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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/WebGLProgram.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/WebGLProgram.cpp')
-rw-r--r-- | dom/canvas/WebGLProgram.cpp | 1645 |
1 files changed, 1645 insertions, 0 deletions
diff --git a/dom/canvas/WebGLProgram.cpp b/dom/canvas/WebGLProgram.cpp new file mode 100644 index 000000000..fa7997f22 --- /dev/null +++ b/dom/canvas/WebGLProgram.cpp @@ -0,0 +1,1645 @@ +/* -*- Mode: C++; tab-width: 20; 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 "WebGLProgram.h" + +#include "GLContext.h" +#include "mozilla/CheckedInt.h" +#include "mozilla/dom/WebGL2RenderingContextBinding.h" +#include "mozilla/dom/WebGLRenderingContextBinding.h" +#include "mozilla/RefPtr.h" +#include "nsPrintfCString.h" +#include "WebGLActiveInfo.h" +#include "WebGLContext.h" +#include "WebGLShader.h" +#include "WebGLTransformFeedback.h" +#include "WebGLUniformLocation.h" +#include "WebGLValidateStrings.h" + +namespace mozilla { + +/* If `name`: "foo[3]" + * Then returns true, with + * `out_baseName`: "foo" + * `out_isArray`: true + * `out_index`: 3 + * + * If `name`: "foo" + * Then returns true, with + * `out_baseName`: "foo" + * `out_isArray`: false + * `out_index`: 0 + */ +static bool +ParseName(const nsCString& name, nsCString* const out_baseName, + bool* const out_isArray, size_t* const out_arrayIndex) +{ + int32_t indexEnd = name.RFind("]"); + if (indexEnd == -1 || + (uint32_t)indexEnd != name.Length() - 1) + { + *out_baseName = name; + *out_isArray = false; + *out_arrayIndex = 0; + return true; + } + + int32_t indexOpenBracket = name.RFind("["); + if (indexOpenBracket == -1) + return false; + + uint32_t indexStart = indexOpenBracket + 1; + uint32_t indexLen = indexEnd - indexStart; + if (indexLen == 0) + return false; + + const nsAutoCString indexStr(Substring(name, indexStart, indexLen)); + + nsresult errorcode; + int32_t indexNum = indexStr.ToInteger(&errorcode); + if (NS_FAILED(errorcode)) + return false; + + if (indexNum < 0) + return false; + + *out_baseName = StringHead(name, indexOpenBracket); + *out_isArray = true; + *out_arrayIndex = indexNum; + return true; +} + +static void +AssembleName(const nsCString& baseName, bool isArray, size_t arrayIndex, + nsCString* const out_name) +{ + *out_name = baseName; + if (isArray) { + out_name->Append('['); + out_name->AppendInt(uint64_t(arrayIndex)); + out_name->Append(']'); + } +} + +//// + +static GLenum +AttribBaseType(GLenum attribType) +{ + switch (attribType) { + 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_MAT2x3: + case LOCAL_GL_FLOAT_MAT2x4: + + case LOCAL_GL_FLOAT_MAT3x2: + case LOCAL_GL_FLOAT_MAT3: + case LOCAL_GL_FLOAT_MAT3x4: + + case LOCAL_GL_FLOAT_MAT4x2: + case LOCAL_GL_FLOAT_MAT4x3: + case LOCAL_GL_FLOAT_MAT4: + return LOCAL_GL_FLOAT; + + case LOCAL_GL_INT: + case LOCAL_GL_INT_VEC2: + case LOCAL_GL_INT_VEC3: + case LOCAL_GL_INT_VEC4: + return LOCAL_GL_INT; + + case LOCAL_GL_UNSIGNED_INT: + case LOCAL_GL_UNSIGNED_INT_VEC2: + case LOCAL_GL_UNSIGNED_INT_VEC3: + case LOCAL_GL_UNSIGNED_INT_VEC4: + return LOCAL_GL_UNSIGNED_INT; + + default: + MOZ_ASSERT(false, "unexpected attrib elemType"); + return 0; + } +} + +//// + +/*static*/ const webgl::UniformInfo::TexListT* +webgl::UniformInfo::GetTexList(WebGLActiveInfo* activeInfo) +{ + const auto& webgl = activeInfo->mWebGL; + + switch (activeInfo->mElemType) { + case LOCAL_GL_SAMPLER_2D: + case LOCAL_GL_SAMPLER_2D_SHADOW: + case LOCAL_GL_INT_SAMPLER_2D: + case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D: + return &webgl->mBound2DTextures; + + case LOCAL_GL_SAMPLER_CUBE: + case LOCAL_GL_SAMPLER_CUBE_SHADOW: + case LOCAL_GL_INT_SAMPLER_CUBE: + case LOCAL_GL_UNSIGNED_INT_SAMPLER_CUBE: + return &webgl->mBoundCubeMapTextures; + + case LOCAL_GL_SAMPLER_3D: + case LOCAL_GL_INT_SAMPLER_3D: + case LOCAL_GL_UNSIGNED_INT_SAMPLER_3D: + return &webgl->mBound3DTextures; + + case LOCAL_GL_SAMPLER_2D_ARRAY: + case LOCAL_GL_SAMPLER_2D_ARRAY_SHADOW: + case LOCAL_GL_INT_SAMPLER_2D_ARRAY: + case LOCAL_GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: + return &webgl->mBound2DArrayTextures; + + default: + return nullptr; + } +} + +webgl::UniformInfo::UniformInfo(WebGLActiveInfo* activeInfo) + : mActiveInfo(activeInfo) + , mSamplerTexList(GetTexList(activeInfo)) +{ + if (mSamplerTexList) { + mSamplerValues.assign(mActiveInfo->mElemCount, 0); + } +} + +////////// + +//#define DUMP_SHADERVAR_MAPPINGS + +static already_AddRefed<const webgl::LinkedProgramInfo> +QueryProgramInfo(WebGLProgram* prog, gl::GLContext* gl) +{ + WebGLContext* const webgl = prog->mContext; + + RefPtr<webgl::LinkedProgramInfo> info(new webgl::LinkedProgramInfo(prog)); + + GLuint maxAttribLenWithNull = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, + (GLint*)&maxAttribLenWithNull); + if (maxAttribLenWithNull < 1) + maxAttribLenWithNull = 1; + + GLuint maxUniformLenWithNull = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, + (GLint*)&maxUniformLenWithNull); + if (maxUniformLenWithNull < 1) + maxUniformLenWithNull = 1; + + GLuint maxUniformBlockLenWithNull = 0; + if (gl->IsSupported(gl::GLFeature::uniform_buffer_object)) { + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, + (GLint*)&maxUniformBlockLenWithNull); + if (maxUniformBlockLenWithNull < 1) + maxUniformBlockLenWithNull = 1; + } + + GLuint maxTransformFeedbackVaryingLenWithNull = 0; + if (gl->IsSupported(gl::GLFeature::transform_feedback2)) { + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, + (GLint*)&maxTransformFeedbackVaryingLenWithNull); + if (maxTransformFeedbackVaryingLenWithNull < 1) + maxTransformFeedbackVaryingLenWithNull = 1; + } + + // Attribs (can't be arrays) + + GLuint numActiveAttribs = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, + (GLint*)&numActiveAttribs); + + for (GLuint i = 0; i < numActiveAttribs; i++) { + nsAutoCString mappedName; + mappedName.SetLength(maxAttribLenWithNull - 1); + + GLsizei lengthWithoutNull = 0; + GLint elemCount = 0; // `size` + GLenum elemType = 0; // `type` + gl->fGetActiveAttrib(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull, + &elemCount, &elemType, mappedName.BeginWriting()); + GLenum error = gl->fGetError(); + if (error != LOCAL_GL_NO_ERROR) { + gfxCriticalNote << "Failed to do glGetActiveAttrib: " << error; + } + + mappedName.SetLength(lengthWithoutNull); + + //// + + nsCString userName; + if (!prog->FindAttribUserNameByMappedName(mappedName, &userName)) { + userName = mappedName; + } + + /////// + + GLint loc = gl->fGetAttribLocation(prog->mGLName, + mappedName.BeginReading()); + if (gl->WorkAroundDriverBugs() && + mappedName.EqualsIgnoreCase("gl_", 3)) + { + // Bug 1328559: Appears problematic on ANGLE and OSX, but not Linux or Win+GL. + loc = -1; + } +#ifdef DUMP_SHADERVAR_MAPPINGS + printf_stderr("[attrib %u/%u] @%i %s->%s\n", i, numActiveAttribs, loc, + userName.BeginReading(), mappedName.BeginReading()); +#endif + MOZ_ASSERT_IF(mappedName.EqualsIgnoreCase("gl_", 3), loc == -1); + + /////// + + const bool isArray = false; + const RefPtr<WebGLActiveInfo> activeInfo = new WebGLActiveInfo(webgl, elemCount, + elemType, isArray, + userName, + mappedName); + const GLenum baseType = AttribBaseType(elemType); + const webgl::AttribInfo attrib = {activeInfo, loc, baseType}; + info->attribs.push_back(attrib); + } + + // Uniforms (can be basically anything) + + const bool needsCheckForArrays = gl->WorkAroundDriverBugs(); + + GLuint numActiveUniforms = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORMS, + (GLint*)&numActiveUniforms); + + for (GLuint i = 0; i < numActiveUniforms; i++) { + nsAutoCString mappedName; + mappedName.SetLength(maxUniformLenWithNull - 1); + + GLsizei lengthWithoutNull = 0; + GLint elemCount = 0; // `size` + GLenum elemType = 0; // `type` + gl->fGetActiveUniform(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull, + &elemCount, &elemType, mappedName.BeginWriting()); + + mappedName.SetLength(lengthWithoutNull); + + /////// + + nsAutoCString baseMappedName; + bool isArray; + size_t arrayIndex; + if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex)) + MOZ_CRASH("GFX: Failed to parse `mappedName` received from driver."); + + // Note that for good drivers, `isArray` should already be correct. + // However, if FindUniform succeeds, it will be validator-guaranteed correct. + + /////// + + nsAutoCString baseUserName; + if (!prog->FindUniformByMappedName(baseMappedName, &baseUserName, &isArray)) { + // Validator likely missing. + baseUserName = baseMappedName; + + if (needsCheckForArrays && !isArray) { + // By GLES 3, GetUniformLocation("foo[0]") should return -1 if `foo` is + // not an array. Our current linux Try slaves return the location of `foo` + // anyways, though. + std::string mappedNameStr = baseMappedName.BeginReading(); + mappedNameStr += "[0]"; + + GLint loc = gl->fGetUniformLocation(prog->mGLName, mappedNameStr.c_str()); + if (loc != -1) + isArray = true; + } + } + + /////// + +#ifdef DUMP_SHADERVAR_MAPPINGS + printf_stderr("[uniform %u/%u] %s->%s\n", i, numActiveUniforms, + baseUserName.BeginReading(), mappedName.BeginReading()); +#endif + + /////// + + const RefPtr<WebGLActiveInfo> activeInfo = new WebGLActiveInfo(webgl, elemCount, + elemType, isArray, + baseUserName, + baseMappedName); + + auto* uniform = new webgl::UniformInfo(activeInfo); + info->uniforms.push_back(uniform); + + if (uniform->mSamplerTexList) { + info->uniformSamplers.push_back(uniform); + } + } + + // Uniform Blocks (can be arrays, but can't contain sampler types) + + if (gl->IsSupported(gl::GLFeature::uniform_buffer_object)) { + GLuint numActiveUniformBlocks = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_BLOCKS, + (GLint*)&numActiveUniformBlocks); + + for (GLuint i = 0; i < numActiveUniformBlocks; i++) { + nsAutoCString mappedName; + mappedName.SetLength(maxUniformBlockLenWithNull - 1); + + GLint lengthWithoutNull; + gl->fGetActiveUniformBlockiv(prog->mGLName, i, LOCAL_GL_UNIFORM_BLOCK_NAME_LENGTH, &lengthWithoutNull); + gl->fGetActiveUniformBlockName(prog->mGLName, i, maxUniformBlockLenWithNull, &lengthWithoutNull, mappedName.BeginWriting()); + mappedName.SetLength(lengthWithoutNull); + + //// + + nsCString userName; + if (!prog->UnmapUniformBlockName(mappedName, &userName)) + continue; + +#ifdef DUMP_SHADERVAR_MAPPINGS + printf_stderr("[uniform block %u/%u] %s->%s\n", i, numActiveUniformBlocks, + userName.BeginReading(), mappedName.BeginReading()); +#endif + + //// + + GLuint dataSize = 0; + gl->fGetActiveUniformBlockiv(prog->mGLName, i, + LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE, + (GLint*)&dataSize); + + + auto* block = new webgl::UniformBlockInfo(webgl, userName, mappedName, + dataSize); + info->uniformBlocks.push_back(block); + } + } + + // Transform feedback varyings (can be arrays) + + if (gl->IsSupported(gl::GLFeature::transform_feedback2)) { + GLuint numTransformFeedbackVaryings = 0; + gl->fGetProgramiv(prog->mGLName, LOCAL_GL_TRANSFORM_FEEDBACK_VARYINGS, + (GLint*)&numTransformFeedbackVaryings); + + for (GLuint i = 0; i < numTransformFeedbackVaryings; i++) { + nsAutoCString mappedName; + mappedName.SetLength(maxTransformFeedbackVaryingLenWithNull - 1); + + GLint lengthWithoutNull; + GLsizei elemCount; + GLenum elemType; + gl->fGetTransformFeedbackVarying(prog->mGLName, i, + maxTransformFeedbackVaryingLenWithNull, + &lengthWithoutNull, &elemCount, &elemType, + mappedName.BeginWriting()); + mappedName.SetLength(lengthWithoutNull); + + //// + + nsAutoCString baseMappedName; + bool isArray; + size_t arrayIndex; + if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex)) + MOZ_CRASH("GFX: Failed to parse `mappedName` received from driver."); + + nsAutoCString baseUserName; + if (!prog->FindVaryingByMappedName(mappedName, &baseUserName, &isArray)) { + baseUserName = baseMappedName; + } + + //// + +#ifdef DUMP_SHADERVAR_MAPPINGS + printf_stderr("[transform feedback varying %u/%u] %s->%s\n", i, + numTransformFeedbackVaryings, baseUserName.BeginReading(), + mappedName.BeginReading()); +#endif + + const RefPtr<WebGLActiveInfo> activeInfo = new WebGLActiveInfo(webgl, + elemCount, + elemType, + isArray, + baseUserName, + mappedName); + info->transformFeedbackVaryings.push_back(activeInfo); + } + } + + // Frag outputs + + prog->EnumerateFragOutputs(info->fragDataMap); + + return info.forget(); +} + +//////////////////////////////////////////////////////////////////////////////// + +webgl::LinkedProgramInfo::LinkedProgramInfo(WebGLProgram* prog) + : prog(prog) + , transformFeedbackBufferMode(prog->mNextLink_TransformFeedbackBufferMode) +{ } + +webgl::LinkedProgramInfo::~LinkedProgramInfo() +{ + for (auto& cur : uniforms) { + delete cur; + } + for (auto& cur : uniformBlocks) { + delete cur; + } +} + +//////////////////////////////////////////////////////////////////////////////// +// WebGLProgram + +static GLuint +CreateProgram(gl::GLContext* gl) +{ + gl->MakeCurrent(); + return gl->fCreateProgram(); +} + +WebGLProgram::WebGLProgram(WebGLContext* webgl) + : WebGLRefCountedObject(webgl) + , mGLName(CreateProgram(webgl->GL())) + , mNumActiveTFOs(0) + , mNextLink_TransformFeedbackBufferMode(LOCAL_GL_INTERLEAVED_ATTRIBS) +{ + mContext->mPrograms.insertBack(this); +} + +WebGLProgram::~WebGLProgram() +{ + DeleteOnce(); +} + +void +WebGLProgram::Delete() +{ + gl::GLContext* gl = mContext->GL(); + + gl->MakeCurrent(); + gl->fDeleteProgram(mGLName); + + mVertShader = nullptr; + mFragShader = nullptr; + + mMostRecentLinkInfo = nullptr; + + LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms); +} + +//////////////////////////////////////////////////////////////////////////////// +// GL funcs + +void +WebGLProgram::AttachShader(WebGLShader* shader) +{ + WebGLRefPtr<WebGLShader>* shaderSlot; + switch (shader->mType) { + case LOCAL_GL_VERTEX_SHADER: + shaderSlot = &mVertShader; + break; + case LOCAL_GL_FRAGMENT_SHADER: + shaderSlot = &mFragShader; + break; + default: + mContext->ErrorInvalidOperation("attachShader: Bad type for shader."); + return; + } + + if (*shaderSlot) { + if (shader == *shaderSlot) { + mContext->ErrorInvalidOperation("attachShader: `shader` is already attached."); + } else { + mContext->ErrorInvalidOperation("attachShader: Only one of each type of" + " shader may be attached to a program."); + } + return; + } + + *shaderSlot = shader; + + mContext->MakeContextCurrent(); + mContext->gl->fAttachShader(mGLName, shader->mGLName); +} + +void +WebGLProgram::BindAttribLocation(GLuint loc, const nsAString& name) +{ + if (!ValidateGLSLVariableName(name, mContext, "bindAttribLocation")) + return; + + if (loc >= mContext->MaxVertexAttribs()) { + mContext->ErrorInvalidValue("bindAttribLocation: `location` must be less than" + " MAX_VERTEX_ATTRIBS."); + return; + } + + if (StringBeginsWith(name, NS_LITERAL_STRING("gl_"))) { + mContext->ErrorInvalidOperation("bindAttribLocation: Can't set the location of a" + " name that starts with 'gl_'."); + return; + } + + NS_LossyConvertUTF16toASCII asciiName(name); + + auto res = mNextLink_BoundAttribLocs.insert({asciiName, loc}); + + const bool wasInserted = res.second; + if (!wasInserted) { + auto itr = res.first; + itr->second = loc; + } +} + +void +WebGLProgram::DetachShader(const WebGLShader* shader) +{ + MOZ_ASSERT(shader); + + WebGLRefPtr<WebGLShader>* shaderSlot; + switch (shader->mType) { + case LOCAL_GL_VERTEX_SHADER: + shaderSlot = &mVertShader; + break; + case LOCAL_GL_FRAGMENT_SHADER: + shaderSlot = &mFragShader; + break; + default: + mContext->ErrorInvalidOperation("attachShader: Bad type for shader."); + return; + } + + if (*shaderSlot != shader) { + mContext->ErrorInvalidOperation("detachShader: `shader` is not attached."); + return; + } + + *shaderSlot = nullptr; + + mContext->MakeContextCurrent(); + mContext->gl->fDetachShader(mGLName, shader->mGLName); +} + +already_AddRefed<WebGLActiveInfo> +WebGLProgram::GetActiveAttrib(GLuint index) const +{ + if (!mMostRecentLinkInfo) { + RefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid(mContext); + return ret.forget(); + } + + const auto& attribs = mMostRecentLinkInfo->attribs; + + if (index >= attribs.size()) { + mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).", + index, "ACTIVE_ATTRIBS", attribs.size()); + return nullptr; + } + + RefPtr<WebGLActiveInfo> ret = attribs[index].mActiveInfo; + return ret.forget(); +} + +already_AddRefed<WebGLActiveInfo> +WebGLProgram::GetActiveUniform(GLuint index) const +{ + if (!mMostRecentLinkInfo) { + // According to the spec, this can return null. + RefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid(mContext); + return ret.forget(); + } + + const auto& uniforms = mMostRecentLinkInfo->uniforms; + + if (index >= uniforms.size()) { + mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).", + index, "ACTIVE_UNIFORMS", uniforms.size()); + return nullptr; + } + + RefPtr<WebGLActiveInfo> ret = uniforms[index]->mActiveInfo; + return ret.forget(); +} + +void +WebGLProgram::GetAttachedShaders(nsTArray<RefPtr<WebGLShader>>* const out) const +{ + out->TruncateLength(0); + + if (mVertShader) + out->AppendElement(mVertShader); + + if (mFragShader) + out->AppendElement(mFragShader); +} + +GLint +WebGLProgram::GetAttribLocation(const nsAString& userName_wide) const +{ + if (!ValidateGLSLVariableName(userName_wide, mContext, "getAttribLocation")) + return -1; + + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getAttribLocation: `program` must be linked."); + return -1; + } + + const NS_LossyConvertUTF16toASCII userName(userName_wide); + + const webgl::AttribInfo* info; + if (!LinkInfo()->FindAttrib(userName, &info)) + return -1; + + return GLint(info->mLoc); +} + +static GLint +GetFragDataByUserName(const WebGLProgram* prog, + const nsCString& userName) +{ + nsCString mappedName; + if (!prog->LinkInfo()->MapFragDataName(userName, &mappedName)) + return -1; + + return prog->mContext->gl->fGetFragDataLocation(prog->mGLName, mappedName.BeginReading()); +} + +GLint +WebGLProgram::GetFragDataLocation(const nsAString& userName_wide) const +{ + if (!ValidateGLSLVariableName(userName_wide, mContext, "getFragDataLocation")) + return -1; + + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getFragDataLocation: `program` must be linked."); + return -1; + } + + + const auto& gl = mContext->gl; + gl->MakeCurrent(); + + const NS_LossyConvertUTF16toASCII userName(userName_wide); +#ifdef XP_MACOSX + if (gl->WorkAroundDriverBugs()) { + // OSX doesn't return locs for indexed names, just the base names. + // Indicated by failure in: conformance2/programs/gl-get-frag-data-location.html + bool isArray; + size_t arrayIndex; + nsCString baseUserName; + if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex)) + return -1; + + if (arrayIndex >= mContext->mImplMaxDrawBuffers) + return -1; + + const auto baseLoc = GetFragDataByUserName(this, baseUserName); + const auto loc = baseLoc + GLint(arrayIndex); + return loc; + } +#endif + return GetFragDataByUserName(this, userName); +} + +void +WebGLProgram::GetProgramInfoLog(nsAString* const out) const +{ + CopyASCIItoUTF16(mLinkLog, *out); +} + +static GLint +GetProgramiv(gl::GLContext* gl, GLuint program, GLenum pname) +{ + GLint ret = 0; + gl->fGetProgramiv(program, pname, &ret); + return ret; +} + +JS::Value +WebGLProgram::GetProgramParameter(GLenum pname) const +{ + gl::GLContext* gl = mContext->gl; + gl->MakeCurrent(); + + if (mContext->IsWebGL2()) { + switch (pname) { + case LOCAL_GL_ACTIVE_UNIFORM_BLOCKS: + if (!IsLinked()) + return JS::NumberValue(0); + return JS::NumberValue(LinkInfo()->uniformBlocks.size()); + + case LOCAL_GL_TRANSFORM_FEEDBACK_VARYINGS: + if (!IsLinked()) + return JS::NumberValue(0); + return JS::NumberValue(LinkInfo()->transformFeedbackVaryings.size()); + + case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_MODE: + if (!IsLinked()) + return JS::NumberValue(LOCAL_GL_INTERLEAVED_ATTRIBS); + return JS::NumberValue(LinkInfo()->transformFeedbackBufferMode); + } + } + + switch (pname) { + case LOCAL_GL_ATTACHED_SHADERS: + return JS::NumberValue( int(bool(mVertShader.get())) + int(bool(mFragShader)) ); + + case LOCAL_GL_ACTIVE_UNIFORMS: + if (!IsLinked()) + return JS::NumberValue(0); + return JS::NumberValue(LinkInfo()->uniforms.size()); + + case LOCAL_GL_ACTIVE_ATTRIBUTES: + if (!IsLinked()) + return JS::NumberValue(0); + return JS::NumberValue(LinkInfo()->attribs.size()); + + case LOCAL_GL_DELETE_STATUS: + return JS::BooleanValue(IsDeleteRequested()); + + case LOCAL_GL_LINK_STATUS: + return JS::BooleanValue(IsLinked()); + + case LOCAL_GL_VALIDATE_STATUS: +#ifdef XP_MACOSX + // See comment in ValidateProgram. + if (gl->WorkAroundDriverBugs()) + return JS::BooleanValue(true); +#endif + // Todo: Implement this in our code. + return JS::BooleanValue(bool(GetProgramiv(gl, mGLName, pname))); + + default: + mContext->ErrorInvalidEnumInfo("getProgramParameter: `pname`", + pname); + return JS::NullValue(); + } +} + +GLuint +WebGLProgram::GetUniformBlockIndex(const nsAString& userName_wide) const +{ + if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformBlockIndex")) + return LOCAL_GL_INVALID_INDEX; + + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getUniformBlockIndex: `program` must be linked."); + return LOCAL_GL_INVALID_INDEX; + } + + const NS_LossyConvertUTF16toASCII userName(userName_wide); + + const webgl::UniformBlockInfo* info = nullptr; + for (const auto& cur : LinkInfo()->uniformBlocks) { + if (cur->mUserName == userName) { + info = cur; + break; + } + } + if (!info) + return LOCAL_GL_INVALID_INDEX; + + const auto& mappedName = info->mMappedName; + + gl::GLContext* gl = mContext->GL(); + gl->MakeCurrent(); + return gl->fGetUniformBlockIndex(mGLName, mappedName.BeginReading()); +} + +void +WebGLProgram::GetActiveUniformBlockName(GLuint uniformBlockIndex, nsAString& retval) const +{ + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getActiveUniformBlockName: `program` must be linked."); + return; + } + + const webgl::LinkedProgramInfo* linkInfo = LinkInfo(); + GLuint uniformBlockCount = (GLuint) linkInfo->uniformBlocks.size(); + if (uniformBlockIndex >= uniformBlockCount) { + mContext->ErrorInvalidValue("getActiveUniformBlockName: index %u invalid.", uniformBlockIndex); + return; + } + + const auto& blockInfo = linkInfo->uniformBlocks[uniformBlockIndex]; + retval.Assign(NS_ConvertASCIItoUTF16(blockInfo->mUserName)); +} + +JS::Value +WebGLProgram::GetActiveUniformBlockParam(GLuint uniformBlockIndex, GLenum pname) const +{ + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getActiveUniformBlockParameter: `program` must be linked."); + return JS::NullValue(); + } + + const webgl::LinkedProgramInfo* linkInfo = LinkInfo(); + GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size(); + if (uniformBlockIndex >= uniformBlockCount) { + mContext->ErrorInvalidValue("getActiveUniformBlockParameter: index %u invalid.", uniformBlockIndex); + return JS::NullValue(); + } + + gl::GLContext* gl = mContext->GL(); + GLint param = 0; + + switch (pname) { + case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: + case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: + gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, ¶m); + return JS::BooleanValue(bool(param)); + + case LOCAL_GL_UNIFORM_BLOCK_BINDING: + case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE: + case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: + gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, ¶m); + return JS::NumberValue(param); + + default: + MOZ_CRASH("bad `pname`."); + } +} + +JS::Value +WebGLProgram::GetActiveUniformBlockActiveUniforms(JSContext* cx, GLuint uniformBlockIndex, + ErrorResult* const out_error) const +{ + const char funcName[] = "getActiveUniformBlockParameter"; + if (!IsLinked()) { + mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName); + return JS::NullValue(); + } + + const webgl::LinkedProgramInfo* linkInfo = LinkInfo(); + GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size(); + if (uniformBlockIndex >= uniformBlockCount) { + mContext->ErrorInvalidValue("%s: Index %u invalid.", funcName, uniformBlockIndex); + return JS::NullValue(); + } + + gl::GLContext* gl = mContext->GL(); + GLint activeUniformCount = 0; + gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, + LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, + &activeUniformCount); + JS::RootedObject obj(cx, dom::Uint32Array::Create(cx, mContext, activeUniformCount, + nullptr)); + if (!obj) { + *out_error = NS_ERROR_OUT_OF_MEMORY; + return JS::NullValue(); + } + + dom::Uint32Array result; + DebugOnly<bool> inited = result.Init(obj); + MOZ_ASSERT(inited); + result.ComputeLengthAndData(); + gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, + LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, + (GLint*)result.Data()); + + return JS::ObjectValue(*obj); +} + +already_AddRefed<WebGLUniformLocation> +WebGLProgram::GetUniformLocation(const nsAString& userName_wide) const +{ + if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformLocation")) + return nullptr; + + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getUniformLocation: `program` must be linked."); + return nullptr; + } + + const NS_LossyConvertUTF16toASCII userName(userName_wide); + + // GLES 2.0.25, Section 2.10, p35 + // If the the uniform location is an array, then the location of the first + // element of that array can be retrieved by either using the name of the + // uniform array, or the name of the uniform array appended with "[0]". + nsCString mappedName; + size_t arrayIndex; + webgl::UniformInfo* info; + if (!LinkInfo()->FindUniform(userName, &mappedName, &arrayIndex, &info)) + return nullptr; + + gl::GLContext* gl = mContext->GL(); + gl->MakeCurrent(); + + GLint loc = gl->fGetUniformLocation(mGLName, mappedName.BeginReading()); + if (loc == -1) + return nullptr; + + RefPtr<WebGLUniformLocation> locObj = new WebGLUniformLocation(mContext, LinkInfo(), + info, loc, arrayIndex); + return locObj.forget(); +} + +void +WebGLProgram::GetUniformIndices(const dom::Sequence<nsString>& uniformNames, + dom::Nullable< nsTArray<GLuint> >& retval) const +{ + const char funcName[] = "getUniformIndices"; + if (!IsLinked()) { + mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName); + return; + } + + size_t count = uniformNames.Length(); + nsTArray<GLuint>& arr = retval.SetValue(); + + gl::GLContext* gl = mContext->GL(); + gl->MakeCurrent(); + + for (size_t i = 0; i < count; i++) { + const NS_LossyConvertUTF16toASCII userName(uniformNames[i]); + + nsCString mappedName; + size_t arrayIndex; + webgl::UniformInfo* info; + if (!LinkInfo()->FindUniform(userName, &mappedName, &arrayIndex, &info)) { + arr.AppendElement(LOCAL_GL_INVALID_INDEX); + continue; + } + + const GLchar* const mappedNameBegin = mappedName.get(); + + GLuint index = LOCAL_GL_INVALID_INDEX; + gl->fGetUniformIndices(mGLName, 1, &mappedNameBegin, &index); + arr.AppendElement(index); + } +} + +void +WebGLProgram::UniformBlockBinding(GLuint uniformBlockIndex, + GLuint uniformBlockBinding) const +{ + const char funcName[] = "getActiveUniformBlockName"; + if (!IsLinked()) { + mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName); + return; + } + + const auto& uniformBlocks = LinkInfo()->uniformBlocks; + if (uniformBlockIndex >= uniformBlocks.size()) { + mContext->ErrorInvalidValue("%s: Index %u invalid.", funcName, uniformBlockIndex); + return; + } + const auto& uniformBlock = uniformBlocks[uniformBlockIndex]; + + const auto& indexedBindings = mContext->mIndexedUniformBufferBindings; + if (uniformBlockBinding >= indexedBindings.size()) { + mContext->ErrorInvalidValue("%s: Binding %u invalid.", funcName, + uniformBlockBinding); + return; + } + const auto& indexedBinding = indexedBindings[uniformBlockBinding]; + + //// + + gl::GLContext* gl = mContext->GL(); + gl->MakeCurrent(); + gl->fUniformBlockBinding(mGLName, uniformBlockIndex, uniformBlockBinding); + + //// + + uniformBlock->mBinding = &indexedBinding; +} + +bool +WebGLProgram::ValidateForLink() +{ + if (!mVertShader || !mVertShader->IsCompiled()) { + mLinkLog.AssignLiteral("Must have a compiled vertex shader attached."); + return false; + } + + if (!mFragShader || !mFragShader->IsCompiled()) { + mLinkLog.AssignLiteral("Must have an compiled fragment shader attached."); + return false; + } + + if (!mFragShader->CanLinkTo(mVertShader, &mLinkLog)) + return false; + + const auto& gl = mContext->gl; + + if (gl->WorkAroundDriverBugs() && + mContext->mIsMesa) + { + // Bug 777028: Mesa can't handle more than 16 samplers per program, + // counting each array entry. + size_t numSamplerUniforms_upperBound = mVertShader->CalcNumSamplerUniforms() + + mFragShader->CalcNumSamplerUniforms(); + if (numSamplerUniforms_upperBound > 16) { + mLinkLog.AssignLiteral("Programs with more than 16 samplers are disallowed on" + " Mesa drivers to avoid crashing."); + return false; + } + + // Bug 1203135: Mesa crashes internally if we exceed the reported maximum attribute count. + if (mVertShader->NumAttributes() > mContext->MaxVertexAttribs()) { + mLinkLog.AssignLiteral("Number of attributes exceeds Mesa's reported max" + " attribute count."); + return false; + } + } + + return true; +} + +void +WebGLProgram::LinkProgram() +{ + const char funcName[] = "linkProgram"; + + if (mNumActiveTFOs) { + mContext->ErrorInvalidOperation("%s: Program is in-use by one or more active" + " transform feedback objects.", + funcName); + return; + } + + mContext->MakeContextCurrent(); + mContext->InvalidateBufferFetching(); // we do it early in this function + // as some of the validation changes program state + + mLinkLog.Truncate(); + mMostRecentLinkInfo = nullptr; + + if (!ValidateForLink()) { + mContext->GenerateWarning("%s: %s", funcName, mLinkLog.BeginReading()); + return; + } + + // Bind the attrib locations. + // This can't be done trivially, because we have to deal with mapped attrib names. + for (const auto& pair : mNextLink_BoundAttribLocs) { + const auto& name = pair.first; + const auto& index = pair.second; + + mVertShader->BindAttribLocation(mGLName, name, index); + } + + // Storage for transform feedback varyings before link. + // (Work around for bug seen on nVidia drivers.) + std::vector<std::string> scopedMappedTFVaryings; + + if (mContext->IsWebGL2()) { + mVertShader->MapTransformFeedbackVaryings(mNextLink_TransformFeedbackVaryings, + &scopedMappedTFVaryings); + + std::vector<const char*> driverVaryings; + driverVaryings.reserve(scopedMappedTFVaryings.size()); + for (const auto& cur : scopedMappedTFVaryings) { + driverVaryings.push_back(cur.c_str()); + } + + mContext->gl->fTransformFeedbackVaryings(mGLName, driverVaryings.size(), + driverVaryings.data(), + mNextLink_TransformFeedbackBufferMode); + } + + LinkAndUpdate(); + + if (mMostRecentLinkInfo) { + nsCString postLinkLog; + if (ValidateAfterTentativeLink(&postLinkLog)) + return; + + mMostRecentLinkInfo = nullptr; + mLinkLog = postLinkLog; + } + + // Failed link. + if (mContext->ShouldGenerateWarnings()) { + // report shader/program infoLogs as warnings. + // note that shader compilation errors can be deferred to linkProgram, + // which is why we can't do anything in compileShader. In practice we could + // report in compileShader the translation errors generated by ANGLE, + // but it seems saner to keep a single way of obtaining shader infologs. + if (!mLinkLog.IsEmpty()) { + mContext->GenerateWarning("linkProgram: Failed to link, leaving the following" + " log:\n%s\n", + mLinkLog.BeginReading()); + } + } +} + +static uint8_t +NumUsedLocationsByElemType(GLenum elemType) +{ + // GLES 3.0.4 p55 + + switch (elemType) { + case LOCAL_GL_FLOAT_MAT2: + case LOCAL_GL_FLOAT_MAT2x3: + case LOCAL_GL_FLOAT_MAT2x4: + return 2; + + case LOCAL_GL_FLOAT_MAT3x2: + case LOCAL_GL_FLOAT_MAT3: + case LOCAL_GL_FLOAT_MAT3x4: + return 3; + + case LOCAL_GL_FLOAT_MAT4x2: + case LOCAL_GL_FLOAT_MAT4x3: + case LOCAL_GL_FLOAT_MAT4: + return 4; + + default: + return 1; + } +} + +static uint8_t +NumComponents(GLenum elemType) +{ + switch (elemType) { + case LOCAL_GL_FLOAT: + case LOCAL_GL_INT: + case LOCAL_GL_UNSIGNED_INT: + case LOCAL_GL_BOOL: + return 1; + + case LOCAL_GL_FLOAT_VEC2: + case LOCAL_GL_INT_VEC2: + case LOCAL_GL_UNSIGNED_INT_VEC2: + case LOCAL_GL_BOOL_VEC2: + return 2; + + case LOCAL_GL_FLOAT_VEC3: + case LOCAL_GL_INT_VEC3: + case LOCAL_GL_UNSIGNED_INT_VEC3: + case LOCAL_GL_BOOL_VEC3: + return 3; + + case LOCAL_GL_FLOAT_VEC4: + case LOCAL_GL_INT_VEC4: + case LOCAL_GL_UNSIGNED_INT_VEC4: + case LOCAL_GL_BOOL_VEC4: + case LOCAL_GL_FLOAT_MAT2: + return 4; + + case LOCAL_GL_FLOAT_MAT2x3: + case LOCAL_GL_FLOAT_MAT3x2: + return 6; + + case LOCAL_GL_FLOAT_MAT2x4: + case LOCAL_GL_FLOAT_MAT4x2: + return 8; + + case LOCAL_GL_FLOAT_MAT3: + return 9; + + case LOCAL_GL_FLOAT_MAT3x4: + case LOCAL_GL_FLOAT_MAT4x3: + return 12; + + case LOCAL_GL_FLOAT_MAT4: + return 16; + + default: + MOZ_CRASH("`elemType`"); + } +} + +bool +WebGLProgram::ValidateAfterTentativeLink(nsCString* const out_linkLog) const +{ + const auto& linkInfo = mMostRecentLinkInfo; + const auto& gl = mContext->gl; + + // Check if the attrib name conflicting to uniform name + for (const auto& attrib : linkInfo->attribs) { + const auto& attribName = attrib.mActiveInfo->mBaseUserName; + + for (const auto& uniform : linkInfo->uniforms) { + const auto& uniformName = uniform->mActiveInfo->mBaseUserName; + if (attribName == uniformName) { + *out_linkLog = nsPrintfCString("Attrib name conflicts with uniform name:" + " %s", + attribName.BeginReading()); + return false; + } + } + } + + std::map<uint32_t, const webgl::AttribInfo*> attribsByLoc; + for (const auto& attrib : linkInfo->attribs) { + if (attrib.mLoc == -1) + continue; + + const auto& elemType = attrib.mActiveInfo->mElemType; + const auto numUsedLocs = NumUsedLocationsByElemType(elemType); + for (uint32_t i = 0; i < numUsedLocs; i++) { + const uint32_t usedLoc = attrib.mLoc + i; + + const auto res = attribsByLoc.insert({usedLoc, &attrib}); + const bool& didInsert = res.second; + if (!didInsert) { + const auto& aliasingName = attrib.mActiveInfo->mBaseUserName; + const auto& itrExisting = res.first; + const auto& existingInfo = itrExisting->second; + const auto& existingName = existingInfo->mActiveInfo->mBaseUserName; + *out_linkLog = nsPrintfCString("Attrib \"%s\" aliases locations used by" + " attrib \"%s\".", + aliasingName.BeginReading(), + existingName.BeginReading()); + return false; + } + } + } + + // Forbid: + // * Unrecognized varying name + // * Duplicate varying name + // * Too many components for specified buffer mode + if (mNextLink_TransformFeedbackVaryings.size()) { + GLuint maxComponentsPerIndex = 0; + switch (mNextLink_TransformFeedbackBufferMode) { + case LOCAL_GL_INTERLEAVED_ATTRIBS: + gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, + &maxComponentsPerIndex); + break; + + case LOCAL_GL_SEPARATE_ATTRIBS: + gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, + &maxComponentsPerIndex); + break; + + default: + MOZ_CRASH("`bufferMode`"); + } + + std::vector<size_t> componentsPerVert; + std::set<const WebGLActiveInfo*> alreadyUsed; + for (const auto& wideUserName : mNextLink_TransformFeedbackVaryings) { + if (!componentsPerVert.size() || + mNextLink_TransformFeedbackBufferMode == LOCAL_GL_SEPARATE_ATTRIBS) + { + componentsPerVert.push_back(0); + } + + //// + + const WebGLActiveInfo* curInfo = nullptr; + for (const auto& info : linkInfo->transformFeedbackVaryings) { + const NS_ConvertASCIItoUTF16 info_wideUserName(info->mBaseUserName); + if (info_wideUserName == wideUserName) { + curInfo = info.get(); + break; + } + } + + if (!curInfo) { + const NS_LossyConvertUTF16toASCII asciiUserName(wideUserName); + *out_linkLog = nsPrintfCString("Transform feedback varying \"%s\" not" + " found.", + asciiUserName.BeginReading()); + return false; + } + + const auto insertResPair = alreadyUsed.insert(curInfo); + const auto& didInsert = insertResPair.second; + if (!didInsert) { + const NS_LossyConvertUTF16toASCII asciiUserName(wideUserName); + *out_linkLog = nsPrintfCString("Transform feedback varying \"%s\"" + " specified twice.", + asciiUserName.BeginReading()); + return false; + } + + //// + + size_t varyingComponents = NumComponents(curInfo->mElemType); + varyingComponents *= curInfo->mElemCount; + + auto& totalComponentsForIndex = *(componentsPerVert.rbegin()); + totalComponentsForIndex += varyingComponents; + + if (totalComponentsForIndex > maxComponentsPerIndex) { + const NS_LossyConvertUTF16toASCII asciiUserName(wideUserName); + *out_linkLog = nsPrintfCString("Transform feedback varying \"%s\"" + " pushed `componentsForIndex` over the" + " limit of %u.", + asciiUserName.BeginReading(), + maxComponentsPerIndex); + return false; + } + } + + linkInfo->componentsPerTFVert.swap(componentsPerVert); + } + + return true; +} + +bool +WebGLProgram::UseProgram() const +{ + const char funcName[] = "useProgram"; + + if (!mMostRecentLinkInfo) { + mContext->ErrorInvalidOperation("%s: Program has not been successfully linked.", + funcName); + return false; + } + + if (mContext->mBoundTransformFeedback && + mContext->mBoundTransformFeedback->mIsActive && + !mContext->mBoundTransformFeedback->mIsPaused) + { + mContext->ErrorInvalidOperation("%s: Transform feedback active and not paused.", + funcName); + return false; + } + + mContext->MakeContextCurrent(); + + mContext->InvalidateBufferFetching(); + + mContext->gl->fUseProgram(mGLName); + return true; +} + +void +WebGLProgram::ValidateProgram() const +{ + mContext->MakeContextCurrent(); + gl::GLContext* gl = mContext->gl; + +#ifdef XP_MACOSX + // See bug 593867 for NVIDIA and bug 657201 for ATI. The latter is confirmed + // with Mac OS 10.6.7. + if (gl->WorkAroundDriverBugs()) { + mContext->GenerateWarning("validateProgram: Implemented as a no-op on" + " Mac to work around crashes."); + return; + } +#endif + + gl->fValidateProgram(mGLName); +} + + +//////////////////////////////////////////////////////////////////////////////// + +void +WebGLProgram::LinkAndUpdate() +{ + mMostRecentLinkInfo = nullptr; + + gl::GLContext* gl = mContext->gl; + gl->fLinkProgram(mGLName); + + // Grab the program log. + GLuint logLenWithNull = 0; + gl->fGetProgramiv(mGLName, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&logLenWithNull); + if (logLenWithNull > 1) { + mLinkLog.SetLength(logLenWithNull - 1); + gl->fGetProgramInfoLog(mGLName, logLenWithNull, nullptr, mLinkLog.BeginWriting()); + } else { + mLinkLog.SetLength(0); + } + + GLint ok = 0; + gl->fGetProgramiv(mGLName, LOCAL_GL_LINK_STATUS, &ok); + if (!ok) + return; + + mMostRecentLinkInfo = QueryProgramInfo(this, gl); + MOZ_RELEASE_ASSERT(mMostRecentLinkInfo, "GFX: most recent link info not set."); +} + +bool +WebGLProgram::FindAttribUserNameByMappedName(const nsACString& mappedName, + nsCString* const out_userName) const +{ + if (mVertShader->FindAttribUserNameByMappedName(mappedName, out_userName)) + return true; + + return false; +} + +bool +WebGLProgram::FindVaryingByMappedName(const nsACString& mappedName, + nsCString* const out_userName, + bool* const out_isArray) const +{ + if (mVertShader->FindVaryingByMappedName(mappedName, out_userName, out_isArray)) + return true; + + return false; +} + + +bool +WebGLProgram::FindUniformByMappedName(const nsACString& mappedName, + nsCString* const out_userName, + bool* const out_isArray) const +{ + if (mVertShader->FindUniformByMappedName(mappedName, out_userName, out_isArray)) + return true; + + if (mFragShader->FindUniformByMappedName(mappedName, out_userName, out_isArray)) + return true; + + return false; +} + +void +WebGLProgram::TransformFeedbackVaryings(const dom::Sequence<nsString>& varyings, + GLenum bufferMode) +{ + const char funcName[] = "transformFeedbackVaryings"; + + const auto& gl = mContext->gl; + gl->MakeCurrent(); + + switch (bufferMode) { + case LOCAL_GL_INTERLEAVED_ATTRIBS: + break; + + case LOCAL_GL_SEPARATE_ATTRIBS: + { + GLuint maxAttribs = 0; + gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, + &maxAttribs); + if (varyings.Length() > maxAttribs) { + mContext->ErrorInvalidValue("%s: Length of `varyings` exceeds %s.", + funcName, + "TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS"); + return; + } + } + break; + + default: + mContext->ErrorInvalidEnum("%s: Bad `bufferMode`: 0x%04x.", funcName, bufferMode); + return; + } + + //// + + mNextLink_TransformFeedbackVaryings.assign(varyings.Elements(), + varyings.Elements() + varyings.Length()); + mNextLink_TransformFeedbackBufferMode = bufferMode; +} + +already_AddRefed<WebGLActiveInfo> +WebGLProgram::GetTransformFeedbackVarying(GLuint index) const +{ + // No docs in the WebGL 2 spec for this function. Taking the language for + // getActiveAttrib, which states that the function returns null on any error. + if (!IsLinked()) { + mContext->ErrorInvalidOperation("getTransformFeedbackVarying: `program` must be " + "linked."); + return nullptr; + } + + if (index >= LinkInfo()->transformFeedbackVaryings.size()) { + mContext->ErrorInvalidValue("getTransformFeedbackVarying: `index` is greater or " + "equal to TRANSFORM_FEEDBACK_VARYINGS."); + return nullptr; + } + + RefPtr<WebGLActiveInfo> ret = LinkInfo()->transformFeedbackVaryings[index]; + return ret.forget(); +} + +bool +WebGLProgram::UnmapUniformBlockName(const nsCString& mappedName, + nsCString* const out_userName) const +{ + nsCString baseMappedName; + bool isArray; + size_t arrayIndex; + if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex)) + return false; + + nsCString baseUserName; + if (!mVertShader->UnmapUniformBlockName(baseMappedName, &baseUserName) && + !mFragShader->UnmapUniformBlockName(baseMappedName, &baseUserName)) + { + return false; + } + + AssembleName(baseUserName, isArray, arrayIndex, out_userName); + return true; +} + +void +WebGLProgram::EnumerateFragOutputs(std::map<nsCString, const nsCString> &out_FragOutputs) const +{ + MOZ_ASSERT(mFragShader); + + mFragShader->EnumerateFragOutputs(out_FragOutputs); +} + +//////////////////////////////////////////////////////////////////////////////// + +bool +IsBaseName(const nsCString& name) +{ + if (!name.Length()) + return true; + + return name[name.Length() - 1] != ']'; // Doesn't end in ']'. +} + +bool +webgl::LinkedProgramInfo::FindAttrib(const nsCString& userName, + const webgl::AttribInfo** const out) const +{ + // VS inputs cannot be arrays or structures. + // `userName` is thus always `baseUserName`. + for (const auto& attrib : attribs) { + if (attrib.mActiveInfo->mBaseUserName == userName) { + *out = &attrib; + return true; + } + } + + return false; +} + +bool +webgl::LinkedProgramInfo::FindUniform(const nsCString& userName, + nsCString* const out_mappedName, + size_t* const out_arrayIndex, + webgl::UniformInfo** const out_info) const +{ + nsCString baseUserName; + bool isArray; + size_t arrayIndex; + if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex)) + return false; + + webgl::UniformInfo* info = nullptr; + for (const auto& uniform : uniforms) { + if (uniform->mActiveInfo->mBaseUserName == baseUserName) { + info = uniform; + break; + } + } + if (!info) + return false; + + const auto& baseMappedName = info->mActiveInfo->mBaseMappedName; + AssembleName(baseMappedName, isArray, arrayIndex, out_mappedName); + + *out_arrayIndex = arrayIndex; + *out_info = info; + return true; +} + +bool +webgl::LinkedProgramInfo::MapFragDataName(const nsCString& userName, + nsCString* const out_mappedName) const +{ + // FS outputs can be arrays, but not structures. + + if (!fragDataMap.size()) { + // No mappings map from validation, so just forward it. + *out_mappedName = userName; + return true; + } + + nsCString baseUserName; + bool isArray; + size_t arrayIndex; + if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex)) + return false; + + const auto itr = fragDataMap.find(baseUserName); + if (itr == fragDataMap.end()) + return false; + + const auto& baseMappedName = itr->second; + AssembleName(baseMappedName, isArray, arrayIndex, out_mappedName); + return true; +} + +//////////////////////////////////////////////////////////////////////////////// + +JSObject* +WebGLProgram::WrapObject(JSContext* js, JS::Handle<JSObject*> givenProto) +{ + return dom::WebGLProgramBinding::Wrap(js, this, givenProto); +} + +NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mVertShader, mFragShader) + +NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef) +NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release) + +} // namespace mozilla |