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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/. */
#include "WebGLContext.h"
#include "WebGL2Context.h"
#include "WebGLContextUtils.h"
#include "WebGLBuffer.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "WebGLFormats.h"
#include "WebGLFramebuffer.h"
#include "WebGLQuery.h"
#include "WebGLRenderbuffer.h"
#include "WebGLTexture.h"
#include "WebGLVertexArray.h"
#include "nsDebug.h"
#include "nsReadableUtils.h"
#include "nsString.h"
#include "gfxContext.h"
#include "gfxPlatform.h"
#include "GLContext.h"
#include "nsContentUtils.h"
#include "nsError.h"
#include "nsLayoutUtils.h"
#include "CanvasUtils.h"
#include "gfxUtils.h"
#include "MozFramebuffer.h"
#include "jsfriendapi.h"
#include "WebGLTexelConversions.h"
#include "WebGLValidateStrings.h"
#include <algorithm>
// needed to check if current OS is lower than 10.7
#if defined(MOZ_WIDGET_COCOA)
# include "nsCocoaFeatures.h"
#endif
#include "mozilla/DebugOnly.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/EndianUtils.h"
#include "mozilla/RefPtr.h"
#include "mozilla/UniquePtrExtensions.h"
#include "mozilla/StaticPrefs_webgl.h"
namespace mozilla {
using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
//
// WebGL API
//
void WebGLContext::ActiveTexture(uint32_t texUnit) {
FuncScope funcScope(*this, "activeTexture");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (texUnit >= Limits().maxTexUnits) {
return ErrorInvalidEnum("Texture unit %u out of range (%u).", texUnit,
Limits().maxTexUnits);
}
mActiveTexture = texUnit;
gl->fActiveTexture(LOCAL_GL_TEXTURE0 + texUnit);
funcScope.mBindFailureGuard = false;
}
void WebGLContext::AttachShader(WebGLProgram& prog, WebGLShader& shader) {
FuncScope funcScope(*this, "attachShader");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
prog.AttachShader(shader);
funcScope.mBindFailureGuard = false;
}
void WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location,
const std::string& name) const {
const FuncScope funcScope(*this, "bindAttribLocation");
if (IsContextLost()) return;
prog.BindAttribLocation(location, name);
}
void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) {
FuncScope funcScope(*this, "bindFramebuffer");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (!ValidateFramebufferTarget(target)) return;
if (!wfb) {
gl->fBindFramebuffer(target, 0);
} else {
GLuint framebuffername = wfb->mGLName;
gl->fBindFramebuffer(target, framebuffername);
wfb->mHasBeenBound = true;
}
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
mBoundReadFramebuffer = wfb;
break;
case LOCAL_GL_DRAW_FRAMEBUFFER:
mBoundDrawFramebuffer = wfb;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
mBoundReadFramebuffer = wfb;
break;
default:
return;
}
funcScope.mBindFailureGuard = false;
}
void WebGLContext::BlendEquationSeparate(Maybe<GLuint> i, GLenum modeRGB,
GLenum modeAlpha) {
const FuncScope funcScope(*this, "blendEquationSeparate");
if (IsContextLost()) return;
if (!ValidateBlendEquationEnum(modeRGB, "modeRGB") ||
!ValidateBlendEquationEnum(modeAlpha, "modeAlpha")) {
return;
}
if (i) {
MOZ_RELEASE_ASSERT(
IsExtensionEnabled(WebGLExtensionID::OES_draw_buffers_indexed));
const auto limit = MaxValidDrawBuffers();
if (*i >= limit) {
ErrorInvalidValue("`index` (%u) must be < %s (%u)", *i,
"MAX_DRAW_BUFFERS", limit);
return;
}
gl->fBlendEquationSeparatei(*i, modeRGB, modeAlpha);
} else {
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
}
}
static bool ValidateBlendFuncEnum(WebGLContext* webgl, GLenum factor,
const char* varName) {
switch (factor) {
case LOCAL_GL_ZERO:
case LOCAL_GL_ONE:
case LOCAL_GL_SRC_COLOR:
case LOCAL_GL_ONE_MINUS_SRC_COLOR:
case LOCAL_GL_DST_COLOR:
case LOCAL_GL_ONE_MINUS_DST_COLOR:
case LOCAL_GL_SRC_ALPHA:
case LOCAL_GL_ONE_MINUS_SRC_ALPHA:
case LOCAL_GL_DST_ALPHA:
case LOCAL_GL_ONE_MINUS_DST_ALPHA:
case LOCAL_GL_CONSTANT_COLOR:
case LOCAL_GL_ONE_MINUS_CONSTANT_COLOR:
case LOCAL_GL_CONSTANT_ALPHA:
case LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA:
case LOCAL_GL_SRC_ALPHA_SATURATE:
return true;
default:
webgl->ErrorInvalidEnumInfo(varName, factor);
return false;
}
}
static bool ValidateBlendFuncEnums(WebGLContext* webgl, GLenum srcRGB,
GLenum srcAlpha, GLenum dstRGB,
GLenum dstAlpha) {
if (!webgl->IsWebGL2()) {
if (dstRGB == LOCAL_GL_SRC_ALPHA_SATURATE ||
dstAlpha == LOCAL_GL_SRC_ALPHA_SATURATE) {
webgl->ErrorInvalidEnum(
"LOCAL_GL_SRC_ALPHA_SATURATE as a destination"
" blend function is disallowed in WebGL 1 (dstRGB ="
" 0x%04x, dstAlpha = 0x%04x).",
dstRGB, dstAlpha);
return false;
}
}
if (!ValidateBlendFuncEnum(webgl, srcRGB, "srcRGB") ||
!ValidateBlendFuncEnum(webgl, srcAlpha, "srcAlpha") ||
!ValidateBlendFuncEnum(webgl, dstRGB, "dstRGB") ||
!ValidateBlendFuncEnum(webgl, dstAlpha, "dstAlpha")) {
return false;
}
return true;
}
void WebGLContext::BlendFuncSeparate(Maybe<GLuint> i, GLenum srcRGB,
GLenum dstRGB, GLenum srcAlpha,
GLenum dstAlpha) {
const FuncScope funcScope(*this, "blendFuncSeparate");
if (IsContextLost()) return;
if (!ValidateBlendFuncEnums(this, srcRGB, srcAlpha, dstRGB, dstAlpha)) return;
// note that we only check compatibity for the RGB enums, no need to for the
// Alpha enums, see "Section 6.8 forgetting to mention alpha factors?" thread
// on the public_webgl mailing list
if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "srcRGB and dstRGB"))
return;
if (i) {
MOZ_RELEASE_ASSERT(
IsExtensionEnabled(WebGLExtensionID::OES_draw_buffers_indexed));
const auto limit = MaxValidDrawBuffers();
if (*i >= limit) {
ErrorInvalidValue("`index` (%u) must be < %s (%u)", *i,
"MAX_DRAW_BUFFERS", limit);
return;
}
gl->fBlendFuncSeparatei(*i, srcRGB, dstRGB, srcAlpha, dstAlpha);
} else {
gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
}
GLenum WebGLContext::CheckFramebufferStatus(GLenum target) {
const FuncScope funcScope(*this, "checkFramebufferStatus");
if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED;
if (!ValidateFramebufferTarget(target)) return 0;
WebGLFramebuffer* fb;
switch (target) {
case LOCAL_GL_FRAMEBUFFER:
case LOCAL_GL_DRAW_FRAMEBUFFER:
fb = mBoundDrawFramebuffer;
break;
case LOCAL_GL_READ_FRAMEBUFFER:
fb = mBoundReadFramebuffer;
break;
default:
MOZ_CRASH("GFX: Bad target.");
}
if (!fb) return LOCAL_GL_FRAMEBUFFER_COMPLETE;
return fb->CheckFramebufferStatus().get();
}
RefPtr<WebGLProgram> WebGLContext::CreateProgram() {
const FuncScope funcScope(*this, "createProgram");
if (IsContextLost()) return nullptr;
return new WebGLProgram(this);
}
RefPtr<WebGLShader> WebGLContext::CreateShader(GLenum type) {
const FuncScope funcScope(*this, "createShader");
if (IsContextLost()) return nullptr;
if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) {
ErrorInvalidEnumInfo("type", type);
return nullptr;
}
return new WebGLShader(this, type);
}
void WebGLContext::CullFace(GLenum face) {
const FuncScope funcScope(*this, "cullFace");
if (IsContextLost()) return;
if (!ValidateFaceEnum(face)) return;
gl->fCullFace(face);
}
void WebGLContext::DetachShader(WebGLProgram& prog, const WebGLShader& shader) {
FuncScope funcScope(*this, "detachShader");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
prog.DetachShader(shader);
funcScope.mBindFailureGuard = false;
}
static bool ValidateComparisonEnum(WebGLContext& webgl, const GLenum func) {
switch (func) {
case LOCAL_GL_NEVER:
case LOCAL_GL_LESS:
case LOCAL_GL_LEQUAL:
case LOCAL_GL_GREATER:
case LOCAL_GL_GEQUAL:
case LOCAL_GL_EQUAL:
case LOCAL_GL_NOTEQUAL:
case LOCAL_GL_ALWAYS:
return true;
default:
webgl.ErrorInvalidEnumInfo("func", func);
return false;
}
}
void WebGLContext::DepthFunc(GLenum func) {
const FuncScope funcScope(*this, "depthFunc");
if (IsContextLost()) return;
if (!ValidateComparisonEnum(*this, func)) return;
gl->fDepthFunc(func);
}
void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) {
const FuncScope funcScope(*this, "depthRange");
if (IsContextLost()) return;
if (zNear > zFar)
return ErrorInvalidOperation(
"the near value is greater than the far value!");
gl->fDepthRange(zNear, zFar);
}
// -
void WebGLContext::FramebufferAttach(const GLenum target,
const GLenum attachSlot,
const GLenum bindImageTarget,
const webgl::FbAttachInfo& toAttach) {
FuncScope funcScope(*this, "framebufferAttach");
funcScope.mBindFailureGuard = true;
const auto& limits = *mLimits;
if (!ValidateFramebufferTarget(target)) return;
auto fb = mBoundDrawFramebuffer;
if (target == LOCAL_GL_READ_FRAMEBUFFER) {
fb = mBoundReadFramebuffer;
}
if (!fb) return;
// `rb` needs no validation.
// `tex`
const auto& tex = toAttach.tex;
if (tex) {
const auto err = CheckFramebufferAttach(bindImageTarget, tex->mTarget.get(),
toAttach.mipLevel, toAttach.zLayer,
toAttach.zLayerCount, limits);
if (err) return;
}
auto safeToAttach = toAttach;
if (!toAttach.rb && !toAttach.tex) {
safeToAttach = {};
}
if (!IsWebGL2() &&
!IsExtensionEnabled(WebGLExtensionID::OES_fbo_render_mipmap)) {
safeToAttach.mipLevel = 0;
}
if (!IsExtensionEnabled(WebGLExtensionID::OVR_multiview2)) {
safeToAttach.isMultiview = false;
}
if (!fb->FramebufferAttach(attachSlot, safeToAttach)) return;
funcScope.mBindFailureGuard = false;
}
// -
void WebGLContext::FrontFace(GLenum mode) {
const FuncScope funcScope(*this, "frontFace");
if (IsContextLost()) return;
switch (mode) {
case LOCAL_GL_CW:
case LOCAL_GL_CCW:
break;
default:
return ErrorInvalidEnumInfo("mode", mode);
}
gl->fFrontFace(mode);
}
Maybe<double> WebGLContext::GetBufferParameter(GLenum target, GLenum pname) {
const FuncScope funcScope(*this, "getBufferParameter");
if (IsContextLost()) return Nothing();
const auto& slot = ValidateBufferSlot(target);
if (!slot) return Nothing();
const auto& buffer = *slot;
if (!buffer) {
ErrorInvalidOperation("Buffer for `target` is null.");
return Nothing();
}
switch (pname) {
case LOCAL_GL_BUFFER_SIZE:
return Some(buffer->ByteLength());
case LOCAL_GL_BUFFER_USAGE:
return Some(buffer->Usage());
default:
ErrorInvalidEnumInfo("pname", pname);
return Nothing();
}
}
Maybe<double> WebGLContext::GetFramebufferAttachmentParameter(
WebGLFramebuffer* const fb, GLenum attachment, GLenum pname) const {
const FuncScope funcScope(*this, "getFramebufferAttachmentParameter");
if (IsContextLost()) return Nothing();
if (fb) return fb->GetAttachmentParameter(attachment, pname);
////////////////////////////////////
if (!IsWebGL2()) {
ErrorInvalidOperation(
"Querying against the default framebuffer is not"
" allowed in WebGL 1.");
return Nothing();
}
switch (attachment) {
case LOCAL_GL_BACK:
case LOCAL_GL_DEPTH:
case LOCAL_GL_STENCIL:
break;
default:
ErrorInvalidEnum(
"For the default framebuffer, can only query COLOR, DEPTH,"
" or STENCIL.");
return Nothing();
}
switch (pname) {
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
switch (attachment) {
case LOCAL_GL_BACK:
break;
case LOCAL_GL_DEPTH:
if (!mOptions.depth) {
return Some(LOCAL_GL_NONE);
}
break;
case LOCAL_GL_STENCIL:
if (!mOptions.stencil) {
return Some(LOCAL_GL_NONE);
}
break;
default:
ErrorInvalidEnum(
"With the default framebuffer, can only query COLOR, DEPTH,"
" or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE");
return Nothing();
}
return Some(LOCAL_GL_FRAMEBUFFER_DEFAULT);
////////////////
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
if (attachment == LOCAL_GL_BACK) return Some(8);
return Some(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
if (attachment == LOCAL_GL_BACK) {
if (mOptions.alpha) {
return Some(8);
}
ErrorInvalidOperation(
"The default framebuffer doesn't contain an alpha buffer");
return Nothing();
}
return Some(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
if (attachment == LOCAL_GL_DEPTH) {
if (mOptions.depth) {
return Some(24);
}
ErrorInvalidOperation(
"The default framebuffer doesn't contain an depth buffer");
return Nothing();
}
return Some(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
if (attachment == LOCAL_GL_STENCIL) {
if (mOptions.stencil) {
return Some(8);
}
ErrorInvalidOperation(
"The default framebuffer doesn't contain an stencil buffer");
return Nothing();
}
return Some(0);
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE:
if (attachment == LOCAL_GL_STENCIL) {
if (mOptions.stencil) {
return Some(LOCAL_GL_UNSIGNED_INT);
}
ErrorInvalidOperation(
"The default framebuffer doesn't contain an stencil buffer");
} else if (attachment == LOCAL_GL_DEPTH) {
if (mOptions.depth) {
return Some(LOCAL_GL_UNSIGNED_NORMALIZED);
}
ErrorInvalidOperation(
"The default framebuffer doesn't contain an depth buffer");
} else { // LOCAL_GL_BACK
return Some(LOCAL_GL_UNSIGNED_NORMALIZED);
}
return Nothing();
case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:
if (attachment == LOCAL_GL_STENCIL) {
if (!mOptions.stencil) {
ErrorInvalidOperation(
"The default framebuffer doesn't contain an stencil buffer");
return Nothing();
}
} else if (attachment == LOCAL_GL_DEPTH) {
if (!mOptions.depth) {
ErrorInvalidOperation(
"The default framebuffer doesn't contain an depth buffer");
return Nothing();
}
}
return Some(LOCAL_GL_LINEAR);
}
ErrorInvalidEnumInfo("pname", pname);
return Nothing();
}
Maybe<double> WebGLContext::GetRenderbufferParameter(
const WebGLRenderbuffer& rb, GLenum pname) const {
const FuncScope funcScope(*this, "getRenderbufferParameter");
if (IsContextLost()) return Nothing();
switch (pname) {
case LOCAL_GL_RENDERBUFFER_SAMPLES:
if (!IsWebGL2()) break;
[[fallthrough]];
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE:
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE:
case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: {
// RB emulation means we have to ask the RB itself.
GLint i = rb.GetRenderbufferParameter(pname);
return Some(i);
}
default:
break;
}
ErrorInvalidEnumInfo("pname", pname);
return Nothing();
}
RefPtr<WebGLTexture> WebGLContext::CreateTexture() {
const FuncScope funcScope(*this, "createTexture");
if (IsContextLost()) return nullptr;
GLuint tex = 0;
gl->fGenTextures(1, &tex);
return new WebGLTexture(this, tex);
}
GLenum WebGLContext::GetError() {
const FuncScope funcScope(*this, "getError");
/* WebGL 1.0: Section 5.14.3: Setting and getting state:
* If the context's webgl context lost flag is set, returns
* CONTEXT_LOST_WEBGL the first time this method is called.
* Afterward, returns NO_ERROR until the context has been
* restored.
*
* WEBGL_lose_context:
* [When this extension is enabled: ] loseContext and
* restoreContext are allowed to generate INVALID_OPERATION errors
* even when the context is lost.
*/
auto err = mWebGLError;
mWebGLError = 0;
if (IsContextLost() || err) // Must check IsContextLost in all flow paths.
return err;
// Either no WebGL-side error, or it's already been cleared.
// UnderlyingGL-side errors, now.
err = gl->fGetError();
if (gl->IsContextLost()) {
CheckForContextLoss();
return GetError();
}
MOZ_ASSERT(err != LOCAL_GL_CONTEXT_LOST);
if (err) {
GenerateWarning("Driver error unexpected by WebGL: 0x%04x", err);
// This might be:
// - INVALID_OPERATION from ANGLE due to incomplete RBAB implementation for
// DrawElements
// with DYNAMIC_DRAW index buffer.
}
return err;
}
webgl::GetUniformData WebGLContext::GetUniform(const WebGLProgram& prog,
const uint32_t loc) const {
const FuncScope funcScope(*this, "getUniform");
webgl::GetUniformData ret;
[&]() {
if (IsContextLost()) return;
const auto& info = prog.LinkInfo();
if (!info) return;
const auto locInfo = MaybeFind(info->locationMap, loc);
if (!locInfo) return;
ret.type = locInfo->info.info.elemType;
switch (ret.type) {
case LOCAL_GL_FLOAT:
case LOCAL_GL_FLOAT_VEC2:
case LOCAL_GL_FLOAT_VEC3:
case LOCAL_GL_FLOAT_VEC4:
case LOCAL_GL_FLOAT_MAT2:
case LOCAL_GL_FLOAT_MAT3:
case LOCAL_GL_FLOAT_MAT4:
case LOCAL_GL_FLOAT_MAT2x3:
case LOCAL_GL_FLOAT_MAT2x4:
case LOCAL_GL_FLOAT_MAT3x2:
case LOCAL_GL_FLOAT_MAT3x4:
case LOCAL_GL_FLOAT_MAT4x2:
case LOCAL_GL_FLOAT_MAT4x3:
gl->fGetUniformfv(prog.mGLName, loc,
reinterpret_cast<float*>(ret.data));
break;
case LOCAL_GL_INT:
case LOCAL_GL_INT_VEC2:
case LOCAL_GL_INT_VEC3:
case LOCAL_GL_INT_VEC4:
case LOCAL_GL_SAMPLER_2D:
case LOCAL_GL_SAMPLER_3D:
case LOCAL_GL_SAMPLER_CUBE:
case LOCAL_GL_SAMPLER_2D_SHADOW:
case LOCAL_GL_SAMPLER_2D_ARRAY:
case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW:
case LOCAL_GL_SAMPLER_CUBE_SHADOW:
case LOCAL_GL_INT_SAMPLER_2D:
case LOCAL_GL_INT_SAMPLER_3D:
case LOCAL_GL_INT_SAMPLER_CUBE:
case LOCAL_GL_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE:
case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case LOCAL_GL_BOOL:
case LOCAL_GL_BOOL_VEC2:
case LOCAL_GL_BOOL_VEC3:
case LOCAL_GL_BOOL_VEC4:
gl->fGetUniformiv(prog.mGLName, loc,
reinterpret_cast<int32_t*>(ret.data));
break;
case LOCAL_GL_UNSIGNED_INT:
case LOCAL_GL_UNSIGNED_INT_VEC2:
case LOCAL_GL_UNSIGNED_INT_VEC3:
case LOCAL_GL_UNSIGNED_INT_VEC4:
gl->fGetUniformuiv(prog.mGLName, loc,
reinterpret_cast<uint32_t*>(ret.data));
break;
default:
MOZ_CRASH("GFX: Invalid elemType.");
}
}();
return ret;
}
void WebGLContext::Hint(GLenum target, GLenum mode) {
const FuncScope funcScope(*this, "hint");
if (IsContextLost()) return;
switch (mode) {
case LOCAL_GL_FASTEST:
case LOCAL_GL_NICEST:
case LOCAL_GL_DONT_CARE:
break;
default:
return ErrorInvalidEnumArg("mode", mode);
}
// -
bool isValid = false;
switch (target) {
case LOCAL_GL_GENERATE_MIPMAP_HINT:
mGenerateMipmapHint = mode;
isValid = true;
// Deprecated and removed in desktop GL Core profiles.
if (gl->IsCoreProfile()) return;
break;
case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
if (IsWebGL2() ||
IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) {
isValid = true;
}
break;
}
if (!isValid) return ErrorInvalidEnumInfo("target", target);
// -
gl->fHint(target, mode);
}
// -
void WebGLContext::LinkProgram(WebGLProgram& prog) {
const FuncScope funcScope(*this, "linkProgram");
if (IsContextLost()) return;
prog.LinkProgram();
if (&prog == mCurrentProgram) {
if (!prog.IsLinked()) {
// We use to simply early-out here, and preserve the GL behavior that
// failed relink doesn't invalidate the current active program link info.
// The new behavior was changed for WebGL here:
mActiveProgramLinkInfo = nullptr;
gl->fUseProgram(0); // Shouldn't be needed, but let's be safe.
return;
}
mActiveProgramLinkInfo = prog.LinkInfo();
gl->fUseProgram(prog.mGLName); // Uncontionally re-use.
// Previously, we needed this re-use on nvidia as a driver workaround,
// but we might as well do it unconditionally.
}
}
Maybe<webgl::ErrorInfo> SetPixelUnpack(
const bool isWebgl2, webgl::PixelUnpackStateWebgl* const unpacking,
const GLenum pname, const GLint param) {
if (isWebgl2) {
uint32_t* pValueSlot = nullptr;
switch (pname) {
case LOCAL_GL_UNPACK_IMAGE_HEIGHT:
pValueSlot = &unpacking->imageHeight;
break;
case LOCAL_GL_UNPACK_SKIP_IMAGES:
pValueSlot = &unpacking->skipImages;
break;
case LOCAL_GL_UNPACK_ROW_LENGTH:
pValueSlot = &unpacking->rowLength;
break;
case LOCAL_GL_UNPACK_SKIP_ROWS:
pValueSlot = &unpacking->skipRows;
break;
case LOCAL_GL_UNPACK_SKIP_PIXELS:
pValueSlot = &unpacking->skipPixels;
break;
}
if (pValueSlot) {
*pValueSlot = static_cast<uint32_t>(param);
return {};
}
}
switch (pname) {
case dom::WebGLRenderingContext_Binding::UNPACK_FLIP_Y_WEBGL:
unpacking->flipY = bool(param);
return {};
case dom::WebGLRenderingContext_Binding::UNPACK_PREMULTIPLY_ALPHA_WEBGL:
unpacking->premultiplyAlpha = bool(param);
return {};
case dom::WebGLRenderingContext_Binding::UNPACK_COLORSPACE_CONVERSION_WEBGL:
switch (param) {
case LOCAL_GL_NONE:
case dom::WebGLRenderingContext_Binding::BROWSER_DEFAULT_WEBGL:
break;
default: {
const nsPrintfCString text("Bad UNPACK_COLORSPACE_CONVERSION: %s",
EnumString(param).c_str());
return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_VALUE, ToString(text)});
}
}
unpacking->colorspaceConversion = param;
return {};
case dom::MOZ_debug_Binding::UNPACK_REQUIRE_FASTPATH:
unpacking->requireFastPath = bool(param);
return {};
case LOCAL_GL_UNPACK_ALIGNMENT:
switch (param) {
case 1:
case 2:
case 4:
case 8:
break;
default: {
const nsPrintfCString text(
"UNPACK_ALIGNMENT must be [1,2,4,8], was %i", param);
return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_VALUE, ToString(text)});
}
}
unpacking->alignmentInTypeElems = param;
return {};
default:
break;
}
const nsPrintfCString text("Bad `pname`: %s", EnumString(pname).c_str());
return Some(webgl::ErrorInfo{LOCAL_GL_INVALID_ENUM, ToString(text)});
}
bool WebGLContext::DoReadPixelsAndConvert(
const webgl::FormatInfo* const srcFormat, const webgl::ReadPixelsDesc& desc,
const uintptr_t dest, const uint64_t destSize, const uint32_t rowStride) {
const auto& x = desc.srcOffset.x;
const auto& y = desc.srcOffset.y;
const auto size = *ivec2::From(desc.size);
const auto& pi = desc.pi;
// On at least Win+NV, we'll get PBO errors if we don't have at least
// `rowStride * height` bytes available to read into.
const auto naiveBytesNeeded = CheckedInt<uint64_t>(rowStride) * size.y;
const bool isDangerCloseToEdge =
(!naiveBytesNeeded.isValid() || naiveBytesNeeded.value() > destSize);
const bool useParanoidHandling =
(gl->WorkAroundDriverBugs() && isDangerCloseToEdge &&
mBoundPixelPackBuffer);
if (!useParanoidHandling) {
gl->fReadPixels(x, y, size.x, size.y, pi.format, pi.type,
reinterpret_cast<void*>(dest));
return true;
}
// Read everything but the last row.
const auto bodyHeight = size.y - 1;
if (bodyHeight) {
gl->fReadPixels(x, y, size.x, bodyHeight, pi.format, pi.type,
reinterpret_cast<void*>(dest));
}
// Now read the last row.
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1);
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0);
const auto tailRowOffset =
reinterpret_cast<uint8_t*>(dest) + rowStride * bodyHeight;
gl->fReadPixels(x, y + bodyHeight, size.x, 1, pi.format, pi.type,
tailRowOffset);
return true;
}
webgl::ReadPixelsResult WebGLContext::ReadPixelsInto(
const webgl::ReadPixelsDesc& desc, const Range<uint8_t>& dest) {
const FuncScope funcScope(*this, "readPixels");
if (IsContextLost()) return {};
if (mBoundPixelPackBuffer) {
ErrorInvalidOperation("PIXEL_PACK_BUFFER must be null.");
return {};
}
return ReadPixelsImpl(desc, reinterpret_cast<uintptr_t>(dest.begin().get()),
dest.length());
}
void WebGLContext::ReadPixelsPbo(const webgl::ReadPixelsDesc& desc,
const uint64_t offset) {
const FuncScope funcScope(*this, "readPixels");
if (IsContextLost()) return;
const auto& buffer = ValidateBufferSelection(LOCAL_GL_PIXEL_PACK_BUFFER);
if (!buffer) return;
//////
{
const auto pii = webgl::PackingInfoInfo::For(desc.pi);
if (!pii) {
GLenum err = LOCAL_GL_INVALID_OPERATION;
if (!desc.pi.format || !desc.pi.type) {
err = LOCAL_GL_INVALID_ENUM;
}
GenerateError(err, "`format` (%s) and/or `type` (%s) not acceptable.",
EnumString(desc.pi.format).c_str(),
EnumString(desc.pi.type).c_str());
return;
}
if (offset % pii->bytesPerElement != 0) {
ErrorInvalidOperation(
"`offset` must be divisible by the size of `type`"
" in bytes.");
return;
}
}
//////
auto bytesAvailable = buffer->ByteLength();
if (offset > bytesAvailable) {
ErrorInvalidOperation("`offset` too large for bound PIXEL_PACK_BUFFER.");
return;
}
bytesAvailable -= offset;
// -
const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer);
ReadPixelsImpl(desc, offset, bytesAvailable);
buffer->ResetLastUpdateFenceId();
}
static webgl::PackingInfo DefaultReadPixelPI(
const webgl::FormatUsageInfo* usage) {
MOZ_ASSERT(usage->IsRenderable());
const auto& format = *usage->format;
switch (format.componentType) {
case webgl::ComponentType::NormUInt:
if (format.r == 16) {
return {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_SHORT};
}
return {LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE};
case webgl::ComponentType::Int:
return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_INT};
case webgl::ComponentType::UInt:
return {LOCAL_GL_RGBA_INTEGER, LOCAL_GL_UNSIGNED_INT};
case webgl::ComponentType::Float:
return {LOCAL_GL_RGBA, LOCAL_GL_FLOAT};
default:
MOZ_CRASH();
}
}
static bool ArePossiblePackEnums(const WebGLContext* webgl,
const webgl::PackingInfo& pi) {
// OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid
// combination for glReadPixels()...
// Only valid when pulled from:
// * GLES 2.0.25 p105:
// "table 3.4, excluding formats LUMINANCE and LUMINANCE_ALPHA."
// * GLES 3.0.4 p193:
// "table 3.2, excluding formats DEPTH_COMPONENT and DEPTH_STENCIL."
switch (pi.format) {
case LOCAL_GL_LUMINANCE:
case LOCAL_GL_LUMINANCE_ALPHA:
case LOCAL_GL_DEPTH_COMPONENT:
case LOCAL_GL_DEPTH_STENCIL:
return false;
}
if (pi.type == LOCAL_GL_UNSIGNED_INT_24_8) return false;
const auto pii = webgl::PackingInfoInfo::For(pi);
if (!pii) return false;
return true;
}
webgl::PackingInfo WebGLContext::ValidImplementationColorReadPI(
const webgl::FormatUsageInfo* usage) const {
const auto defaultPI = DefaultReadPixelPI(usage);
// ES2_compatibility always returns RGBA/UNSIGNED_BYTE, so branch on actual
// IsGLES(). Also OSX+NV generates an error here.
if (!gl->IsGLES()) return defaultPI;
webgl::PackingInfo implPI;
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT,
(GLint*)&implPI.format);
gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE,
(GLint*)&implPI.type);
if (!ArePossiblePackEnums(this, implPI)) return defaultPI;
return implPI;
}
static bool ValidateReadPixelsFormatAndType(
const webgl::FormatUsageInfo* srcUsage, const webgl::PackingInfo& pi,
gl::GLContext* gl, WebGLContext* webgl) {
if (!ArePossiblePackEnums(webgl, pi)) {
webgl->ErrorInvalidEnum("Unexpected format or type.");
return false;
}
const auto defaultPI = DefaultReadPixelPI(srcUsage);
if (pi == defaultPI) return true;
////
// OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is
// RGB10_A2, a third combination of format RGBA and type
// UNSIGNED_INT_2_10_10_10_REV is accepted.
if (webgl->IsWebGL2() &&
srcUsage->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 &&
pi.format == LOCAL_GL_RGBA &&
pi.type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV) {
return true;
}
////
MOZ_ASSERT(gl->IsCurrent());
const auto implPI = webgl->ValidImplementationColorReadPI(srcUsage);
if (pi == implPI) return true;
////
// clang-format off
webgl->ErrorInvalidOperation(
"Format and type %s/%s incompatible with this %s attachment."
" This framebuffer requires either %s/%s or"
" getParameter(IMPLEMENTATION_COLOR_READ_FORMAT/_TYPE) %s/%s.",
EnumString(pi.format).c_str(), EnumString(pi.type).c_str(),
srcUsage->format->name,
EnumString(defaultPI.format).c_str(), EnumString(defaultPI.type).c_str(),
EnumString(implPI.format).c_str(), EnumString(implPI.type).c_str());
// clang-format on
return false;
}
webgl::ReadPixelsResult WebGLContext::ReadPixelsImpl(
const webgl::ReadPixelsDesc& desc, const uintptr_t dest,
const uint64_t availBytes) {
const webgl::FormatUsageInfo* srcFormat;
uint32_t srcWidth;
uint32_t srcHeight;
if (!BindCurFBForColorRead(&srcFormat, &srcWidth, &srcHeight)) return {};
//////
if (!ValidateReadPixelsFormatAndType(srcFormat, desc.pi, gl, this)) return {};
//////
const auto& srcOffset = desc.srcOffset;
const auto& size = desc.size;
if (!ivec2::From(size)) {
ErrorInvalidValue("width and height must be non-negative.");
return {};
}
const auto& packing = desc.packState;
const auto explicitPackingRes = webgl::ExplicitPixelPackingState::ForUseWith(
packing, LOCAL_GL_TEXTURE_2D, {size.x, size.y, 1}, desc.pi, {});
if (!explicitPackingRes.isOk()) {
ErrorInvalidOperation("%s", explicitPackingRes.inspectErr().c_str());
return {};
}
const auto& explicitPacking = explicitPackingRes.inspect();
const auto& rowStride = explicitPacking.metrics.bytesPerRowStride;
const auto& bytesNeeded = explicitPacking.metrics.totalBytesUsed;
if (bytesNeeded > availBytes) {
ErrorInvalidOperation("buffer too small");
return {};
}
////
int32_t readX, readY;
int32_t writeX, writeY;
int32_t rwWidth, rwHeight;
if (!Intersect(srcWidth, srcOffset.x, size.x, &readX, &writeX, &rwWidth) ||
!Intersect(srcHeight, srcOffset.y, size.y, &readY, &writeY, &rwHeight)) {
ErrorOutOfMemory("Bad subrect selection.");
return {};
}
////////////////
// Now that the errors are out of the way, on to actually reading!
gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, packing.alignmentInTypeElems);
if (IsWebGL2()) {
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, packing.rowLength);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, packing.skipPixels);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, packing.skipRows);
}
if (!rwWidth || !rwHeight) {
// Disjoint rects, so we're done already.
DummyReadFramebufferOperation();
return {};
}
const auto rwSize = *uvec2::From(rwWidth, rwHeight);
const auto res = webgl::ReadPixelsResult{
{{writeX, writeY}, {rwSize.x, rwSize.y}}, rowStride};
if (rwSize == size) {
DoReadPixelsAndConvert(srcFormat->format, desc, dest, bytesNeeded,
rowStride);
return res;
}
// Read request contains out-of-bounds pixels. Unfortunately:
// GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer":
// "If any of these pixels lies outside of the window allocated to the current
// GL context, or outside of the image attached to the currently bound
// framebuffer object, then the values obtained for those pixels are
// undefined."
// This is a slow-path, so warn people away!
GenerateWarning(
"Out-of-bounds reads with readPixels are deprecated, and"
" may be slow.");
////////////////////////////////////
// Read only the in-bounds pixels.
if (IsWebGL2()) {
if (!packing.rowLength) {
gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, packing.skipPixels + size.x);
}
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, packing.skipPixels + writeX);
gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, packing.skipRows + writeY);
auto desc2 = desc;
desc2.srcOffset = {readX, readY};
desc2.size = rwSize;
DoReadPixelsAndConvert(srcFormat->format, desc2, dest, bytesNeeded,
rowStride);
} else {
// I *did* say "hilariously slow".
auto desc2 = desc;
desc2.srcOffset = {readX, readY};
desc2.size = {rwSize.x, 1};
const auto skipBytes = writeX * explicitPacking.metrics.bytesPerPixel;
const auto usedRowBytes = rwSize.x * explicitPacking.metrics.bytesPerPixel;
for (const auto j : IntegerRange(rwSize.y)) {
desc2.srcOffset.y = readY + j;
const auto destWriteBegin = dest + skipBytes + (writeY + j) * rowStride;
MOZ_RELEASE_ASSERT(dest <= destWriteBegin);
MOZ_RELEASE_ASSERT(destWriteBegin <= dest + availBytes);
const auto destWriteEnd = destWriteBegin + usedRowBytes;
MOZ_RELEASE_ASSERT(dest <= destWriteEnd);
MOZ_RELEASE_ASSERT(destWriteEnd <= dest + availBytes);
DoReadPixelsAndConvert(srcFormat->format, desc2, destWriteBegin,
destWriteEnd - destWriteBegin, rowStride);
}
}
return res;
}
void WebGLContext::RenderbufferStorageMultisample(WebGLRenderbuffer& rb,
uint32_t samples,
GLenum internalFormat,
uint32_t width,
uint32_t height) const {
const FuncScope funcScope(*this, "renderbufferStorage(Multisample)?");
if (IsContextLost()) return;
rb.RenderbufferStorage(samples, internalFormat, width, height);
}
void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
const FuncScope funcScope(*this, "scissor");
if (IsContextLost()) return;
if (!ValidateNonNegative("width", width) ||
!ValidateNonNegative("height", height)) {
return;
}
mScissorRect = {x, y, width, height};
mScissorRect.Apply(*gl);
}
void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref,
GLuint mask) {
const FuncScope funcScope(*this, "stencilFuncSeparate");
if (IsContextLost()) return;
if (!ValidateFaceEnum(face) || !ValidateComparisonEnum(*this, func)) {
return;
}
switch (face) {
case LOCAL_GL_FRONT_AND_BACK:
mStencilRefFront = ref;
mStencilRefBack = ref;
mStencilValueMaskFront = mask;
mStencilValueMaskBack = mask;
break;
case LOCAL_GL_FRONT:
mStencilRefFront = ref;
mStencilValueMaskFront = mask;
break;
case LOCAL_GL_BACK:
mStencilRefBack = ref;
mStencilValueMaskBack = mask;
break;
}
gl->fStencilFuncSeparate(face, func, ref, mask);
}
void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass) {
const FuncScope funcScope(*this, "stencilOpSeparate");
if (IsContextLost()) return;
if (!ValidateFaceEnum(face) || !ValidateStencilOpEnum(sfail, "sfail") ||
!ValidateStencilOpEnum(dpfail, "dpfail") ||
!ValidateStencilOpEnum(dppass, "dppass"))
return;
gl->fStencilOpSeparate(face, sfail, dpfail, dppass);
}
////////////////////////////////////////////////////////////////////////////////
// Uniform setters.
void WebGLContext::UniformData(
const uint32_t loc, const bool transpose,
const Range<const webgl::UniformDataVal>& data) const {
const FuncScope funcScope(*this, "uniform setter");
if (!IsWebGL2() && transpose) {
GenerateError(LOCAL_GL_INVALID_VALUE, "`transpose`:true requires WebGL 2.");
return;
}
// -
const auto& link = mActiveProgramLinkInfo;
if (!link) return;
const auto locInfo = MaybeFind(link->locationMap, loc);
if (!locInfo) {
// Null WebGLUniformLocations become -1, which will end up here.
return;
}
const auto& validationInfo = locInfo->info;
const auto& activeInfo = validationInfo.info;
const auto& channels = validationInfo.channelsPerElem;
const auto& pfn = validationInfo.pfn;
// -
const auto lengthInType = data.length();
const auto elemCount = lengthInType / channels;
if (elemCount > 1 && !validationInfo.isArray) {
GenerateError(
LOCAL_GL_INVALID_OPERATION,
"(uniform %s) `values` length (%u) must exactly match size of %s.",
activeInfo.name.c_str(), lengthInType,
EnumString(activeInfo.elemType).c_str());
return;
}
// -
const auto& samplerInfo = locInfo->samplerInfo;
if (samplerInfo) {
const auto idata = reinterpret_cast<const uint32_t*>(data.begin().get());
const auto maxTexUnits = GLMaxTextureUnits();
for (const auto& val : Range<const uint32_t>(idata, elemCount)) {
if (val >= maxTexUnits) {
ErrorInvalidValue(
"This uniform location is a sampler, but %d"
" is not a valid texture unit.",
val);
return;
}
}
}
// -
// This is a little galaxy-brain, sorry!
const auto ptr = static_cast<const void*>(data.begin().get());
(*pfn)(*gl, static_cast<GLint>(loc), elemCount, transpose, ptr);
// -
if (samplerInfo) {
auto& texUnits = samplerInfo->texUnits;
const auto srcBegin = reinterpret_cast<const uint32_t*>(data.begin().get());
auto destIndex = locInfo->indexIntoUniform;
if (destIndex < texUnits.length()) {
// Only sample as many indexes as available tex units allow.
const auto destCount = std::min(elemCount, texUnits.length() - destIndex);
for (const auto& val : Range<const uint32_t>(srcBegin, destCount)) {
texUnits[destIndex] = AssertedCast<uint8_t>(val);
destIndex += 1;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
void WebGLContext::UseProgram(WebGLProgram* prog) {
FuncScope funcScope(*this, "useProgram");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (!prog) {
mCurrentProgram = nullptr;
mActiveProgramLinkInfo = nullptr;
funcScope.mBindFailureGuard = false;
return;
}
if (!ValidateObject("prog", *prog)) return;
if (!prog->UseProgram()) return;
mCurrentProgram = prog;
mActiveProgramLinkInfo = mCurrentProgram->LinkInfo();
funcScope.mBindFailureGuard = false;
}
bool WebGLContext::ValidateProgram(const WebGLProgram& prog) const {
const FuncScope funcScope(*this, "validateProgram");
if (IsContextLost()) return false;
return prog.ValidateProgram();
}
RefPtr<WebGLFramebuffer> WebGLContext::CreateFramebuffer() {
const FuncScope funcScope(*this, "createFramebuffer");
if (IsContextLost()) return nullptr;
GLuint fbo = 0;
gl->fGenFramebuffers(1, &fbo);
return new WebGLFramebuffer(this, fbo);
}
RefPtr<WebGLFramebuffer> WebGLContext::CreateOpaqueFramebuffer(
const webgl::OpaqueFramebufferOptions& options) {
const FuncScope funcScope(*this, "createOpaqueFramebuffer");
if (IsContextLost()) return nullptr;
uint32_t samples = options.antialias ? StaticPrefs::webgl_msaa_samples() : 0;
samples = std::min(samples, gl->MaxSamples());
const gfx::IntSize size = {options.width, options.height};
auto fbo =
gl::MozFramebuffer::Create(gl, size, samples, options.depthStencil);
if (!fbo) {
return nullptr;
}
return new WebGLFramebuffer(this, std::move(fbo));
}
RefPtr<WebGLRenderbuffer> WebGLContext::CreateRenderbuffer() {
const FuncScope funcScope(*this, "createRenderbuffer");
if (IsContextLost()) return nullptr;
return new WebGLRenderbuffer(this);
}
void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
const FuncScope funcScope(*this, "viewport");
if (IsContextLost()) return;
if (!ValidateNonNegative("width", width) ||
!ValidateNonNegative("height", height)) {
return;
}
const auto& limits = Limits();
width = std::min(width, static_cast<GLsizei>(limits.maxViewportDim));
height = std::min(height, static_cast<GLsizei>(limits.maxViewportDim));
gl->fViewport(x, y, width, height);
mViewportX = x;
mViewportY = y;
mViewportWidth = width;
mViewportHeight = height;
}
void WebGLContext::CompileShader(WebGLShader& shader) {
const FuncScope funcScope(*this, "compileShader");
if (IsContextLost()) return;
if (!ValidateObject("shader", shader)) return;
shader.CompileShader();
}
Maybe<webgl::ShaderPrecisionFormat> WebGLContext::GetShaderPrecisionFormat(
GLenum shadertype, GLenum precisiontype) const {
const FuncScope funcScope(*this, "getShaderPrecisionFormat");
if (IsContextLost()) return Nothing();
switch (shadertype) {
case LOCAL_GL_FRAGMENT_SHADER:
case LOCAL_GL_VERTEX_SHADER:
break;
default:
ErrorInvalidEnumInfo("shadertype", shadertype);
return Nothing();
}
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
break;
default:
ErrorInvalidEnumInfo("precisiontype", precisiontype);
return Nothing();
}
GLint range[2], precision;
if (mDisableFragHighP && shadertype == LOCAL_GL_FRAGMENT_SHADER &&
(precisiontype == LOCAL_GL_HIGH_FLOAT ||
precisiontype == LOCAL_GL_HIGH_INT)) {
precision = 0;
range[0] = 0;
range[1] = 0;
} else {
gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision);
}
return Some(webgl::ShaderPrecisionFormat{range[0], range[1], precision});
}
void WebGLContext::ShaderSource(WebGLShader& shader,
const std::string& source) const {
const FuncScope funcScope(*this, "shaderSource");
if (IsContextLost()) return;
shader.ShaderSource(source);
}
void WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
const FuncScope funcScope(*this, "blendColor");
if (IsContextLost()) return;
gl->fBlendColor(r, g, b, a);
}
void WebGLContext::Flush() {
const FuncScope funcScope(*this, "flush");
if (IsContextLost()) return;
gl->fFlush();
}
void WebGLContext::Finish() {
const FuncScope funcScope(*this, "finish");
if (IsContextLost()) return;
gl->fFinish();
mCompletedFenceId = mNextFenceId;
mNextFenceId += 1;
}
void WebGLContext::LineWidth(GLfloat width) {
const FuncScope funcScope(*this, "lineWidth");
if (IsContextLost()) return;
// Doing it this way instead of `if (width <= 0.0)` handles NaNs.
const bool isValid = width > 0.0;
if (!isValid) {
ErrorInvalidValue("`width` must be positive and non-zero.");
return;
}