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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/WebGLContextGL.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/WebGLContextGL.cpp')
-rw-r--r-- | dom/canvas/WebGLContextGL.cpp | 2367 |
1 files changed, 2367 insertions, 0 deletions
diff --git a/dom/canvas/WebGLContextGL.cpp b/dom/canvas/WebGLContextGL.cpp new file mode 100644 index 000000000..e58fcd0d8 --- /dev/null +++ b/dom/canvas/WebGLContextGL.cpp @@ -0,0 +1,2367 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* 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 "WebGLActiveInfo.h" +#include "WebGLContextUtils.h" +#include "WebGLBuffer.h" +#include "WebGLVertexAttribData.h" +#include "WebGLShader.h" +#include "WebGLProgram.h" +#include "WebGLUniformLocation.h" +#include "WebGLFormats.h" +#include "WebGLFramebuffer.h" +#include "WebGLRenderbuffer.h" +#include "WebGLShaderPrecisionFormat.h" +#include "WebGLTexture.h" +#include "WebGLExtensions.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 "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/ToJSValue.h" +#include "mozilla/EndianUtils.h" +#include "mozilla/RefPtr.h" +#include "mozilla/UniquePtrExtensions.h" + +namespace mozilla { + +bool +WebGLContext::ValidateObject(const char* funcName, const WebGLProgram& object) +{ + return ValidateObject(funcName, object, true); +} + +bool +WebGLContext::ValidateObject(const char* funcName, const WebGLShader& object) +{ + return ValidateObject(funcName, object, true); +} + +using namespace mozilla::dom; +using namespace mozilla::gfx; +using namespace mozilla::gl; + +// +// WebGL API +// + +void +WebGLContext::ActiveTexture(GLenum texture) +{ + if (IsContextLost()) + return; + + if (texture < LOCAL_GL_TEXTURE0 || + texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits)) + { + return ErrorInvalidEnum( + "ActiveTexture: texture unit %d out of range. " + "Accepted values range from TEXTURE0 to TEXTURE0 + %d. " + "Notice that TEXTURE0 != 0.", + texture, mGLMaxTextureUnits); + } + + MakeContextCurrent(); + mActiveTexture = texture - LOCAL_GL_TEXTURE0; + gl->fActiveTexture(texture); +} + +void +WebGLContext::AttachShader(WebGLProgram& program, WebGLShader& shader) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("attachShader: program", program) || + !ValidateObject("attachShader: shader", shader)) + { + return; + } + + program.AttachShader(&shader); +} + +void +WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location, + const nsAString& name) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("bindAttribLocation: program", prog)) + return; + + prog.BindAttribLocation(location, name); +} + +void +WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) +{ + if (IsContextLost()) + return; + + if (!ValidateFramebufferTarget(target, "bindFramebuffer")) + return; + + if (wfb && !ValidateObject("bindFramebuffer", *wfb)) + return; + + MakeContextCurrent(); + + if (!wfb) { + gl->fBindFramebuffer(target, 0); + } else { + GLuint framebuffername = wfb->mGLName; + gl->fBindFramebuffer(target, framebuffername); +#ifdef ANDROID + wfb->mIsFB = true; +#endif + } + + 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: + break; + } +} + +void +WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb) +{ + if (IsContextLost()) + return; + + if (target != LOCAL_GL_RENDERBUFFER) + return ErrorInvalidEnumInfo("bindRenderbuffer: target", target); + + if (wrb && !ValidateObject("bindRenderbuffer", *wrb)) + return; + + // Usually, we would now call into glBindRenderbuffer. However, since we have to + // potentially emulate packed-depth-stencil, there's not a specific renderbuffer that + // we know we should bind here. + // Instead, we do all renderbuffer binding lazily. + + if (wrb) { + wrb->mHasBeenBound = true; + } + + mBoundRenderbuffer = wrb; +} + +void WebGLContext::BlendEquation(GLenum mode) +{ + if (IsContextLost()) + return; + + if (!ValidateBlendEquationEnum(mode, "blendEquation: mode")) + return; + + MakeContextCurrent(); + gl->fBlendEquation(mode); +} + +void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ + if (IsContextLost()) + return; + + if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") || + !ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha")) + return; + + MakeContextCurrent(); + gl->fBlendEquationSeparate(modeRGB, modeAlpha); +} + +void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor) +{ + if (IsContextLost()) + return; + + if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") || + !ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor")) + return; + + if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB")) + return; + + MakeContextCurrent(); + gl->fBlendFunc(sfactor, dfactor); +} + +void +WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, + GLenum srcAlpha, GLenum dstAlpha) +{ + if (IsContextLost()) + return; + + if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") || + !ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") || + !ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") || + !ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: 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, "blendFuncSeparate: srcRGB and dstRGB")) + return; + + MakeContextCurrent(); + gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +GLenum +WebGLContext::CheckFramebufferStatus(GLenum target) +{ + const char funcName[] = "checkFramebufferStatus"; + if (IsContextLost()) + return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; + + if (!ValidateFramebufferTarget(target, funcName)) + 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(funcName).get(); +} + +already_AddRefed<WebGLProgram> +WebGLContext::CreateProgram() +{ + if (IsContextLost()) + return nullptr; + RefPtr<WebGLProgram> globj = new WebGLProgram(this); + return globj.forget(); +} + +already_AddRefed<WebGLShader> +WebGLContext::CreateShader(GLenum type) +{ + if (IsContextLost()) + return nullptr; + + if (type != LOCAL_GL_VERTEX_SHADER && + type != LOCAL_GL_FRAGMENT_SHADER) + { + ErrorInvalidEnumInfo("createShader: type", type); + return nullptr; + } + + RefPtr<WebGLShader> shader = new WebGLShader(this, type); + return shader.forget(); +} + +void +WebGLContext::CullFace(GLenum face) +{ + if (IsContextLost()) + return; + + if (!ValidateFaceEnum(face, "cullFace")) + return; + + MakeContextCurrent(); + gl->fCullFace(face); +} + +void +WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf) +{ + if (!ValidateDeleteObject("deleteFramebuffer", fbuf)) + return; + + fbuf->RequestDelete(); + + if (mBoundReadFramebuffer == mBoundDrawFramebuffer) { + if (mBoundDrawFramebuffer == fbuf) { + BindFramebuffer(LOCAL_GL_FRAMEBUFFER, + static_cast<WebGLFramebuffer*>(nullptr)); + } + } else if (mBoundDrawFramebuffer == fbuf) { + BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, + static_cast<WebGLFramebuffer*>(nullptr)); + } else if (mBoundReadFramebuffer == fbuf) { + BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, + static_cast<WebGLFramebuffer*>(nullptr)); + } +} + +void +WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf) +{ + if (!ValidateDeleteObject("deleteRenderbuffer", rbuf)) + return; + + if (mBoundDrawFramebuffer) + mBoundDrawFramebuffer->DetachRenderbuffer(rbuf); + + if (mBoundReadFramebuffer) + mBoundReadFramebuffer->DetachRenderbuffer(rbuf); + + rbuf->InvalidateStatusOfAttachedFBs(); + + if (mBoundRenderbuffer == rbuf) + BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr); + + rbuf->RequestDelete(); +} + +void +WebGLContext::DeleteTexture(WebGLTexture* tex) +{ + if (!ValidateDeleteObject("deleteTexture", tex)) + return; + + if (mBoundDrawFramebuffer) + mBoundDrawFramebuffer->DetachTexture(tex); + + if (mBoundReadFramebuffer) + mBoundReadFramebuffer->DetachTexture(tex); + + GLuint activeTexture = mActiveTexture; + for (int32_t i = 0; i < mGLMaxTextureUnits; i++) { + if (mBound2DTextures[i] == tex || + mBoundCubeMapTextures[i] == tex || + mBound3DTextures[i] == tex || + mBound2DArrayTextures[i] == tex) + { + ActiveTexture(LOCAL_GL_TEXTURE0 + i); + BindTexture(tex->Target().get(), nullptr); + } + } + ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture); + + tex->RequestDelete(); +} + +void +WebGLContext::DeleteProgram(WebGLProgram* prog) +{ + if (!ValidateDeleteObject("deleteProgram", prog)) + return; + + prog->RequestDelete(); +} + +void +WebGLContext::DeleteShader(WebGLShader* shader) +{ + if (!ValidateDeleteObject("deleteShader", shader)) + return; + + shader->RequestDelete(); +} + +void +WebGLContext::DetachShader(WebGLProgram& program, const WebGLShader& shader) +{ + if (IsContextLost()) + return; + + // It's valid to attempt to detach a deleted shader, since it's still a + // shader. + if (!ValidateObject("detachShader: program", program) || + !ValidateObjectAllowDeleted("detachShader: shader", shader)) + { + return; + } + + program.DetachShader(&shader); +} + +void +WebGLContext::DepthFunc(GLenum func) +{ + if (IsContextLost()) + return; + + if (!ValidateComparisonEnum(func, "depthFunc")) + return; + + MakeContextCurrent(); + gl->fDepthFunc(func); +} + +void +WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) +{ + if (IsContextLost()) + return; + + if (zNear > zFar) + return ErrorInvalidOperation("depthRange: the near value is greater than the far value!"); + + MakeContextCurrent(); + gl->fDepthRange(zNear, zFar); +} + +void +WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, + GLenum rbtarget, WebGLRenderbuffer* wrb) +{ + const char funcName[] = "framebufferRenderbuffer"; + if (IsContextLost()) + return; + + if (!ValidateFramebufferTarget(target, funcName)) + return; + + 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 ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName); + + fb->FramebufferRenderbuffer(funcName, attachment, rbtarget, wrb); +} + +void +WebGLContext::FramebufferTexture2D(GLenum target, + GLenum attachment, + GLenum textarget, + WebGLTexture* tobj, + GLint level) +{ + const char funcName[] = "framebufferTexture2D"; + if (IsContextLost()) + return; + + if (!ValidateFramebufferTarget(target, funcName)) + return; + + 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 ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName); + + fb->FramebufferTexture2D(funcName, attachment, textarget, tobj, level); +} + +void +WebGLContext::FrontFace(GLenum mode) +{ + if (IsContextLost()) + return; + + switch (mode) { + case LOCAL_GL_CW: + case LOCAL_GL_CCW: + break; + default: + return ErrorInvalidEnumInfo("frontFace: mode", mode); + } + + MakeContextCurrent(); + gl->fFrontFace(mode); +} + +already_AddRefed<WebGLActiveInfo> +WebGLContext::GetActiveAttrib(const WebGLProgram& prog, GLuint index) +{ + if (IsContextLost()) + return nullptr; + + if (!ValidateObject("getActiveAttrib: program", prog)) + return nullptr; + + return prog.GetActiveAttrib(index); +} + +already_AddRefed<WebGLActiveInfo> +WebGLContext::GetActiveUniform(const WebGLProgram& prog, GLuint index) +{ + if (IsContextLost()) + return nullptr; + + if (!ValidateObject("getActiveUniform: program", prog)) + return nullptr; + + return prog.GetActiveUniform(index); +} + +void +WebGLContext::GetAttachedShaders(const WebGLProgram& prog, + dom::Nullable<nsTArray<RefPtr<WebGLShader>>>& retval) +{ + retval.SetNull(); + if (IsContextLost()) + return; + + if (!ValidateObject("getAttachedShaders", prog)) + return; + + prog.GetAttachedShaders(&retval.SetValue()); +} + +GLint +WebGLContext::GetAttribLocation(const WebGLProgram& prog, const nsAString& name) +{ + if (IsContextLost()) + return -1; + + if (!ValidateObject("getAttribLocation: program", prog)) + return -1; + + return prog.GetAttribLocation(name); +} + +JS::Value +WebGLContext::GetBufferParameter(GLenum target, GLenum pname) +{ + const char funcName[] = "getBufferParameter"; + if (IsContextLost()) + return JS::NullValue(); + + const auto& slot = ValidateBufferSlot(funcName, target); + if (!slot) + return JS::NullValue(); + const auto& buffer = *slot; + + if (!buffer) { + ErrorInvalidOperation("%s: Buffer for `target` is null.", funcName); + return JS::NullValue(); + } + + switch (pname) { + case LOCAL_GL_BUFFER_SIZE: + return JS::NumberValue(buffer->ByteLength()); + + case LOCAL_GL_BUFFER_USAGE: + return JS::NumberValue(buffer->Usage()); + + default: + ErrorInvalidEnumInfo("getBufferParameter: parameter", pname); + return JS::NullValue(); + } +} + +JS::Value +WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx, + GLenum target, + GLenum attachment, + GLenum pname, + ErrorResult& rv) +{ + const char funcName[] = "getFramebufferAttachmentParameter"; + + if (IsContextLost()) + return JS::NullValue(); + + if (!ValidateFramebufferTarget(target, funcName)) + return JS::NullValue(); + + 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."); + } + + MakeContextCurrent(); + + if (fb) + return fb->GetAttachmentParameter(funcName, cx, target, attachment, pname, &rv); + + //////////////////////////////////// + + if (!IsWebGL2()) { + ErrorInvalidOperation("%s: Querying against the default framebuffer is not" + " allowed in WebGL 1.", + funcName); + return JS::NullValue(); + } + + switch (attachment) { + case LOCAL_GL_BACK: + case LOCAL_GL_DEPTH: + case LOCAL_GL_STENCIL: + break; + + default: + ErrorInvalidEnum("%s: For the default framebuffer, can only query COLOR, DEPTH," + " or STENCIL.", + funcName); + return JS::NullValue(); + } + + switch (pname) { + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: + switch (attachment) { + case LOCAL_GL_BACK: + break; + case LOCAL_GL_DEPTH: + if (!mOptions.depth) { + return JS::Int32Value(LOCAL_GL_NONE); + } + break; + case LOCAL_GL_STENCIL: + if (!mOptions.stencil) { + return JS::Int32Value(LOCAL_GL_NONE); + } + break; + default: + ErrorInvalidEnum("%s: With the default framebuffer, can only query COLOR, DEPTH," + " or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE", + funcName); + return JS::NullValue(); + } + return JS::Int32Value(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 JS::NumberValue(8); + return JS::NumberValue(0); + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: + if (attachment == LOCAL_GL_BACK) { + if (mOptions.alpha) { + return JS::NumberValue(8); + } + ErrorInvalidOperation("The default framebuffer doesn't contain an alpha buffer"); + return JS::NullValue(); + } + return JS::NumberValue(0); + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: + if (attachment == LOCAL_GL_DEPTH) { + if (mOptions.depth) { + return JS::NumberValue(24); + } + ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); + return JS::NullValue(); + } + return JS::NumberValue(0); + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: + if (attachment == LOCAL_GL_STENCIL) { + if (mOptions.stencil) { + return JS::NumberValue(8); + } + ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer"); + return JS::NullValue(); + } + return JS::NumberValue(0); + + case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: + if (attachment == LOCAL_GL_STENCIL) { + if (mOptions.stencil) { + return JS::NumberValue(LOCAL_GL_UNSIGNED_INT); + } + ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer"); + } else if (attachment == LOCAL_GL_DEPTH) { + if (mOptions.depth) { + return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); + } + ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); + } else { // LOCAL_GL_BACK + return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); + } + return JS::NullValue(); + + 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 JS::NullValue(); + } + } else if (attachment == LOCAL_GL_DEPTH) { + if (!mOptions.depth) { + ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); + return JS::NullValue(); + } + } + return JS::NumberValue(LOCAL_GL_LINEAR); + } + + ErrorInvalidEnum("%s: Invalid pname: 0x%04x", funcName, pname); + return JS::NullValue(); +} + +JS::Value +WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname) +{ + if (IsContextLost()) + return JS::NullValue(); + + if (target != LOCAL_GL_RENDERBUFFER) { + ErrorInvalidEnumInfo("getRenderbufferParameter: target", target); + return JS::NullValue(); + } + + if (!mBoundRenderbuffer) { + ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound"); + return JS::NullValue(); + } + + MakeContextCurrent(); + + switch (pname) { + case LOCAL_GL_RENDERBUFFER_SAMPLES: + if (!IsWebGL2()) + break; + MOZ_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 = mBoundRenderbuffer->GetRenderbufferParameter(target, pname); + return JS::Int32Value(i); + } + + default: + break; + } + + ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname); + return JS::NullValue(); +} + +already_AddRefed<WebGLTexture> +WebGLContext::CreateTexture() +{ + if (IsContextLost()) + return nullptr; + + GLuint tex = 0; + MakeContextCurrent(); + gl->fGenTextures(1, &tex); + + RefPtr<WebGLTexture> globj = new WebGLTexture(this, tex); + return globj.forget(); +} + +static GLenum +GetAndClearError(GLenum* errorVar) +{ + MOZ_ASSERT(errorVar); + GLenum ret = *errorVar; + *errorVar = LOCAL_GL_NO_ERROR; + return ret; +} + +GLenum +WebGLContext::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. + */ + + if (IsContextLost()) { + if (mEmitContextLostErrorOnce) { + mEmitContextLostErrorOnce = false; + return LOCAL_GL_CONTEXT_LOST; + } + // Don't return yet, since WEBGL_lose_contexts contradicts the + // original spec, and allows error generation while lost. + } + + GLenum err = GetAndClearError(&mWebGLError); + if (err != LOCAL_GL_NO_ERROR) + return err; + + if (IsContextLost()) + return LOCAL_GL_NO_ERROR; + + // Either no WebGL-side error, or it's already been cleared. + // UnderlyingGL-side errors, now. + + MakeContextCurrent(); + GetAndFlushUnderlyingGLErrors(); + + err = GetAndClearError(&mUnderlyingGLError); + return err; +} + +JS::Value +WebGLContext::GetProgramParameter(const WebGLProgram& prog, GLenum pname) +{ + if (IsContextLost()) + return JS::NullValue(); + + if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog)) + return JS::NullValue(); + + return prog.GetProgramParameter(pname); +} + +void +WebGLContext::GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval) +{ + retval.SetIsVoid(true); + + if (IsContextLost()) + return; + + if (!ValidateObject("getProgramInfoLog: program", prog)) + return; + + prog.GetProgramInfoLog(&retval); +} + +JS::Value +WebGLContext::GetUniform(JSContext* js, const WebGLProgram& prog, + const WebGLUniformLocation& loc) +{ + if (IsContextLost()) + return JS::NullValue(); + + if (!ValidateObject("getUniform: `program`", prog)) + return JS::NullValue(); + + if (!ValidateObjectAllowDeleted("getUniform: `location`", loc)) + return JS::NullValue(); + + if (!loc.ValidateForProgram(&prog, "getUniform")) + return JS::NullValue(); + + return loc.GetUniform(js); +} + +already_AddRefed<WebGLUniformLocation> +WebGLContext::GetUniformLocation(const WebGLProgram& prog, const nsAString& name) +{ + if (IsContextLost()) + return nullptr; + + if (!ValidateObject("getUniformLocation: program", prog)) + return nullptr; + + return prog.GetUniformLocation(name); +} + +void +WebGLContext::Hint(GLenum target, GLenum mode) +{ + if (IsContextLost()) + return; + + bool isValid = false; + + switch (target) { + case LOCAL_GL_GENERATE_MIPMAP_HINT: + mGenerateMipmapHint = mode; + + // Deprecated and removed in desktop GL Core profiles. + if (gl->IsCoreProfile()) + return; + + isValid = true; + break; + + case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: + if (IsWebGL2() || + IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) + { + isValid = true; + } + break; + } + + if (!isValid) + return ErrorInvalidEnum("hint: invalid hint"); + + MakeContextCurrent(); + gl->fHint(target, mode); +} + +bool +WebGLContext::IsFramebuffer(const WebGLFramebuffer* fb) +{ + if (!ValidateIsObject("isFramebuffer", fb)) + return false; + +#ifdef ANDROID + if (gl->WorkAroundDriverBugs() && + gl->Renderer() == GLRenderer::AndroidEmulator) + { + return fb->mIsFB; + } +#endif + + MakeContextCurrent(); + return gl->fIsFramebuffer(fb->mGLName); +} + +bool +WebGLContext::IsProgram(const WebGLProgram* prog) +{ + if (!ValidateIsObject("isProgram", prog)) + return false; + + return true; +} + +bool +WebGLContext::IsRenderbuffer(const WebGLRenderbuffer* rb) +{ + if (!ValidateIsObject("isRenderbuffer", rb)) + return false; + + return rb->mHasBeenBound; +} + +bool +WebGLContext::IsShader(const WebGLShader* shader) +{ + if (!ValidateIsObject("isShader", shader)) + return false; + + return true; +} + +void +WebGLContext::LinkProgram(WebGLProgram& prog) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("linkProgram", prog)) + return; + + prog.LinkProgram(); + + if (!prog.IsLinked()) { + // If we failed to link, but `prog == mCurrentProgram`, we are *not* supposed to + // null out mActiveProgramLinkInfo. + return; + } + + if (&prog == mCurrentProgram) { + mActiveProgramLinkInfo = prog.LinkInfo(); + + if (gl->WorkAroundDriverBugs() && + gl->Vendor() == gl::GLVendor::NVIDIA) + { + gl->fUseProgram(prog.mGLName); + } + } +} + +void +WebGLContext::PixelStorei(GLenum pname, GLint param) +{ + if (IsContextLost()) + return; + + if (IsWebGL2()) { + uint32_t* pValueSlot = nullptr; + switch (pname) { + case LOCAL_GL_UNPACK_IMAGE_HEIGHT: + pValueSlot = &mPixelStore_UnpackImageHeight; + break; + + case LOCAL_GL_UNPACK_SKIP_IMAGES: + pValueSlot = &mPixelStore_UnpackSkipImages; + break; + + case LOCAL_GL_UNPACK_ROW_LENGTH: + pValueSlot = &mPixelStore_UnpackRowLength; + break; + + case LOCAL_GL_UNPACK_SKIP_ROWS: + pValueSlot = &mPixelStore_UnpackSkipRows; + break; + + case LOCAL_GL_UNPACK_SKIP_PIXELS: + pValueSlot = &mPixelStore_UnpackSkipPixels; + break; + + case LOCAL_GL_PACK_ROW_LENGTH: + pValueSlot = &mPixelStore_PackRowLength; + break; + + case LOCAL_GL_PACK_SKIP_ROWS: + pValueSlot = &mPixelStore_PackSkipRows; + break; + + case LOCAL_GL_PACK_SKIP_PIXELS: + pValueSlot = &mPixelStore_PackSkipPixels; + break; + } + + if (pValueSlot) { + if (param < 0) { + ErrorInvalidValue("pixelStorei: param must be >= 0."); + return; + } + + MakeContextCurrent(); + gl->fPixelStorei(pname, param); + *pValueSlot = param; + return; + } + } + + switch (pname) { + case UNPACK_FLIP_Y_WEBGL: + mPixelStore_FlipY = bool(param); + return; + + case UNPACK_PREMULTIPLY_ALPHA_WEBGL: + mPixelStore_PremultiplyAlpha = bool(param); + return; + + case UNPACK_COLORSPACE_CONVERSION_WEBGL: + switch (param) { + case LOCAL_GL_NONE: + case BROWSER_DEFAULT_WEBGL: + mPixelStore_ColorspaceConversion = param; + return; + + default: + ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", + param); + return; + } + + case LOCAL_GL_PACK_ALIGNMENT: + case LOCAL_GL_UNPACK_ALIGNMENT: + switch (param) { + case 1: + case 2: + case 4: + case 8: + if (pname == LOCAL_GL_PACK_ALIGNMENT) + mPixelStore_PackAlignment = param; + else if (pname == LOCAL_GL_UNPACK_ALIGNMENT) + mPixelStore_UnpackAlignment = param; + + MakeContextCurrent(); + gl->fPixelStorei(pname, param); + return; + + default: + ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value"); + return; + } + + + + default: + break; + } + + ErrorInvalidEnumInfo("pixelStorei: parameter", pname); +} + +bool +WebGLContext::DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y, + GLsizei width, GLsizei height, GLenum format, + GLenum destType, void* dest, uint32_t destSize, + uint32_t rowStride) +{ + // 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 = CheckedUint32(rowStride) * height; + const bool isDangerCloseToEdge = (!naiveBytesNeeded.isValid() || + naiveBytesNeeded.value() > destSize); + const bool useParanoidHandling = (gl->WorkAroundDriverBugs() && + isDangerCloseToEdge && + mBoundPixelPackBuffer); + if (!useParanoidHandling) { + gl->fReadPixels(x, y, width, height, format, destType, dest); + return true; + } + + // Read everything but the last row. + const auto bodyHeight = height - 1; + if (bodyHeight) { + gl->fReadPixels(x, y, width, bodyHeight, format, destType, 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 = (char*)dest + rowStride * bodyHeight; + gl->fReadPixels(x, y+bodyHeight, width, 1, format, destType, tailRowOffset); + + gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mPixelStore_PackAlignment); + gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); + gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); + return true; +} + +static bool +GetJSScalarFromGLType(GLenum type, js::Scalar::Type* const out_scalarType) +{ + switch (type) { + case LOCAL_GL_BYTE: + *out_scalarType = js::Scalar::Int8; + return true; + + case LOCAL_GL_UNSIGNED_BYTE: + *out_scalarType = js::Scalar::Uint8; + return true; + + case LOCAL_GL_SHORT: + *out_scalarType = js::Scalar::Int16; + return true; + + case LOCAL_GL_HALF_FLOAT: + case LOCAL_GL_HALF_FLOAT_OES: + case LOCAL_GL_UNSIGNED_SHORT: + case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: + case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: + case LOCAL_GL_UNSIGNED_SHORT_5_6_5: + *out_scalarType = js::Scalar::Uint16; + return true; + + case LOCAL_GL_UNSIGNED_INT: + case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV: + case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV: + case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV: + case LOCAL_GL_UNSIGNED_INT_24_8: + *out_scalarType = js::Scalar::Uint32; + return true; + case LOCAL_GL_INT: + *out_scalarType = js::Scalar::Int32; + return true; + + case LOCAL_GL_FLOAT: + *out_scalarType = js::Scalar::Float32; + return true; + + default: + return false; + } +} + +bool +WebGLContext::ReadPixels_SharedPrecheck(ErrorResult* const out_error) +{ + if (IsContextLost()) + return false; + + if (mCanvasElement && + mCanvasElement->IsWriteOnly() && + !nsContentUtils::IsCallerChrome()) + { + GenerateWarning("readPixels: Not allowed"); + out_error->Throw(NS_ERROR_DOM_SECURITY_ERR); + return false; + } + + return true; +} + +bool +WebGLContext::ValidatePackSize(const char* funcName, uint32_t width, uint32_t height, + uint8_t bytesPerPixel, uint32_t* const out_rowStride, + uint32_t* const out_endOffset) +{ + if (!width || !height) { + *out_rowStride = 0; + *out_endOffset = 0; + return true; + } + + // GLES 3.0.4, p116 (PACK_ functions like UNPACK_) + + const auto rowLength = (mPixelStore_PackRowLength ? mPixelStore_PackRowLength + : width); + const auto skipPixels = mPixelStore_PackSkipPixels; + const auto skipRows = mPixelStore_PackSkipRows; + const auto alignment = mPixelStore_PackAlignment; + + const auto usedPixelsPerRow = CheckedUint32(skipPixels) + width; + const auto usedRowsPerImage = CheckedUint32(skipRows) + height; + + if (!usedPixelsPerRow.isValid() || usedPixelsPerRow.value() > rowLength) { + ErrorInvalidOperation("%s: SKIP_PIXELS + width > ROW_LENGTH.", funcName); + return false; + } + + const auto rowLengthBytes = CheckedUint32(rowLength) * bytesPerPixel; + const auto rowStride = RoundUpToMultipleOf(rowLengthBytes, alignment); + + const auto usedBytesPerRow = usedPixelsPerRow * bytesPerPixel; + const auto usedBytesPerImage = (usedRowsPerImage - 1) * rowStride + usedBytesPerRow; + + if (!rowStride.isValid() || !usedBytesPerImage.isValid()) { + ErrorInvalidOperation("%s: Invalid UNPACK_ params.", funcName); + return false; + } + + *out_rowStride = rowStride.value(); + *out_endOffset = usedBytesPerImage.value(); + return true; +} + +void +WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, + GLenum type, const dom::ArrayBufferView& dstView, + GLuint dstElemOffset, ErrorResult& out_error) +{ + const char funcName[] = "readPixels"; + if (!ReadPixels_SharedPrecheck(&out_error)) + return; + + if (mBoundPixelPackBuffer) { + ErrorInvalidOperation("%s: PIXEL_PACK_BUFFER must be null.", funcName); + return; + } + + //// + + js::Scalar::Type reqScalarType; + if (!GetJSScalarFromGLType(type, &reqScalarType)) { + ErrorInvalidEnum("%s: Bad `type`.", funcName); + return; + } + + const auto& viewElemType = dstView.Type(); + if (viewElemType != reqScalarType) { + ErrorInvalidOperation("%s: `pixels` type does not match `type`.", funcName); + return; + } + + //// + + uint8_t* bytes; + size_t byteLen; + if (!ValidateArrayBufferView(funcName, dstView, dstElemOffset, 0, &bytes, &byteLen)) + return; + + //// + + ReadPixelsImpl(x, y, width, height, format, type, bytes, byteLen); +} + +void +WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, + GLenum type, WebGLsizeiptr offset, ErrorResult& out_error) +{ + const char funcName[] = "readPixels"; + if (!ReadPixels_SharedPrecheck(&out_error)) + return; + + const auto& buffer = ValidateBufferSelection(funcName, LOCAL_GL_PIXEL_PACK_BUFFER); + if (!buffer) + return; + + ////// + + if (!ValidateNonNegative(funcName, "offset", offset)) + return; + + { + const auto bytesPerType = webgl::BytesPerPixel({LOCAL_GL_RED, type}); + + if (offset % bytesPerType != 0) { + ErrorInvalidOperation("%s: `offset` must be divisible by the size of `type`" + " in bytes.", + funcName); + return; + } + } + + ////// + + const auto bytesAvailable = buffer->ByteLength(); + const auto checkedBytesAfterOffset = CheckedUint32(bytesAvailable) - offset; + + uint32_t bytesAfterOffset = 0; + if (checkedBytesAfterOffset.isValid()) { + bytesAfterOffset = checkedBytesAfterOffset.value(); + } + + gl->MakeCurrent(); + const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer); + + ReadPixelsImpl(x, y, width, height, format, type, (void*)offset, bytesAfterOffset); +} + +static webgl::PackingInfo +DefaultReadPixelPI(const webgl::FormatUsageInfo* usage) +{ + MOZ_ASSERT(usage->IsRenderable()); + + switch (usage->format->componentType) { + case webgl::ComponentType::NormUInt: + 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()... + + // So yeah, we are actually checking that these are valid as /unpack/ formats, instead + // of /pack/ formats here, but it should cover the INVALID_ENUM cases. + if (!webgl->mFormatUsage->AreUnpackEnumsValid(pi.format, pi.type)) + return false; + + // 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; + + 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) +{ + const char funcName[] = "readPixels"; + + if (!ArePossiblePackEnums(webgl, pi)) { + webgl->ErrorInvalidEnum("%s: Unexpected format or type.", funcName); + 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; + + //// + + webgl->ErrorInvalidOperation("%s: Incompatible format or type.", funcName); + return false; +} + +void +WebGLContext::ReadPixelsImpl(GLint x, GLint y, GLsizei rawWidth, GLsizei rawHeight, + GLenum packFormat, GLenum packType, void* dest, + uint32_t dataLen) +{ + if (rawWidth < 0 || rawHeight < 0) { + ErrorInvalidValue("readPixels: negative size passed"); + return; + } + + const uint32_t width(rawWidth); + const uint32_t height(rawHeight); + + ////// + + MakeContextCurrent(); + + const webgl::FormatUsageInfo* srcFormat; + uint32_t srcWidth; + uint32_t srcHeight; + if (!ValidateCurFBForRead("readPixels", &srcFormat, &srcWidth, &srcHeight)) + return; + + ////// + + const webgl::PackingInfo pi = {packFormat, packType}; + if (!ValidateReadPixelsFormatAndType(srcFormat, pi, gl, this)) + return; + + uint8_t bytesPerPixel; + if (!webgl::GetBytesPerPixel(pi, &bytesPerPixel)) { + ErrorInvalidOperation("readPixels: Unsupported format and type."); + return; + } + + ////// + + uint32_t rowStride; + uint32_t bytesNeeded; + if (!ValidatePackSize("readPixels", width, height, bytesPerPixel, &rowStride, + &bytesNeeded)) + { + return; + } + + if (bytesNeeded > dataLen) { + ErrorInvalidOperation("readPixels: buffer too small"); + return; + } + + //// + + int32_t readX, readY; + int32_t writeX, writeY; + int32_t rwWidth, rwHeight; + if (!Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth) || + !Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight)) + { + ErrorOutOfMemory("readPixels: Bad subrect selection."); + return; + } + + //////////////// + // Now that the errors are out of the way, on to actually reading! + + OnBeforeReadCall(); + + if (!rwWidth || !rwHeight) { + // Disjoint rects, so we're done already. + DummyReadFramebufferOperation("readPixels"); + return; + } + + if (uint32_t(rwWidth) == width && + uint32_t(rwHeight) == height) + { + DoReadPixelsAndConvert(srcFormat->format, x, y, width, height, packFormat, + packType, dest, dataLen, rowStride); + return; + } + + // 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("readPixels: Out-of-bounds reads with readPixels are deprecated, and" + " may be slow."); + + //////////////////////////////////// + // Read only the in-bounds pixels. + + if (IsWebGL2()) { + if (!mPixelStore_PackRowLength) { + gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, + mPixelStore_PackSkipPixels + width); + } + gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels + writeX); + gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows + writeY); + + DoReadPixelsAndConvert(srcFormat->format, readX, readY, rwWidth, rwHeight, + packFormat, packType, dest, dataLen, rowStride); + + gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); + gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels); + gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); + } else { + // I *did* say "hilariously slow". + + uint8_t* row = (uint8_t*)dest + writeX * bytesPerPixel; + row += writeY * rowStride; + for (uint32_t j = 0; j < uint32_t(rwHeight); j++) { + DoReadPixelsAndConvert(srcFormat->format, readX, readY+j, rwWidth, 1, + packFormat, packType, row, dataLen, rowStride); + row += rowStride; + } + } +} + +void +WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target, + GLsizei samples, GLenum internalFormat, + GLsizei width, GLsizei height) +{ + if (IsContextLost()) + return; + + if (target != LOCAL_GL_RENDERBUFFER) { + ErrorInvalidEnumInfo("`target`", funcName, target); + return; + } + + if (!mBoundRenderbuffer) { + ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName); + return; + } + + if (samples < 0) { + ErrorInvalidValue("%s: `samples` must be >= 0.", funcName); + return; + } + + if (width < 0 || height < 0) { + ErrorInvalidValue("%s: `width` and `height` must be >= 0.", funcName); + return; + } + + mBoundRenderbuffer->RenderbufferStorage(funcName, uint32_t(samples), internalFormat, + uint32_t(width), uint32_t(height)); +} + +void +WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) +{ + RenderbufferStorage_base("renderbufferStorage", target, 0, internalFormat, width, + height); +} + +void +WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + if (IsContextLost()) + return; + + if (width < 0 || height < 0) + return ErrorInvalidValue("scissor: negative size"); + + MakeContextCurrent(); + gl->fScissor(x, y, width, height); +} + +void +WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask) +{ + if (IsContextLost()) + return; + + if (!ValidateComparisonEnum(func, "stencilFunc: func")) + return; + + mStencilRefFront = ref; + mStencilRefBack = ref; + mStencilValueMaskFront = mask; + mStencilValueMaskBack = mask; + + MakeContextCurrent(); + gl->fStencilFunc(func, ref, mask); +} + +void +WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + if (IsContextLost()) + return; + + if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") || + !ValidateComparisonEnum(func, "stencilFuncSeparate: 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; + } + + MakeContextCurrent(); + gl->fStencilFuncSeparate(face, func, ref, mask); +} + +void +WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) +{ + if (IsContextLost()) + return; + + if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") || + !ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") || + !ValidateStencilOpEnum(dppass, "stencilOp: dppass")) + return; + + MakeContextCurrent(); + gl->fStencilOp(sfail, dpfail, dppass); +} + +void +WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) +{ + if (IsContextLost()) + return; + + if (!ValidateFaceEnum(face, "stencilOpSeparate: face") || + !ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") || + !ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") || + !ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass")) + return; + + MakeContextCurrent(); + gl->fStencilOpSeparate(face, sfail, dpfail, dppass); +} + +//////////////////////////////////////////////////////////////////////////////// +// Uniform setters. + +class ValidateIfSampler +{ + const WebGLUniformLocation* const mLoc; + const size_t mDataCount; + const GLint* const mData; + bool mIsValidatedSampler; + +public: + ValidateIfSampler(WebGLContext* webgl, const char* funcName, + WebGLUniformLocation* loc, size_t dataCount, const GLint* data, + bool* const out_error) + : mLoc(loc) + , mDataCount(dataCount) + , mData(data) + , mIsValidatedSampler(false) + { + if (!mLoc->mInfo->mSamplerTexList) { + *out_error = false; + return; + } + + for (size_t i = 0; i < mDataCount; i++) { + const auto& val = mData[i]; + if (val < 0 || uint32_t(val) >= webgl->GLMaxTextureUnits()) { + webgl->ErrorInvalidValue("%s: This uniform location is a sampler, but %d" + " is not a valid texture unit.", + funcName, val); + *out_error = true; + return; + } + } + + mIsValidatedSampler = true; + *out_error = false; + } + + ~ValidateIfSampler() { + if (!mIsValidatedSampler) + return; + + auto& samplerValues = mLoc->mInfo->mSamplerValues; + + for (size_t i = 0; i < mDataCount; i++) { + const size_t curIndex = mLoc->mArrayIndex + i; + if (curIndex >= samplerValues.size()) + break; + + samplerValues[curIndex] = mData[i]; + } + } +}; + +//////////////////// + +void +WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1) +{ + const char funcName[] = "uniform1i"; + if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, funcName)) + return; + + bool error; + const ValidateIfSampler validate(this, funcName, loc, 1, &a1, &error); + if (error) + return; + + MakeContextCurrent(); + gl->fUniform1i(loc->mLoc, a1); +} + +void +WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2) +{ + const char funcName[] = "uniform2i"; + if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform2i(loc->mLoc, a1, a2); +} + +void +WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3) +{ + const char funcName[] = "uniform3i"; + if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform3i(loc->mLoc, a1, a2, a3); +} + +void +WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3, + GLint a4) +{ + const char funcName[] = "uniform4i"; + if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform4i(loc->mLoc, a1, a2, a3, a4); +} + +////////// + +void +WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1) +{ + const char funcName[] = "uniform1f"; + if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform1f(loc->mLoc, a1); +} + +void +WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2) +{ + const char funcName[] = "uniform2f"; + if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform2f(loc->mLoc, a1, a2); +} + +void +WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, + GLfloat a3) +{ + const char funcName[] = "uniform3f"; + if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform3f(loc->mLoc, a1, a2, a3); +} + +void +WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, + GLfloat a3, GLfloat a4) +{ + const char funcName[] = "uniform4f"; + if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, funcName)) + return; + + MakeContextCurrent(); + gl->fUniform4f(loc->mLoc, a1, a2, a3, a4); +} + +//////////////////////////////////////// +// Array + +static bool +ValidateArrOffsetAndCount(WebGLContext* webgl, const char* funcName, size_t elemsAvail, + GLuint elemOffset, GLuint elemCountOverride, + size_t* const out_elemCount) +{ + if (elemOffset > elemsAvail) { + webgl->ErrorInvalidValue("%s: Bad offset into list.", funcName); + return false; + } + elemsAvail -= elemOffset; + + if (elemCountOverride) { + if (elemCountOverride > elemsAvail) { + webgl->ErrorInvalidValue("%s: Bad count override for sub-list.", funcName); + return false; + } + elemsAvail = elemCountOverride; + } + + *out_elemCount = elemsAvail; + return true; +} + +void +WebGLContext::UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, + const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) +{ + size_t elemCount; + if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, + elemCountOverride, &elemCount)) + { + return; + } + const auto elemBytes = arr.elemBytes + elemOffset; + + uint32_t numElementsToUpload; + if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_INT, elemCount, funcName, + &numElementsToUpload)) + { + return; + } + + bool error; + const ValidateIfSampler samplerValidator(this, funcName, loc, numElementsToUpload, + elemBytes, &error); + if (error) + return; + + static const decltype(&gl::GLContext::fUniform1iv) kFuncList[] = { + &gl::GLContext::fUniform1iv, + &gl::GLContext::fUniform2iv, + &gl::GLContext::fUniform3iv, + &gl::GLContext::fUniform4iv + }; + const auto func = kFuncList[N-1]; + + MakeContextCurrent(); + (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); +} + +void +WebGLContext::UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, + const Uint32Arr& arr, GLuint elemOffset, + GLuint elemCountOverride) +{ + size_t elemCount; + if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, + elemCountOverride, &elemCount)) + { + return; + } + const auto elemBytes = arr.elemBytes + elemOffset; + + uint32_t numElementsToUpload; + if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_UNSIGNED_INT, elemCount, funcName, + &numElementsToUpload)) + { + return; + } + MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); + + static const decltype(&gl::GLContext::fUniform1uiv) kFuncList[] = { + &gl::GLContext::fUniform1uiv, + &gl::GLContext::fUniform2uiv, + &gl::GLContext::fUniform3uiv, + &gl::GLContext::fUniform4uiv + }; + const auto func = kFuncList[N-1]; + + MakeContextCurrent(); + (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); +} + +void +WebGLContext::UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, + const Float32Arr& arr, GLuint elemOffset, + GLuint elemCountOverride) +{ + size_t elemCount; + if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, + elemCountOverride, &elemCount)) + { + return; + } + const auto elemBytes = arr.elemBytes + elemOffset; + + uint32_t numElementsToUpload; + if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_FLOAT, elemCount, funcName, + &numElementsToUpload)) + { + return; + } + MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); + + static const decltype(&gl::GLContext::fUniform1fv) kFuncList[] = { + &gl::GLContext::fUniform1fv, + &gl::GLContext::fUniform2fv, + &gl::GLContext::fUniform3fv, + &gl::GLContext::fUniform4fv + }; + const auto func = kFuncList[N-1]; + + MakeContextCurrent(); + (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); +} + +void +WebGLContext::UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B, + WebGLUniformLocation* loc, bool transpose, + const Float32Arr& arr, GLuint elemOffset, + GLuint elemCountOverride) +{ + size_t elemCount; + if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, + elemCountOverride, &elemCount)) + { + return; + } + const auto elemBytes = arr.elemBytes + elemOffset; + + uint32_t numElementsToUpload; + if (!ValidateUniformMatrixArraySetter(loc, A, B, LOCAL_GL_FLOAT, elemCount, + transpose, funcName, &numElementsToUpload)) + { + return; + } + MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); + + static const decltype(&gl::GLContext::fUniformMatrix2fv) kFuncList[] = { + &gl::GLContext::fUniformMatrix2fv, + &gl::GLContext::fUniformMatrix2x3fv, + &gl::GLContext::fUniformMatrix2x4fv, + + &gl::GLContext::fUniformMatrix3x2fv, + &gl::GLContext::fUniformMatrix3fv, + &gl::GLContext::fUniformMatrix3x4fv, + + &gl::GLContext::fUniformMatrix4x2fv, + &gl::GLContext::fUniformMatrix4x3fv, + &gl::GLContext::fUniformMatrix4fv + }; + const auto func = kFuncList[3*(A-2) + (B-2)]; + + MakeContextCurrent(); + (gl->*func)(loc->mLoc, numElementsToUpload, transpose, elemBytes); +} + +//////////////////////////////////////////////////////////////////////////////// + +void +WebGLContext::UseProgram(WebGLProgram* prog) +{ + if (IsContextLost()) + return; + + if (!prog) { + mCurrentProgram = nullptr; + mActiveProgramLinkInfo = nullptr; + return; + } + + if (!ValidateObject("useProgram", *prog)) + return; + + if (prog->UseProgram()) { + mCurrentProgram = prog; + mActiveProgramLinkInfo = mCurrentProgram->LinkInfo(); + } +} + +void +WebGLContext::ValidateProgram(const WebGLProgram& prog) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("validateProgram", prog)) + return; + + prog.ValidateProgram(); +} + +already_AddRefed<WebGLFramebuffer> +WebGLContext::CreateFramebuffer() +{ + if (IsContextLost()) + return nullptr; + + GLuint fbo = 0; + MakeContextCurrent(); + gl->fGenFramebuffers(1, &fbo); + + RefPtr<WebGLFramebuffer> globj = new WebGLFramebuffer(this, fbo); + return globj.forget(); +} + +already_AddRefed<WebGLRenderbuffer> +WebGLContext::CreateRenderbuffer() +{ + if (IsContextLost()) + return nullptr; + + MakeContextCurrent(); + RefPtr<WebGLRenderbuffer> globj = new WebGLRenderbuffer(this); + return globj.forget(); +} + +void +WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + if (IsContextLost()) + return; + + if (width < 0 || height < 0) + return ErrorInvalidValue("viewport: negative size"); + + width = std::min(width, (GLsizei)mImplMaxViewportDims[0]); + height = std::min(height, (GLsizei)mImplMaxViewportDims[1]); + + MakeContextCurrent(); + gl->fViewport(x, y, width, height); + + mViewportX = x; + mViewportY = y; + mViewportWidth = width; + mViewportHeight = height; +} + +void +WebGLContext::CompileShader(WebGLShader& shader) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("compileShader", shader)) + return; + + shader.CompileShader(); +} + +JS::Value +WebGLContext::GetShaderParameter(const WebGLShader& shader, GLenum pname) +{ + if (IsContextLost()) + return JS::NullValue(); + + if (!ValidateObjectAllowDeleted("getShaderParameter: shader", shader)) + return JS::NullValue(); + + return shader.GetShaderParameter(pname); +} + +void +WebGLContext::GetShaderInfoLog(const WebGLShader& shader, nsAString& retval) +{ + retval.SetIsVoid(true); + + if (IsContextLost()) + return; + + if (!ValidateObject("getShaderInfoLog: shader", shader)) + return; + + shader.GetShaderInfoLog(&retval); +} + +already_AddRefed<WebGLShaderPrecisionFormat> +WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype) +{ + if (IsContextLost()) + return nullptr; + + switch (shadertype) { + case LOCAL_GL_FRAGMENT_SHADER: + case LOCAL_GL_VERTEX_SHADER: + break; + default: + ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype); + return nullptr; + } + + 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("getShaderPrecisionFormat: precisiontype", precisiontype); + return nullptr; + } + + MakeContextCurrent(); + 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); + } + + RefPtr<WebGLShaderPrecisionFormat> retShaderPrecisionFormat + = new WebGLShaderPrecisionFormat(this, range[0], range[1], precision); + return retShaderPrecisionFormat.forget(); +} + +void +WebGLContext::GetShaderSource(const WebGLShader& shader, nsAString& retval) +{ + retval.SetIsVoid(true); + + if (IsContextLost()) + return; + + if (!ValidateObject("getShaderSource: shader", shader)) + return; + + shader.GetShaderSource(&retval); +} + +void +WebGLContext::ShaderSource(WebGLShader& shader, const nsAString& source) +{ + if (IsContextLost()) + return; + + if (!ValidateObject("shaderSource: shader", shader)) + return; + + shader.ShaderSource(source); +} + +void +WebGLContext::LoseContext() +{ + if (IsContextLost()) + return ErrorInvalidOperation("loseContext: Context is already lost."); + + ForceLoseContext(true); +} + +void +WebGLContext::RestoreContext() +{ + if (!IsContextLost()) + return ErrorInvalidOperation("restoreContext: Context is not lost."); + + if (!mLastLossWasSimulated) { + return ErrorInvalidOperation("restoreContext: Context loss was not simulated." + " Cannot simulate restore."); + } + // If we're currently lost, and the last loss was simulated, then + // we're currently only simulated-lost, allowing us to call + // restoreContext(). + + if (!mAllowContextRestore) + return ErrorInvalidOperation("restoreContext: Context cannot be restored."); + + ForceRestoreContext(); +} + +void +WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + if (IsContextLost()) + return; + MakeContextCurrent(); + gl->fBlendColor(r, g, b, a); +} + +void +WebGLContext::Flush() { + if (IsContextLost()) + return; + MakeContextCurrent(); + gl->fFlush(); +} + +void +WebGLContext::Finish() { + if (IsContextLost()) + return; + MakeContextCurrent(); + gl->fFinish(); +} + +void +WebGLContext::LineWidth(GLfloat width) +{ + if (IsContextLost()) + return; + + // Doing it this way instead of `if (width <= 0.0)` handles NaNs. + const bool isValid = width > 0.0; + if (!isValid) { + ErrorInvalidValue("lineWidth: `width` must be positive and non-zero."); + return; + } + + mLineWidth = width; + + if (gl->IsCoreProfile() && width > 1.0) { + width = 1.0; + } + + MakeContextCurrent(); + gl->fLineWidth(width); +} + +void +WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { + if (IsContextLost()) + return; + MakeContextCurrent(); + gl->fPolygonOffset(factor, units); +} + +void +WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { + if (IsContextLost()) + return; + MakeContextCurrent(); + gl->fSampleCoverage(value, invert); +} + +} // namespace mozilla |