
////
webgl::PackingInfo ValidImplementationColorReadPI(
const webgl::FormatUsageInfo* usage) const;
protected:
webgl::ReadPixelsResult ReadPixelsImpl(const webgl::ReadPixelsDesc&,
uintptr_t dest, uint64_t availBytes);
bool DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat,
const webgl::ReadPixelsDesc&, uintptr_t dest,
uint64_t dataLen, uint32_t rowStride);
public:
void ReadPixelsPbo(const webgl::ReadPixelsDesc&, uint64_t offset);
webgl::ReadPixelsResult ReadPixelsInto(const webgl::ReadPixelsDesc&,
const Range<uint8_t>& dest);
////
void RenderbufferStorageMultisample(WebGLRenderbuffer&, uint32_t samples,
GLenum internalformat, uint32_t width,
uint32_t height) const;
public:
void SampleCoverage(GLclampf value, WebGLboolean invert);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader& shader, const std::string& source) const;
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
//////////////////////////
void UniformData(uint32_t loc, bool transpose,
const Span<const webgl::UniformDataVal>& data) const;
////////////////////////////////////
void UseProgram(WebGLProgram* prog);
bool ValidateAttribArraySetter(uint32_t count, uint32_t arrayLength);
bool ValidateProgram(const WebGLProgram& prog) const;
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
void BindBuffer(GLenum target, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buf,
uint64_t offset, uint64_t size);
void BufferData(GLenum target, uint64_t dataLen, const uint8_t* data,
GLenum usage) const;
void UninitializedBufferData_SizeOnly(GLenum target, uint64_t dataLen,
GLenum usage) const;
// The unsynchronized flag may allow for better performance when
// interleaving buffer updates with draw calls. However, care must
// be taken. This has similar semantics to glMapBufferRange's
// GL_MAP_UNSYNCHRONIZED_BIT: the results of any pending operations
// that reference the region of the buffer being updated are
// undefined.
void BufferSubData(GLenum target, uint64_t dstByteOffset, uint64_t srcDataLen,
const uint8_t* srcData, bool unsynchronized = false) const;
protected:
// bound buffer state
RefPtr<WebGLBuffer> mBoundArrayBuffer;
RefPtr<WebGLBuffer> mBoundCopyReadBuffer;
RefPtr<WebGLBuffer> mBoundCopyWriteBuffer;
RefPtr<WebGLBuffer> mBoundPixelPackBuffer;
RefPtr<WebGLBuffer> mBoundPixelUnpackBuffer;
RefPtr<WebGLBuffer> mBoundTransformFeedbackBuffer;
RefPtr<WebGLBuffer> mBoundUniformBuffer;
std::vector<IndexedBufferBinding> mIndexedUniformBufferBindings;
RefPtr<WebGLBuffer>& GetBufferSlotByTarget(GLenum target);
RefPtr<WebGLBuffer>& GetBufferSlotByTargetIndexed(GLenum target,
GLuint index);
// -
void GenErrorIllegalUse(GLenum useTarget, uint32_t useId, GLenum boundTarget,
uint32_t boundId) const;
bool ValidateBufferForNonTf(const WebGLBuffer&, GLenum nonTfTarget,
uint32_t nonTfId) const;
bool ValidateBufferForNonTf(const WebGLBuffer* const nonTfBuffer,
const GLenum nonTfTarget,
const uint32_t nonTfId = -1) const {
if (!nonTfBuffer) return true;
return ValidateBufferForNonTf(*nonTfBuffer, nonTfTarget, nonTfId);
}
bool ValidateBuffersForTf(const WebGLTransformFeedback&,
const webgl::LinkedProgramInfo&) const;
bool ValidateBuffersForTf(
const std::vector<webgl::BufferAndIndex>& tfBuffers) const;
// -----------------------------------------------------------------------------
// Queries (WebGL2ContextQueries.cpp)
protected:
RefPtr<WebGLQuery> mQuerySlot_SamplesPassed;
RefPtr<WebGLQuery> mQuerySlot_TFPrimsWritten;
RefPtr<WebGLQuery> mQuerySlot_TimeElapsed;
RefPtr<WebGLQuery>* ValidateQuerySlotByTarget(GLenum target);
public:
void BeginQuery(GLenum target, WebGLQuery& query);
void EndQuery(GLenum target);
Maybe<double> GetQueryParameter(const WebGLQuery& query, GLenum pname) const;
void QueryCounter(WebGLQuery&) const;
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
void SetEnabled(GLenum cap, Maybe<GLuint> i, bool enabled);
bool GetStencilBits(GLint* const out_stencilBits) const;
virtual Maybe<double> GetParameter(GLenum pname);
Maybe<std::string> GetString(GLenum pname) const;
private:
static StaticMutex sLruMutex;
static std::list<WebGLContext*> sLru MOZ_GUARDED_BY(sLruMutex);
// State tracking slots
bool mDitherEnabled = true;
bool mRasterizerDiscardEnabled = false;
bool mScissorTestEnabled = false;
bool mDepthTestEnabled = false;
bool mStencilTestEnabled = false;
GLenum mGenerateMipmapHint = LOCAL_GL_DONT_CARE;
struct ScissorRect final {
GLint x;
GLint y;
GLsizei w;
GLsizei h;
void Apply(gl::GLContext&) const;
};
ScissorRect mScissorRect = {};
bool* GetStateTrackingSlot(GLenum cap);
// Allocation debugging variables
mutable uint64_t mDataAllocGLCallCount = 0;
void OnDataAllocCall() const { mDataAllocGLCallCount++; }
uint64_t GetNumGLDataAllocCalls() const { return mDataAllocGLCallCount; }
void OnEndOfFrame();
// -----------------------------------------------------------------------------
// Texture funcions (WebGLContextTextures.cpp)
public:
void ActiveTexture(uint32_t texUnit);
void BindTexture(GLenum texTarget, WebGLTexture* tex);
void GenerateMipmap(GLenum texTarget);
Maybe<double> GetTexParameter(const WebGLTexture&, GLenum pname) const;
void TexParameter_base(GLenum texTarget, GLenum pname,
const FloatOrInt& param);
virtual bool IsTexParamValid(GLenum pname) const;
////////////////////////////////////
// Uploads
// CompressedTexSubImage if `sub`
void CompressedTexImage(bool sub, GLenum imageTarget, uint32_t level,
GLenum format, uvec3 offset, uvec3 size,
const Range<const uint8_t>& src,
const uint32_t pboImageSize,
const Maybe<uint64_t>& pboOffset) const;
// CopyTexSubImage if `!respectFormat`
void CopyTexImage(GLenum imageTarget, uint32_t level, GLenum respecFormat,
uvec3 dstOffset, const ivec2& srcOffset,
const uvec2& size) const;
// TexSubImage if `!respectFormat`
void TexImage(uint32_t level, GLenum respecFormat, uvec3 offset,
const webgl::PackingInfo& pi,
const webgl::TexUnpackBlobDesc&) const;
void TexStorage(GLenum texTarget, uint32_t levels, GLenum sizedFormat,
uvec3 size) const;
UniquePtr<webgl::TexUnpackBlob> ToTexUnpackBytes(
const WebGLTexImageData& imageData);
UniquePtr<webgl::TexUnpackBytes> ToTexUnpackBytes(WebGLTexPboOffset& aPbo);
////////////////////////////////////
// WebGLTextureUpload.cpp
protected:
bool ValidateTexImageSpecification(uint8_t funcDims, GLenum texImageTarget,
GLint level, GLsizei width, GLsizei height,
GLsizei depth, GLint border,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
webgl::ImageInfo** const out_imageInfo);
bool ValidateTexImageSelection(uint8_t funcDims, GLenum texImageTarget,
GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLsizei width, GLsizei height,
GLsizei depth,
TexImageTarget* const out_target,
WebGLTexture** const out_texture,
webgl::ImageInfo** const out_imageInfo);
bool ValidateUnpackInfo(bool usePBOs, GLenum format, GLenum type,
webgl::PackingInfo* const out);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
GLenum mPrimRestartTypeBytes = 0;
public:
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei vertexCount,
GLsizei instanceCount);
void DrawElementsInstanced(GLenum mode, GLsizei vertexCount, GLenum type,
WebGLintptr byteOffset, GLsizei instanceCount);
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
Maybe<double> GetVertexAttrib(GLuint index, GLenum pname);
////
void VertexAttrib4T(GLuint index, const webgl::TypedQuad&);
////
void VertexAttribPointer(uint32_t index, const webgl::VertAttribPointerDesc&);
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
WebGLBuffer* DrawElements_check(GLsizei indexCount, GLenum type,
WebGLintptr byteOffset,
GLsizei instanceCount);
void Draw_cleanup();
void VertexAttrib1fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib2fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib3fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
void VertexAttrib4fv_base(GLuint index, uint32_t arrayLength,
const GLfloat* ptr);
bool BindArrayAttribToLocation0(WebGLProgram* prog);
// -----------------------------------------------------------------------------
// PROTECTED
protected:
WebGLVertexAttrib0Status WhatDoesVertexAttrib0Need() const;
bool DoFakeVertexAttrib0(uint64_t fakeVertexCount,
WebGLVertexAttrib0Status whatDoesAttrib0Need);
void UndoFakeVertexAttrib0();
bool mResetLayer = true;
bool mOptionsFrozen = false;
bool mIsMesa = false;
bool mLoseContextOnMemoryPressure = false;
bool mCanLoseContextInForeground = true;
bool mShouldPresent = false;
bool mDisableFragHighP = false;
bool mForceResizeOnPresent = false;
bool mVRReady = false;
template <typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
GLuint mActiveTexture = 0;
GLenum mDefaultFB_DrawBuffer0 = LOCAL_GL_BACK;
GLenum mDefaultFB_ReadBuffer = LOCAL_GL_BACK;
mutable GLenum mWebGLError = 0;
std::unique_ptr<webgl::ShaderValidator> CreateShaderValidator(
GLenum shaderType) const;
// some GL constants
uint32_t mGLMaxFragmentUniformVectors = 0;
uint32_t mGLMaxVertexUniformVectors = 0;
uint32_t mGLMaxVertexOutputVectors = 0;
uint32_t mGLMaxFragmentInputVectors = 0;
uint32_t mGLMaxVertexTextureImageUnits = 0;
uint32_t mGLMaxFragmentTextureImageUnits = 0;
uint32_t mGLMaxCombinedTextureImageUnits = 0;
// ES3:
uint32_t mGLMinProgramTexelOffset = 0;
uint32_t mGLMaxProgramTexelOffset = 0;
public:
auto GLMaxDrawBuffers() const { return mLimits->maxColorDrawBuffers; }
uint32_t MaxValidDrawBuffers() const {
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers)) {
return GLMaxDrawBuffers();
}
return 1;
}
GLenum LastColorAttachmentEnum() const {
return LOCAL_GL_COLOR_ATTACHMENT0 + MaxValidDrawBuffers() - 1;
}
const auto& Options() const { return mOptions; }
protected:
uint32_t mGLMaxRenderbufferSize = 0;
public:
const auto& Limits() const { return *mLimits; }
auto MaxVertexAttribs() const { return mLimits->maxVertexAttribs; }
auto GLMaxTextureUnits() const { return mLimits->maxTexUnits; }
bool IsFormatValidForFB(TexInternalFormat format) const;
protected:
// -------------------------------------------------------------------------
// WebGL extensions (implemented in WebGLContextExtensions.cpp)
EnumeratedArray<WebGLExtensionID, std::unique_ptr<WebGLExtensionBase>,
size_t(WebGLExtensionID::Max)>
mExtensions;
public:
void RequestExtension(WebGLExtensionID, bool explicitly = true);
// returns true if the extension has been enabled by calling getExtension.
bool IsExtensionEnabled(const WebGLExtensionID id) const {
return bool(mExtensions[id]);
}
bool IsExtensionExplicit(WebGLExtensionID) const;
void WarnIfImplicit(WebGLExtensionID) const;
bool IsExtensionSupported(WebGLExtensionID) const;
// -------------------------------------------------------------------------
// WebGL 2 specifics (implemented in WebGL2Context.cpp)
public:
virtual bool IsWebGL2() const { return false; }
struct FailureReason {
nsCString key; // For reporting.
nsCString info;
FailureReason() = default;
template <typename A, typename B>
FailureReason(const A& _key, const B& _info)
: key(nsCString(_key)), info(nsCString(_info)) {}
};
protected:
bool InitWebGL2(FailureReason* const out_failReason);
bool CreateAndInitGL(bool forceEnabled,
std::vector<FailureReason>* const out_failReasons);
// -------------------------------------------------------------------------
// Validation functions (implemented in WebGLContextValidate.cpp)
bool InitAndValidateGL(FailureReason* const out_failReason);
bool ValidateBlendEquationEnum(GLenum cap, const char* info);
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor,
const char* info);
bool ValidateStencilOpEnum(GLenum action, const char* info);
bool ValidateFaceEnum(GLenum face);
bool ValidateTexInputData(GLenum type, js::Scalar::Type jsArrayType,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateAttribPointer(bool integerMode, GLuint index, GLint size,
GLenum type, WebGLboolean normalized,
GLsizei stride, WebGLintptr byteOffset,
const char* info);
bool ValidateStencilParamsForDrawCall() const;
bool ValidateCopyTexImage(TexInternalFormat srcFormat,
TexInternalFormat dstformat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImage(TexImageTarget texImageTarget, GLint level,
GLenum internalFormat, GLint xoffset, GLint yoffset,
GLint zoffset, GLint width, GLint height, GLint depth,
GLint border, GLenum format, GLenum type,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexImageFormat(GLenum internalFormat, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageType(GLenum type, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageFormatAndType(GLenum format, GLenum type,
WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageInternalFormat(GLenum format, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCopyTexImageInternalFormat(GLenum format, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateTexImageSize(TexImageTarget texImageTarget, GLint level,
GLint width, GLint height, GLint depth,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateTexSubImageSize(GLint x, GLint y, GLint z, GLsizei width,
GLsizei height, GLsizei depth, GLsizei baseWidth,
GLsizei baseHeight, GLsizei baseDepth,
WebGLTexImageFunc func, WebGLTexDimensions dims);
bool ValidateCompTexImageSize(GLint level, GLenum internalFormat,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLsizei levelWidth,
GLsizei levelHeight, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool ValidateCompTexImageDataSize(GLint level, GLenum internalFormat,
GLsizei width, GLsizei height,
uint32_t byteLength, WebGLTexImageFunc func,
WebGLTexDimensions dims);
bool HasDrawBuffers() const {
return IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers);
}
RefPtr<WebGLBuffer>* ValidateBufferSlot(GLenum target);
public:
WebGLBuffer* ValidateBufferSelection(GLenum target) const;
protected:
IndexedBufferBinding* ValidateIndexedBufferSlot(GLenum target, GLuint index);
bool ValidateIndexedBufferBinding(
GLenum target, GLuint index,
RefPtr<WebGLBuffer>** const out_genericBinding,
IndexedBufferBinding** const out_indexedBinding);
public:
bool ValidateNonNegative(const char* argName, int64_t val) const {
if (MOZ_UNLIKELY(val < 0)) {
ErrorInvalidValue("`%s` must be non-negative.", argName);
return false;
}
return true;
}
template <typename T>
bool ValidateNonNull(const char* const argName,
const dom::Nullable<T>& maybe) const {
if (maybe.IsNull()) {
ErrorInvalidValue("%s: Cannot be null.", argName);
return false;
}
return true;
}
////
protected:
void DestroyResourcesAndContext();
// helpers
bool ConvertImage(size_t width, size_t height, size_t srcStride,
size_t dstStride, const uint8_t* src, uint8_t* dst,
WebGLTexelFormat srcFormat, bool srcPremultiplied,
WebGLTexelFormat dstFormat, bool dstPremultiplied,
size_t dstTexelSize);
//////
public:
template <typename T>
bool ValidateObject(const char* const argName, const T& object) const {
// Todo: Remove all callers.
return true;
}
template <typename T>
bool ValidateObject(const char* const argName, const T* const object) const {
// Todo: Remove most (all?) callers.
if (!object) {
ErrorInvalidOperation(
"%s: Object argument cannot have been marked for"
" deletion.",
argName);
return false;
}
return true;
}
////
private:
void LoseContextLruLocked(webgl::ContextLossReason reason)
MOZ_REQUIRES(sLruMutex);
public:
void LoseContext(
webgl::ContextLossReason reason = webgl::ContextLossReason::None);
protected:
nsTArray<RefPtr<WebGLTexture>> mBound2DTextures;
nsTArray<RefPtr<WebGLTexture>> mBoundCubeMapTextures;
nsTArray<RefPtr<WebGLTexture>> mBound3DTextures;
nsTArray<RefPtr<WebGLTexture>> mBound2DArrayTextures;
nsTArray<RefPtr<WebGLSampler>> mBoundSamplers;
void ResolveTexturesForDraw() const;
RefPtr<WebGLProgram> mCurrentProgram;
RefPtr<const webgl::LinkedProgramInfo> mActiveProgramLinkInfo;
bool ValidateFramebufferTarget(GLenum target) const;
bool ValidateInvalidateFramebuffer(GLenum target,
const Span<const GLenum>& attachments,
std::vector<GLenum>* const scopedVector,
GLsizei* const out_glNumAttachments,
const GLenum** const out_glAttachments);
RefPtr<WebGLFramebuffer> mBoundDrawFramebuffer;
RefPtr<WebGLFramebuffer> mBoundReadFramebuffer;
RefPtr<WebGLTransformFeedback> mBoundTransformFeedback;
RefPtr<WebGLVertexArray> mBoundVertexArray;
public:
const auto& BoundReadFb() const { return mBoundReadFramebuffer; }
protected:
RefPtr<WebGLTransformFeedback> mDefaultTransformFeedback;
RefPtr<WebGLVertexArray> mDefaultVertexArray;
////////////////////////////////////
protected:
GLuint mEmptyTFO = 0;
// Generic Vertex Attributes
// Though CURRENT_VERTEX_ATTRIB is listed under "Vertex Shader State" in the
// spec state tables, this isn't vertex shader /object/ state. This array is
// merely state useful to vertex shaders, but is global state.
std::vector<webgl::AttribBaseType> mGenericVertexAttribTypes;
CacheInvalidator mGenericVertexAttribTypeInvalidator;
GLuint mFakeVertexAttrib0BufferObject = 0;
intptr_t mFakeVertexAttrib0BufferObjectSize = 0;
bool mFakeVertexAttrib0DataDefined = false;
alignas(alignof(float)) uint8_t
mGenericVertexAttrib0Data[sizeof(float) * 4] = {};
alignas(alignof(float)) uint8_t
mFakeVertexAttrib0Data[sizeof(float) * 4] = {};
GLint mStencilRefFront = 0;
GLint mStencilRefBack = 0;
GLuint mStencilValueMaskFront = 0;
GLuint mStencilValueMaskBack = 0;
GLuint mStencilWriteMaskFront = 0;
GLuint mStencilWriteMaskBack = 0;
uint8_t mColorWriteMask0 = 0xf; // bitmask
mutable uint8_t mDriverColorMask0 = 0xf;
bool mDepthWriteMask = true;
GLfloat mColorClearValue[4] = {0, 0, 0, 0};
GLint mStencilClearValue = 0;
GLfloat mDepthClearValue = 1.0f;
std::bitset<webgl::kMaxDrawBuffers> mColorWriteMaskNonzero = -1;
std::bitset<webgl::kMaxDrawBuffers> mBlendEnabled = 0;
GLint mViewportX = 0;
GLint mViewportY = 0;
GLsizei mViewportWidth = 0;
GLsizei mViewportHeight = 0;
bool mAlreadyWarnedAboutViewportLargerThanDest = false;
GLfloat mLineWidth = 1.0;
WebGLContextLossHandler mContextLossHandler;
// Used for some hardware (particularly Tegra 2 and 4) that likes to
// be Flushed while doing hundreds of draw calls.
mutable uint64_t mDrawCallsSinceLastFlush = 0;
mutable uint64_t mWarningCount = 0;
const uint64_t mMaxWarnings = StaticPrefs::webgl_max_warnings_per_context();
bool mAlreadyWarnedAboutFakeVertexAttrib0 = false;
bool ShouldGenerateWarnings() const { return mWarningCount < mMaxWarnings; }
bool ShouldGeneratePerfWarnings() const {
return mNumPerfWarnings < mMaxPerfWarnings;
}
bool mNeedsFakeNoAlpha = false;
bool mNeedsFakeNoDepth = false;
bool mNeedsFakeNoStencil = false;
bool mDriverDepthTest = false;
bool mDriverStencilTest = false;
bool mNeedsLegacyVertexAttrib0Handling = false;
bool mMaybeNeedsLegacyVertexAttrib0Handling = false;
bool mNeedsIndexValidation = false;
bool mBug_DrawArraysInstancedUserAttribFetchAffectedByFirst = false;
const bool mAllowFBInvalidation = StaticPrefs::webgl_allow_fb_invalidation();
bool Has64BitTimestamps() const;
// --
const uint8_t mMsaaSamples =
static_cast<uint8_t>(StaticPrefs::webgl_msaa_samples());
mutable uvec2 mRequestedSize;
mutable UniquePtr<gl::MozFramebuffer> mDefaultFB;
mutable bool mDefaultFB_IsInvalid = false;
mutable UniquePtr<gl::MozFramebuffer> mResolvedDefaultFB;
gl::SwapChain mSwapChain;
gl::SwapChain mWebVRSwapChain;
RefPtr<layers::RemoteTextureOwnerClient> mRemoteTextureOwner;
bool PushRemoteTexture(
WebGLFramebuffer*, gl::SwapChain&, std::shared_ptr<gl::SharedSurface>,
const webgl::SwapChainOptions& options,
layers::RemoteTextureOwnerClient* ownerClient = nullptr);
void EnsureContextLostRemoteTextureOwner(
const webgl::SwapChainOptions& options);
public:
void WaitForTxn(layers::RemoteTextureOwnerId ownerId,
layers::RemoteTextureTxnType txnType,
layers::RemoteTextureTxnId txnId);
// --
protected:
bool EnsureDefaultFB();
bool ValidateAndInitFB(
const WebGLFramebuffer* fb,
GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
void DoBindFB(const WebGLFramebuffer* fb,
GLenum target = LOCAL_GL_FRAMEBUFFER) const;
bool BindCurFBForDraw();
bool BindCurFBForColorRead(
const webgl::FormatUsageInfo** out_format, uint32_t* out_width,
uint32_t* out_height,
GLenum incompleteFbError = LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION);
void DoColorMask(Maybe<GLuint> i, uint8_t bitmask) const;
void BlitBackbufferToCurDriverFB(
WebGLFramebuffer* const srcAsWebglFb = nullptr,
const gl::MozFramebuffer* const srcAsMozFb = nullptr,
bool srcIsBGRA = false) const;
bool BindDefaultFBForRead();
// --
public:
// console logging helpers
template <typename... Args>
void GenerateWarning(const char* const fmt, const Args&... args) const {
GenerateError(0, fmt, args...);
}
template <typename... Args>
void GeneratePerfWarning(const char* const fmt, const Args&... args) const {
GenerateError(webgl::kErrorPerfWarning, fmt, args...);
}
public:
UniquePtr<webgl::FormatUsageAuthority> mFormatUsage;
virtual UniquePtr<webgl::FormatUsageAuthority> CreateFormatUsage(
gl::GLContext* gl) const;
const decltype(mBound2DTextures)* TexListForElemType(GLenum elemType) const;
// Friend list
friend class ScopedCopyTexImageSource;
friend class ScopedResolveTexturesForDraw;
friend class webgl::TexUnpackBlob;
friend class webgl::TexUnpackBytes;
friend class webgl::TexUnpackImage;
friend class webgl::TexUnpackSurface;
friend struct webgl::UniformInfo;
friend class WebGLTexture;
friend class WebGLFBAttachPoint;
friend class WebGLFramebuffer;
friend class WebGLRenderbuffer;
friend class WebGLProgram;
friend class WebGLQuery;
friend class WebGLBuffer;
friend class WebGLSampler;
friend class WebGLShader;
friend class WebGLSync;
friend class WebGLTransformFeedback;
friend class WebGLVertexArray;
friend class WebGLVertexArrayFake;
friend class WebGLVertexArrayGL;
};
// Returns `value` rounded to the next highest multiple of `multiple`.
// AKA PadToAlignment, StrideForAlignment.
template <typename V, typename M>
V RoundUpToMultipleOf(const V& value, const M& multiple) {
return ((value + multiple - 1) / multiple) * multiple;
}
class ScopedFBRebinder final {
private:
const WebGLContext* const mWebGL;
public:
explicit ScopedFBRebinder(const WebGLContext* const webgl) : mWebGL(webgl) {}
~ScopedFBRebinder();
};
// -
constexpr inline bool IsBufferTargetLazilyBound(const GLenum target) {
return target != LOCAL_GL_ELEMENT_ARRAY_BUFFER;
}
void DoBindBuffer(gl::GLContext&, GLenum target, const WebGLBuffer*);
class ScopedLazyBind final {
private:
gl::GLContext& mGL;
const GLenum mTarget;
public:
ScopedLazyBind(gl::GLContext* const gl, const GLenum target,
const WebGLBuffer* const buf)
: mGL(*gl), mTarget(IsBufferTargetLazilyBound(target) ? target : 0) {
if (mTarget) {
DoBindBuffer(mGL, mTarget, buf);
}
}
~ScopedLazyBind() {
if (mTarget) {
DoBindBuffer(mGL, mTarget, nullptr);
}
}
};
////
bool Intersect(int32_t srcSize, int32_t read0, int32_t readSize,
int32_t* out_intRead0, int32_t* out_intWrite0,
int32_t* out_intSize);
uint64_t AvailGroups(uint64_t totalAvailItems, uint64_t firstItemOffset,
uint32_t groupSize, uint32_t groupStride);
////
class ScopedDrawCallWrapper final {
public:
WebGLContext& mWebGL;
explicit ScopedDrawCallWrapper(WebGLContext& webgl);
~ScopedDrawCallWrapper();
};
namespace webgl {
class ScopedPrepForResourceClear final {
const WebGLContext& webgl;
public:
explicit ScopedPrepForResourceClear(const WebGLContext&);
~ScopedPrepForResourceClear();
};
struct IndexedName final {
std::string name;
uint64_t index;
};
Maybe<IndexedName> ParseIndexed(const std::string& str);
} // namespace webgl
webgl::LinkActiveInfo GetLinkActiveInfo(
gl::GLContext& gl, const GLuint prog, const bool webgl2,
const std::unordered_map<std::string, std::string>& nameUnmap);
} // namespace mozilla
#endif