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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /dom/canvas/WebGLContext.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/WebGLContext.cpp')
-rw-r--r--dom/canvas/WebGLContext.cpp2480
1 files changed, 2480 insertions, 0 deletions
diff --git a/dom/canvas/WebGLContext.cpp b/dom/canvas/WebGLContext.cpp
new file mode 100644
index 000000000..176d56f8c
--- /dev/null
+++ b/dom/canvas/WebGLContext.cpp
@@ -0,0 +1,2480 @@
+/* -*- 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 "WebGLContext.h"
+
+#include <queue>
+
+#include "AccessCheck.h"
+#include "gfxContext.h"
+#include "gfxCrashReporterUtils.h"
+#include "gfxPattern.h"
+#include "gfxPrefs.h"
+#include "gfxUtils.h"
+#include "GLBlitHelper.h"
+#include "GLContext.h"
+#include "GLContextProvider.h"
+#include "GLReadTexImageHelper.h"
+#include "GLScreenBuffer.h"
+#include "ImageContainer.h"
+#include "ImageEncoder.h"
+#include "Layers.h"
+#include "LayerUserData.h"
+#include "mozilla/dom/BindingUtils.h"
+#include "mozilla/dom/Event.h"
+#include "mozilla/dom/HTMLVideoElement.h"
+#include "mozilla/dom/ImageData.h"
+#include "mozilla/dom/WebGLContextEvent.h"
+#include "mozilla/EnumeratedArrayCycleCollection.h"
+#include "mozilla/Preferences.h"
+#include "mozilla/ProcessPriorityManager.h"
+#include "mozilla/ScopeExit.h"
+#include "mozilla/Services.h"
+#include "mozilla/Telemetry.h"
+#include "nsContentUtils.h"
+#include "nsDisplayList.h"
+#include "nsError.h"
+#include "nsIClassInfoImpl.h"
+#include "nsIConsoleService.h"
+#include "nsIDOMEvent.h"
+#include "nsIGfxInfo.h"
+#include "nsIObserverService.h"
+#include "nsIVariant.h"
+#include "nsIWidget.h"
+#include "nsIXPConnect.h"
+#include "nsServiceManagerUtils.h"
+#include "nsSVGEffects.h"
+#include "prenv.h"
+#include "ScopedGLHelpers.h"
+#include "VRManagerChild.h"
+#include "mozilla/layers/TextureClientSharedSurface.h"
+
+#ifdef MOZ_WIDGET_GONK
+#include "mozilla/layers/ShadowLayers.h"
+#endif
+
+// Local
+#include "CanvasUtils.h"
+#include "WebGL1Context.h"
+#include "WebGLActiveInfo.h"
+#include "WebGLBuffer.h"
+#include "WebGLContextLossHandler.h"
+#include "WebGLContextUtils.h"
+#include "WebGLExtensions.h"
+#include "WebGLFramebuffer.h"
+#include "WebGLMemoryTracker.h"
+#include "WebGLObjectModel.h"
+#include "WebGLProgram.h"
+#include "WebGLQuery.h"
+#include "WebGLSampler.h"
+#include "WebGLShader.h"
+#include "WebGLSync.h"
+#include "WebGLTransformFeedback.h"
+#include "WebGLVertexArray.h"
+#include "WebGLVertexAttribData.h"
+
+#ifdef MOZ_WIDGET_COCOA
+#include "nsCocoaFeatures.h"
+#endif
+
+#ifdef XP_WIN
+#include "WGLLibrary.h"
+#endif
+
+// Generated
+#include "mozilla/dom/WebGLRenderingContextBinding.h"
+
+
+namespace mozilla {
+
+using namespace mozilla::dom;
+using namespace mozilla::gfx;
+using namespace mozilla::gl;
+using namespace mozilla::layers;
+
+WebGLContextOptions::WebGLContextOptions()
+ : alpha(true)
+ , depth(true)
+ , stencil(false)
+ , premultipliedAlpha(true)
+ , antialias(true)
+ , preserveDrawingBuffer(false)
+ , failIfMajorPerformanceCaveat(false)
+{
+ // Set default alpha state based on preference.
+ if (gfxPrefs::WebGLDefaultNoAlpha())
+ alpha = false;
+}
+
+
+/*static*/ const uint32_t WebGLContext::kMinMaxColorAttachments = 4;
+/*static*/ const uint32_t WebGLContext::kMinMaxDrawBuffers = 4;
+
+WebGLContext::WebGLContext()
+ : WebGLContextUnchecked(nullptr)
+ , mBufferFetchingIsVerified(false)
+ , mBufferFetchingHasPerVertex(false)
+ , mMaxFetchedVertices(0)
+ , mMaxFetchedInstances(0)
+ , mLayerIsMirror(false)
+ , mBypassShaderValidation(false)
+ , mEmptyTFO(0)
+ , mContextLossHandler(this)
+ , mNeedsFakeNoAlpha(false)
+ , mNeedsFakeNoDepth(false)
+ , mNeedsFakeNoStencil(false)
+ , mNeedsEmulatedLoneDepthStencil(false)
+ , mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation())
+{
+ mGeneration = 0;
+ mInvalidated = false;
+ mCapturedFrameInvalidated = false;
+ mShouldPresent = true;
+ mResetLayer = true;
+ mOptionsFrozen = false;
+ mMinCapability = false;
+ mDisableExtensions = false;
+ mIsMesa = false;
+ mEmitContextLostErrorOnce = false;
+ mWebGLError = 0;
+ mUnderlyingGLError = 0;
+
+ mActiveTexture = 0;
+
+ mStencilRefFront = 0;
+ mStencilRefBack = 0;
+ mStencilValueMaskFront = 0;
+ mStencilValueMaskBack = 0;
+ mStencilWriteMaskFront = 0;
+ mStencilWriteMaskBack = 0;
+ mDepthWriteMask = 0;
+ mStencilClearValue = 0;
+ mDepthClearValue = 0;
+ mContextLostErrorSet = false;
+
+ mViewportX = 0;
+ mViewportY = 0;
+ mViewportWidth = 0;
+ mViewportHeight = 0;
+
+ mDitherEnabled = 1;
+ mRasterizerDiscardEnabled = 0; // OpenGL ES 3.0 spec p244
+ mScissorTestEnabled = 0;
+ mDepthTestEnabled = 0;
+ mStencilTestEnabled = 0;
+
+ if (NS_IsMainThread()) {
+ // XXX mtseng: bug 709490, not thread safe
+ WebGLMemoryTracker::AddWebGLContext(this);
+ }
+
+ mAllowContextRestore = true;
+ mLastLossWasSimulated = false;
+ mContextStatus = ContextNotLost;
+ mLoseContextOnMemoryPressure = false;
+ mCanLoseContextInForeground = true;
+ mRestoreWhenVisible = false;
+
+ mAlreadyGeneratedWarnings = 0;
+ mAlreadyWarnedAboutFakeVertexAttrib0 = false;
+ mAlreadyWarnedAboutViewportLargerThanDest = false;
+
+ mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
+ if (mMaxWarnings < -1) {
+ GenerateWarning("webgl.max-warnings-per-context size is too large (seems like a negative value wrapped)");
+ mMaxWarnings = 0;
+ }
+
+ mLastUseIndex = 0;
+
+ InvalidateBufferFetching();
+
+ mDisableFragHighP = false;
+
+ mDrawCallsSinceLastFlush = 0;
+}
+
+WebGLContext::~WebGLContext()
+{
+ RemovePostRefreshObserver();
+
+ DestroyResourcesAndContext();
+ if (NS_IsMainThread()) {
+ // XXX mtseng: bug 709490, not thread safe
+ WebGLMemoryTracker::RemoveWebGLContext(this);
+ }
+}
+
+template<typename T>
+void
+ClearLinkedList(LinkedList<T>& list)
+{
+ while (!list.isEmpty()) {
+ list.getLast()->DeleteOnce();
+ }
+}
+
+void
+WebGLContext::DestroyResourcesAndContext()
+{
+ if (!gl)
+ return;
+
+ gl->MakeCurrent();
+
+ mBound2DTextures.Clear();
+ mBoundCubeMapTextures.Clear();
+ mBound3DTextures.Clear();
+ mBound2DArrayTextures.Clear();
+ mBoundSamplers.Clear();
+ mBoundArrayBuffer = nullptr;
+ mBoundCopyReadBuffer = nullptr;
+ mBoundCopyWriteBuffer = nullptr;
+ mBoundPixelPackBuffer = nullptr;
+ mBoundPixelUnpackBuffer = nullptr;
+ mBoundUniformBuffer = nullptr;
+ mCurrentProgram = nullptr;
+ mActiveProgramLinkInfo = nullptr;
+ mBoundDrawFramebuffer = nullptr;
+ mBoundReadFramebuffer = nullptr;
+ mBoundRenderbuffer = nullptr;
+ mBoundVertexArray = nullptr;
+ mDefaultVertexArray = nullptr;
+ mBoundTransformFeedback = nullptr;
+ mDefaultTransformFeedback = nullptr;
+
+ mQuerySlot_SamplesPassed = nullptr;
+ mQuerySlot_TFPrimsWritten = nullptr;
+ mQuerySlot_TimeElapsed = nullptr;
+
+ mIndexedUniformBufferBindings.clear();
+
+ //////
+
+ ClearLinkedList(mBuffers);
+ ClearLinkedList(mFramebuffers);
+ ClearLinkedList(mPrograms);
+ ClearLinkedList(mQueries);
+ ClearLinkedList(mRenderbuffers);
+ ClearLinkedList(mSamplers);
+ ClearLinkedList(mShaders);
+ ClearLinkedList(mSyncs);
+ ClearLinkedList(mTextures);
+ ClearLinkedList(mTransformFeedbacks);
+ ClearLinkedList(mVertexArrays);
+
+ //////
+
+ if (mEmptyTFO) {
+ gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
+ mEmptyTFO = 0;
+ }
+
+ //////
+
+ mFakeBlack_2D_0000 = nullptr;
+ mFakeBlack_2D_0001 = nullptr;
+ mFakeBlack_CubeMap_0000 = nullptr;
+ mFakeBlack_CubeMap_0001 = nullptr;
+ mFakeBlack_3D_0000 = nullptr;
+ mFakeBlack_3D_0001 = nullptr;
+ mFakeBlack_2D_Array_0000 = nullptr;
+ mFakeBlack_2D_Array_0001 = nullptr;
+
+ if (mFakeVertexAttrib0BufferObject) {
+ gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
+ mFakeVertexAttrib0BufferObject = 0;
+ }
+
+ // disable all extensions except "WEBGL_lose_context". see bug #927969
+ // spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
+ for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
+ WebGLExtensionID extension = WebGLExtensionID(i);
+
+ if (!IsExtensionEnabled(extension) || (extension == WebGLExtensionID::WEBGL_lose_context))
+ continue;
+
+ mExtensions[extension]->MarkLost();
+ mExtensions[extension] = nullptr;
+ }
+
+ // We just got rid of everything, so the context had better
+ // have been going away.
+ if (GLContext::ShouldSpew()) {
+ printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
+ }
+
+ MOZ_ASSERT(gl);
+ mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
+ MOZ_ASSERT(!gl);
+}
+
+void
+WebGLContext::Invalidate()
+{
+ if (!mCanvasElement)
+ return;
+
+ mCapturedFrameInvalidated = true;
+
+ if (mInvalidated)
+ return;
+
+ nsSVGEffects::InvalidateDirectRenderingObservers(mCanvasElement);
+
+ mInvalidated = true;
+ mCanvasElement->InvalidateCanvasContent(nullptr);
+}
+
+void
+WebGLContext::OnVisibilityChange()
+{
+ if (!IsContextLost()) {
+ return;
+ }
+
+ if (!mRestoreWhenVisible || mLastLossWasSimulated) {
+ return;
+ }
+
+ ForceRestoreContext();
+}
+
+void
+WebGLContext::OnMemoryPressure()
+{
+ bool shouldLoseContext = mLoseContextOnMemoryPressure;
+
+ if (!mCanLoseContextInForeground &&
+ ProcessPriorityManager::CurrentProcessIsForeground())
+ {
+ shouldLoseContext = false;
+ }
+
+ if (shouldLoseContext)
+ ForceLoseContext();
+}
+
+//
+// nsICanvasRenderingContextInternal
+//
+
+NS_IMETHODIMP
+WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
+ ErrorResult& aRvForDictionaryInit)
+{
+ if (options.isNullOrUndefined() && mOptionsFrozen)
+ return NS_OK;
+
+ WebGLContextAttributes attributes;
+ if (!attributes.Init(cx, options)) {
+ aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
+ return NS_ERROR_UNEXPECTED;
+ }
+
+ WebGLContextOptions newOpts;
+
+ newOpts.stencil = attributes.mStencil;
+ newOpts.depth = attributes.mDepth;
+ newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
+ newOpts.antialias = attributes.mAntialias;
+ newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
+ newOpts.failIfMajorPerformanceCaveat = attributes.mFailIfMajorPerformanceCaveat;
+
+ if (attributes.mAlpha.WasPassed())
+ newOpts.alpha = attributes.mAlpha.Value();
+
+ // Don't do antialiasing if we've disabled MSAA.
+ if (!gfxPrefs::MSAALevel())
+ newOpts.antialias = false;
+
+#if 0
+ GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
+ newOpts.antialias ? 1 : 0,
+ newOpts.stencil ? 1 : 0,
+ newOpts.depth ? 1 : 0,
+ newOpts.alpha ? 1 : 0,
+ newOpts.premultipliedAlpha ? 1 : 0,
+ newOpts.preserveDrawingBuffer ? 1 : 0);
+#endif
+
+ if (mOptionsFrozen && newOpts != mOptions) {
+ // Error if the options are already frozen, and the ones that were asked for
+ // aren't the same as what they were originally.
+ return NS_ERROR_FAILURE;
+ }
+
+ mOptions = newOpts;
+ return NS_OK;
+}
+
+int32_t
+WebGLContext::GetWidth() const
+{
+ return mWidth;
+}
+
+int32_t
+WebGLContext::GetHeight() const
+{
+ return mHeight;
+}
+
+/* So there are a number of points of failure here. We might fail based
+ * on EGL vs. WGL, or we might fail to alloc a too-large size, or we
+ * might not be able to create a context with a certain combo of context
+ * creation attribs.
+ *
+ * We don't want to test the complete fallback matrix. (for now, at
+ * least) Instead, attempt creation in this order:
+ * 1. By platform API. (e.g. EGL vs. WGL)
+ * 2. By context creation attribs.
+ * 3. By size.
+ *
+ * That is, try to create headless contexts based on the platform API.
+ * Next, create dummy-sized backbuffers for the contexts with the right
+ * caps. Finally, resize the backbuffer to an acceptable size given the
+ * requested size.
+ */
+
+static bool
+IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo, int32_t feature,
+ nsCString* const out_blacklistId)
+{
+ int32_t status;
+ if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo, feature,
+ *out_blacklistId, &status)))
+ {
+ return false;
+ }
+
+ return status != nsIGfxInfo::FEATURE_STATUS_OK;
+}
+
+static bool
+HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo)
+{
+ int32_t status;
+
+ nsCString discardFailureId;
+ gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
+ nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
+ discardFailureId,
+ &status);
+ if (status)
+ return true;
+ gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
+ nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
+ discardFailureId,
+ &status);
+ if (status)
+ return true;
+ gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
+ nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
+ discardFailureId,
+ &status);
+ if (status)
+ return true;
+ gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
+ nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
+ discardFailureId,
+ &status);
+ if (status)
+ return true;
+ gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
+ nsIGfxInfo::FEATURE_OPENGL_LAYERS,
+ discardFailureId,
+ &status);
+ if (status)
+ return true;
+
+ return false;
+}
+
+static void
+PopulateCapFallbackQueue(const gl::SurfaceCaps& baseCaps,
+ std::queue<gl::SurfaceCaps>* out_fallbackCaps)
+{
+ out_fallbackCaps->push(baseCaps);
+
+ // Dropping antialias drops our quality, but not our correctness.
+ // The user basically doesn't have to handle if this fails, they
+ // just get reduced quality.
+ if (baseCaps.antialias) {
+ gl::SurfaceCaps nextCaps(baseCaps);
+ nextCaps.antialias = false;
+ PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
+ }
+
+ // If we have to drop one of depth or stencil, we'd prefer to keep
+ // depth. However, the client app will need to handle if this
+ // doesn't work.
+ if (baseCaps.stencil) {
+ gl::SurfaceCaps nextCaps(baseCaps);
+ nextCaps.stencil = false;
+ PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
+ }
+
+ if (baseCaps.depth) {
+ gl::SurfaceCaps nextCaps(baseCaps);
+ nextCaps.depth = false;
+ PopulateCapFallbackQueue(nextCaps, out_fallbackCaps);
+ }
+}
+
+static gl::SurfaceCaps
+BaseCaps(const WebGLContextOptions& options, WebGLContext* webgl)
+{
+ gl::SurfaceCaps baseCaps;
+
+ baseCaps.color = true;
+ baseCaps.alpha = options.alpha;
+ baseCaps.antialias = options.antialias;
+ baseCaps.depth = options.depth;
+ baseCaps.premultAlpha = options.premultipliedAlpha;
+ baseCaps.preserve = options.preserveDrawingBuffer;
+ baseCaps.stencil = options.stencil;
+
+ if (!baseCaps.alpha)
+ baseCaps.premultAlpha = true;
+
+ // we should really have this behind a
+ // |gfxPlatform::GetPlatform()->GetScreenDepth() == 16| check, but
+ // for now it's just behind a pref for testing/evaluation.
+ baseCaps.bpp16 = gfxPrefs::WebGLPrefer16bpp();
+
+#ifdef MOZ_WIDGET_GONK
+ do {
+ auto canvasElement = webgl->GetCanvas();
+ if (!canvasElement)
+ break;
+
+ auto ownerDoc = canvasElement->OwnerDoc();
+ nsIWidget* docWidget = nsContentUtils::WidgetForDocument(ownerDoc);
+ if (!docWidget)
+ break;
+
+ layers::LayerManager* layerManager = docWidget->GetLayerManager();
+ if (!layerManager)
+ break;
+
+ // XXX we really want "AsSurfaceAllocator" here for generality
+ layers::ShadowLayerForwarder* forwarder = layerManager->AsShadowForwarder();
+ if (!forwarder)
+ break;
+
+ baseCaps.surfaceAllocator = forwarder->GetTextureForwarder();
+ } while (false);
+#endif
+
+ // Done with baseCaps construction.
+
+ if (!gfxPrefs::WebGLForceMSAA()) {
+ const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
+
+ nsCString blocklistId;
+ if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA, &blocklistId)) {
+ webgl->GenerateWarning("Disallowing antialiased backbuffers due"
+ " to blacklisting.");
+ baseCaps.antialias = false;
+ }
+ }
+
+ return baseCaps;
+}
+
+////////////////////////////////////////
+
+static already_AddRefed<gl::GLContext>
+CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
+ WebGLContext* webgl,
+ std::vector<WebGLContext::FailureReason>* const out_failReasons)
+{
+ const gfx::IntSize dummySize(16, 16);
+ nsCString failureId;
+ RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
+ flags, &failureId);
+ if (gl && gl->IsANGLE()) {
+ gl = nullptr;
+ }
+
+ if (!gl) {
+ out_failReasons->push_back(WebGLContext::FailureReason(
+ failureId,
+ "Error during EGL OpenGL init."
+ ));
+ return nullptr;
+ }
+
+ return gl.forget();
+}
+
+static already_AddRefed<GLContext>
+CreateGLWithANGLE(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
+ WebGLContext* webgl,
+ std::vector<WebGLContext::FailureReason>* const out_failReasons)
+{
+ const gfx::IntSize dummySize(16, 16);
+ nsCString failureId;
+ RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(dummySize, caps,
+ flags, &failureId);
+ if (gl && !gl->IsANGLE()) {
+ gl = nullptr;
+ }
+
+ if (!gl) {
+ out_failReasons->push_back(WebGLContext::FailureReason(
+ failureId,
+ "Error during ANGLE OpenGL init."
+ ));
+ return nullptr;
+ }
+
+ return gl.forget();
+}
+
+static already_AddRefed<gl::GLContext>
+CreateGLWithDefault(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
+ WebGLContext* webgl,
+ std::vector<WebGLContext::FailureReason>* const out_failReasons)
+{
+ const gfx::IntSize dummySize(16, 16);
+ nsCString failureId;
+ RefPtr<GLContext> gl = gl::GLContextProvider::CreateOffscreen(dummySize, caps,
+ flags, &failureId);
+ if (gl && gl->IsANGLE()) {
+ gl = nullptr;
+ }
+
+ if (!gl) {
+ out_failReasons->push_back(WebGLContext::FailureReason(
+ failureId,
+ "Error during native OpenGL init."
+ ));
+ return nullptr;
+ }
+
+ return gl.forget();
+}
+
+////////////////////////////////////////
+
+bool
+WebGLContext::CreateAndInitGLWith(FnCreateGL_T fnCreateGL,
+ const gl::SurfaceCaps& baseCaps,
+ gl::CreateContextFlags flags,
+ std::vector<FailureReason>* const out_failReasons)
+{
+ std::queue<gl::SurfaceCaps> fallbackCaps;
+ PopulateCapFallbackQueue(baseCaps, &fallbackCaps);
+
+ MOZ_RELEASE_ASSERT(!gl, "GFX: Already have a context.");
+ RefPtr<gl::GLContext> potentialGL;
+ while (!fallbackCaps.empty()) {
+ const gl::SurfaceCaps& caps = fallbackCaps.front();
+ potentialGL = fnCreateGL(caps, flags, this, out_failReasons);
+ if (potentialGL)
+ break;
+
+ fallbackCaps.pop();
+ }
+ if (!potentialGL) {
+ out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_CAPS",
+ "Exhausted GL driver caps."));
+ return false;
+ }
+
+ FailureReason reason;
+
+ mGL_OnlyClearInDestroyResourcesAndContext = potentialGL;
+ MOZ_RELEASE_ASSERT(gl);
+ if (!InitAndValidateGL(&reason)) {
+ DestroyResourcesAndContext();
+ MOZ_RELEASE_ASSERT(!gl);
+
+ // The fail reason here should be specific enough for now.
+ out_failReasons->push_back(reason);
+ return false;
+ }
+
+ return true;
+}
+
+bool
+WebGLContext::CreateAndInitGL(bool forceEnabled,
+ std::vector<FailureReason>* const out_failReasons)
+{
+ const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
+ gl::CreateContextFlags flags = gl::CreateContextFlags::NO_VALIDATION;
+ bool tryNativeGL = true;
+ bool tryANGLE = false;
+
+ if (forceEnabled) {
+ flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
+ }
+
+ if (IsWebGL2()) {
+ flags |= gl::CreateContextFlags::PREFER_ES3;
+ } else {
+ flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
+ }
+
+ //////
+
+ const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");
+
+#ifdef XP_WIN
+ tryNativeGL = false;
+ tryANGLE = true;
+
+ if (gfxPrefs::WebGLDisableWGL()) {
+ tryNativeGL = false;
+ }
+
+ if (gfxPrefs::WebGLDisableANGLE() || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL") || useEGL) {
+ tryNativeGL = true;
+ tryANGLE = false;
+ }
+#endif
+
+ if (tryNativeGL && !forceEnabled) {
+ const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
+ const auto feature = nsIGfxInfo::FEATURE_WEBGL_OPENGL;
+
+ FailureReason reason;
+ if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
+ reason.info = "Refused to create native OpenGL context because of blacklist"
+ " entry: ";
+ reason.info.Append(reason.key);
+
+ out_failReasons->push_back(reason);
+
+ GenerateWarning(reason.info.BeginReading());
+ tryNativeGL = false;
+ }
+ }
+
+ //////
+
+ if (tryNativeGL) {
+ if (useEGL)
+ return CreateAndInitGLWith(CreateGLWithEGL, baseCaps, flags, out_failReasons);
+
+ if (CreateAndInitGLWith(CreateGLWithDefault, baseCaps, flags, out_failReasons))
+ return true;
+ }
+
+ //////
+
+ if (tryANGLE)
+ return CreateAndInitGLWith(CreateGLWithANGLE, baseCaps, flags, out_failReasons);
+
+ //////
+
+ out_failReasons->push_back(FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS",
+ "Exhausted GL driver options."));
+ return false;
+}
+
+// Fallback for resizes:
+bool
+WebGLContext::ResizeBackbuffer(uint32_t requestedWidth,
+ uint32_t requestedHeight)
+{
+ uint32_t width = requestedWidth;
+ uint32_t height = requestedHeight;
+
+ bool resized = false;
+ while (width || height) {
+ width = width ? width : 1;
+ height = height ? height : 1;
+
+ gfx::IntSize curSize(width, height);
+ if (gl->ResizeOffscreen(curSize)) {
+ resized = true;
+ break;
+ }
+
+ width /= 2;
+ height /= 2;
+ }
+
+ if (!resized)
+ return false;
+
+ mWidth = gl->OffscreenSize().width;
+ mHeight = gl->OffscreenSize().height;
+ MOZ_ASSERT((uint32_t)mWidth == width);
+ MOZ_ASSERT((uint32_t)mHeight == height);
+
+ if (width != requestedWidth ||
+ height != requestedHeight)
+ {
+ GenerateWarning("Requested size %dx%d was too large, but resize"
+ " to %dx%d succeeded.",
+ requestedWidth, requestedHeight,
+ width, height);
+ }
+ return true;
+}
+
+void
+WebGLContext::ThrowEvent_WebGLContextCreationError(const nsACString& text)
+{
+ RefPtr<EventTarget> target = mCanvasElement;
+ if (!target && mOffscreenCanvas) {
+ target = mOffscreenCanvas;
+ } else if (!target) {
+ GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
+ return;
+ }
+
+ const auto kEventName = NS_LITERAL_STRING("webglcontextcreationerror");
+
+ WebGLContextEventInit eventInit;
+ // eventInit.mCancelable = true; // The spec says this, but it's silly.
+ eventInit.mStatusMessage = NS_ConvertASCIItoUTF16(text);
+
+ const RefPtr<WebGLContextEvent> event = WebGLContextEvent::Constructor(target,
+ kEventName,
+ eventInit);
+ event->SetTrusted(true);
+
+ bool didPreventDefault;
+ target->DispatchEvent(event, &didPreventDefault);
+
+ //////
+
+ GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
+}
+
+NS_IMETHODIMP
+WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight)
+{
+ if (signedWidth < 0 || signedHeight < 0) {
+ if (!gl) {
+ Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
+ NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SIZE"));
+ }
+ GenerateWarning("Canvas size is too large (seems like a negative value wrapped)");
+ return NS_ERROR_OUT_OF_MEMORY;
+ }
+
+ uint32_t width = signedWidth;
+ uint32_t height = signedHeight;
+
+ // Early success return cases
+
+ // May have a OffscreenCanvas instead of an HTMLCanvasElement
+ if (GetCanvas())
+ GetCanvas()->InvalidateCanvas();
+
+ // Zero-sized surfaces can cause problems.
+ if (width == 0)
+ width = 1;
+
+ if (height == 0)
+ height = 1;
+
+ // If we already have a gl context, then we just need to resize it
+ if (gl) {
+ if ((uint32_t)mWidth == width &&
+ (uint32_t)mHeight == height)
+ {
+ return NS_OK;
+ }
+
+ if (IsContextLost())
+ return NS_OK;
+
+ MakeContextCurrent();
+
+ // If we've already drawn, we should commit the current buffer.
+ PresentScreenBuffer();
+
+ if (IsContextLost()) {
+ GenerateWarning("WebGL context was lost due to swap failure.");
+ return NS_OK;
+ }
+
+ // ResizeOffscreen scraps the current prod buffer before making a new one.
+ if (!ResizeBackbuffer(width, height)) {
+ GenerateWarning("WebGL context failed to resize.");
+ ForceLoseContext();
+ return NS_OK;
+ }
+
+ // everything's good, we're done here
+ mResetLayer = true;
+ mBackbufferNeedsClear = true;
+
+ return NS_OK;
+ }
+
+ nsCString failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_UNKOWN");
+ auto autoTelemetry = mozilla::MakeScopeExit([&] {
+ Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
+ failureId);
+ });
+
+ // End of early return cases.
+ // At this point we know that we're not just resizing an existing context,
+ // we are initializing a new context.
+
+ // if we exceeded either the global or the per-principal limit for WebGL contexts,
+ // lose the oldest-used context now to free resources. Note that we can't do that
+ // in the WebGLContext constructor as we don't have a canvas element yet there.
+ // Here is the right place to do so, as we are about to create the OpenGL context
+ // and that is what can fail if we already have too many.
+ LoseOldestWebGLContextIfLimitExceeded();
+
+ // We're going to create an entirely new context. If our
+ // generation is not 0 right now (that is, if this isn't the first
+ // context we're creating), we may have to dispatch a context lost
+ // event.
+
+ // If incrementing the generation would cause overflow,
+ // don't allow it. Allowing this would allow us to use
+ // resource handles created from older context generations.
+ if (!(mGeneration + 1).isValid()) {
+ // exit without changing the value of mGeneration
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_TOO_MANY");
+ const nsLiteralCString text("Too many WebGL contexts created this run.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+
+ // increment the generation number - Do this early because later
+ // in CreateOffscreenGL(), "default" objects are created that will
+ // pick up the old generation.
+ ++mGeneration;
+
+ bool disabled = gfxPrefs::WebGLDisabled();
+
+ // TODO: When we have software webgl support we should use that instead.
+ disabled |= gfxPlatform::InSafeMode();
+
+ if (disabled) {
+ if (gfxPlatform::InSafeMode()) {
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SAFEMODE");
+ } else {
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DISABLED");
+ }
+ const nsLiteralCString text("WebGL is currently disabled.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+
+ if (gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat()) {
+ mOptions.failIfMajorPerformanceCaveat = false;
+ }
+
+ if (mOptions.failIfMajorPerformanceCaveat) {
+ nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
+ if (!HasAcceleratedLayers(gfxInfo)) {
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_CAVEAT");
+ const nsLiteralCString text("failIfMajorPerformanceCaveat: Compositor is not"
+ " hardware-accelerated.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+ }
+
+ // Alright, now let's start trying.
+ bool forceEnabled = gfxPrefs::WebGLForceEnabled();
+ ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);
+
+ MOZ_ASSERT(!gl);
+ std::vector<FailureReason> failReasons;
+ if (!CreateAndInitGL(forceEnabled, &failReasons)) {
+ nsCString text("WebGL creation failed: ");
+ for (const auto& cur : failReasons) {
+ Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, cur.key);
+
+ text.AppendASCII("\n* ");
+ text.Append(cur.info);
+ }
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+ MOZ_ASSERT(gl);
+ MOZ_ASSERT_IF(mOptions.alpha, gl->Caps().alpha);
+
+ if (mOptions.failIfMajorPerformanceCaveat) {
+ if (gl->IsWARP()) {
+ DestroyResourcesAndContext();
+ MOZ_ASSERT(!gl);
+
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_WARP");
+ const nsLiteralCString text("failIfMajorPerformanceCaveat: Driver is not"
+ " hardware-accelerated.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+
+#ifdef XP_WIN
+ if (gl->GetContextType() == gl::GLContextType::WGL &&
+ !gl::sWGLLib.HasDXInterop2())
+ {
+ DestroyResourcesAndContext();
+ MOZ_ASSERT(!gl);
+
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DXGL_INTEROP2");
+ const nsLiteralCString text("Caveat: WGL without DXGLInterop2.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+#endif
+ }
+
+ if (!ResizeBackbuffer(width, height)) {
+ failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_BACKBUFFER");
+ const nsLiteralCString text("Initializing WebGL backbuffer failed.");
+ ThrowEvent_WebGLContextCreationError(text);
+ return NS_ERROR_FAILURE;
+ }
+
+ if (GLContext::ShouldSpew()) {
+ printf_stderr("--- WebGL context created: %p\n", gl.get());
+ }
+
+ mResetLayer = true;
+ mOptionsFrozen = true;
+
+ // Update our internal stuff:
+ if (gl->WorkAroundDriverBugs()) {
+ if (!mOptions.alpha && gl->Caps().alpha)
+ mNeedsFakeNoAlpha = true;
+
+ if (!mOptions.depth && gl->Caps().depth)
+ mNeedsFakeNoDepth = true;
+
+ if (!mOptions.stencil && gl->Caps().stencil)
+ mNeedsFakeNoStencil = true;
+
+#ifdef MOZ_WIDGET_COCOA
+ if (!nsCocoaFeatures::IsAtLeastVersion(10, 12) &&
+ gl->Vendor() == GLVendor::Intel)
+ {
+ mNeedsEmulatedLoneDepthStencil = true;
+ }
+#endif
+ }
+
+ // Update mOptions.
+ if (!gl->Caps().depth)
+ mOptions.depth = false;
+
+ if (!gl->Caps().stencil)
+ mOptions.stencil = false;
+
+ mOptions.antialias = gl->Caps().antialias;
+
+ //////
+ // Initial setup.
+
+ MakeContextCurrent();
+
+ gl->fViewport(0, 0, mWidth, mHeight);
+ mViewportX = mViewportY = 0;
+ mViewportWidth = mWidth;
+ mViewportHeight = mHeight;
+
+ gl->fScissor(0, 0, mWidth, mHeight);
+ gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
+
+ //////
+ // Check everything
+
+ AssertCachedBindings();
+ AssertCachedGlobalState();
+
+ MOZ_ASSERT(gl->Caps().color);
+
+ MOZ_ASSERT_IF(!mNeedsFakeNoAlpha, gl->Caps().alpha == mOptions.alpha);
+ MOZ_ASSERT_IF(mNeedsFakeNoAlpha, !mOptions.alpha && gl->Caps().alpha);
+
+ MOZ_ASSERT_IF(!mNeedsFakeNoDepth, gl->Caps().depth == mOptions.depth);
+ MOZ_ASSERT_IF(mNeedsFakeNoDepth, !mOptions.depth && gl->Caps().depth);
+
+ MOZ_ASSERT_IF(!mNeedsFakeNoStencil, gl->Caps().stencil == mOptions.stencil);
+ MOZ_ASSERT_IF(mNeedsFakeNoStencil, !mOptions.stencil && gl->Caps().stencil);
+
+ MOZ_ASSERT(gl->Caps().antialias == mOptions.antialias);
+ MOZ_ASSERT(gl->Caps().preserve == mOptions.preserveDrawingBuffer);
+
+ //////
+ // Clear immediately, because we need to present the cleared initial buffer
+ mBackbufferNeedsClear = true;
+ ClearBackbufferIfNeeded();
+
+ mShouldPresent = true;
+
+ //////
+
+ reporter.SetSuccessful();
+
+ failureId = NS_LITERAL_CSTRING("SUCCESS");
+ return NS_OK;
+}
+
+void
+WebGLContext::ClearBackbufferIfNeeded()
+{
+ if (!mBackbufferNeedsClear)
+ return;
+
+ ClearScreen();
+
+ mBackbufferNeedsClear = false;
+}
+
+void
+WebGLContext::LoseOldestWebGLContextIfLimitExceeded()
+{
+#ifdef MOZ_GFX_OPTIMIZE_MOBILE
+ // some mobile devices can't have more than 8 GL contexts overall
+ const size_t kMaxWebGLContextsPerPrincipal = 2;
+ const size_t kMaxWebGLContexts = 4;
+#else
+ const size_t kMaxWebGLContextsPerPrincipal = 16;
+ const size_t kMaxWebGLContexts = 32;
+#endif
+ MOZ_ASSERT(kMaxWebGLContextsPerPrincipal < kMaxWebGLContexts);
+
+ if (!NS_IsMainThread()) {
+ // XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
+ return;
+ }
+
+ // it's important to update the index on a new context before losing old contexts,
+ // otherwise new unused contexts would all have index 0 and we couldn't distinguish older ones
+ // when choosing which one to lose first.
+ UpdateLastUseIndex();
+
+ WebGLMemoryTracker::ContextsArrayType& contexts = WebGLMemoryTracker::Contexts();
+
+ // quick exit path, should cover a majority of cases
+ if (contexts.Length() <= kMaxWebGLContextsPerPrincipal)
+ return;
+
+ // note that here by "context" we mean "non-lost context". See the check for
+ // IsContextLost() below. Indeed, the point of this function is to maybe lose
+ // some currently non-lost context.
+
+ uint64_t oldestIndex = UINT64_MAX;
+ uint64_t oldestIndexThisPrincipal = UINT64_MAX;
+ const WebGLContext* oldestContext = nullptr;
+ const WebGLContext* oldestContextThisPrincipal = nullptr;
+ size_t numContexts = 0;
+ size_t numContextsThisPrincipal = 0;
+
+ for(size_t i = 0; i < contexts.Length(); ++i) {
+ // don't want to lose ourselves.
+ if (contexts[i] == this)
+ continue;
+
+ if (contexts[i]->IsContextLost())
+ continue;
+
+ if (!contexts[i]->GetCanvas()) {
+ // Zombie context: the canvas is already destroyed, but something else
+ // (typically the compositor) is still holding on to the context.
+ // Killing zombies is a no-brainer.
+ const_cast<WebGLContext*>(contexts[i])->LoseContext();
+ continue;
+ }
+
+ numContexts++;
+ if (contexts[i]->mLastUseIndex < oldestIndex) {
+ oldestIndex = contexts[i]->mLastUseIndex;
+ oldestContext = contexts[i];
+ }
+
+ nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
+ nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
+ bool samePrincipal;
+ nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
+ if (NS_SUCCEEDED(rv) && samePrincipal) {
+ numContextsThisPrincipal++;
+ if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
+ oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
+ oldestContextThisPrincipal = contexts[i];
+ }
+ }
+ }
+
+ if (numContextsThisPrincipal > kMaxWebGLContextsPerPrincipal) {
+ GenerateWarning("Exceeded %d live WebGL contexts for this principal, losing the "
+ "least recently used one.", kMaxWebGLContextsPerPrincipal);
+ MOZ_ASSERT(oldestContextThisPrincipal); // if we reach this point, this can't be null
+ const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
+ } else if (numContexts > kMaxWebGLContexts) {
+ GenerateWarning("Exceeded %d live WebGL contexts, losing the least recently used one.",
+ kMaxWebGLContexts);
+ MOZ_ASSERT(oldestContext); // if we reach this point, this can't be null
+ const_cast<WebGLContext*>(oldestContext)->LoseContext();
+ }
+}
+
+UniquePtr<uint8_t[]>
+WebGLContext::GetImageBuffer(int32_t* out_format)
+{
+ *out_format = 0;
+
+ // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
+ bool premult;
+ RefPtr<SourceSurface> snapshot =
+ GetSurfaceSnapshot(mOptions.premultipliedAlpha ? nullptr : &premult);
+ if (!snapshot) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(mOptions.premultipliedAlpha || !premult, "We must get unpremult when we ask for it!");
+
+ RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
+
+ return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
+ out_format);
+}
+
+NS_IMETHODIMP
+WebGLContext::GetInputStream(const char* mimeType,
+ const char16_t* encoderOptions,
+ nsIInputStream** out_stream)
+{
+ NS_ASSERTION(gl, "GetInputStream on invalid context?");
+ if (!gl)
+ return NS_ERROR_FAILURE;
+
+ // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
+ bool premult;
+ RefPtr<SourceSurface> snapshot =
+ GetSurfaceSnapshot(mOptions.premultipliedAlpha ? nullptr : &premult);
+ if (!snapshot)
+ return NS_ERROR_FAILURE;
+
+ MOZ_ASSERT(mOptions.premultipliedAlpha || !premult, "We must get unpremult when we ask for it!");
+
+ RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
+ return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha, mimeType,
+ encoderOptions, out_stream);
+}
+
+void
+WebGLContext::UpdateLastUseIndex()
+{
+ static CheckedInt<uint64_t> sIndex = 0;
+
+ sIndex++;
+
+ // should never happen with 64-bit; trying to handle this would be riskier than
+ // not handling it as the handler code would never get exercised.
+ if (!sIndex.isValid())
+ NS_RUNTIMEABORT("Can't believe it's been 2^64 transactions already!");
+
+ mLastUseIndex = sIndex.value();
+}
+
+static uint8_t gWebGLLayerUserData;
+static uint8_t gWebGLMirrorLayerUserData;
+
+class WebGLContextUserData : public LayerUserData
+{
+public:
+ explicit WebGLContextUserData(HTMLCanvasElement* canvas)
+ : mCanvas(canvas)
+ {}
+
+ /* PreTransactionCallback gets called by the Layers code every time the
+ * WebGL canvas is going to be composited.
+ */
+ static void PreTransactionCallback(void* data) {
+ WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
+ HTMLCanvasElement* canvas = userdata->mCanvas;
+ WebGLContext* webgl = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
+
+ // Prepare the context for composition
+ webgl->BeginComposition();
+ }
+
+ /** DidTransactionCallback gets called by the Layers code everytime the WebGL canvas gets composite,
+ * so it really is the right place to put actions that have to be performed upon compositing
+ */
+ static void DidTransactionCallback(void* data) {
+ WebGLContextUserData* userdata = static_cast<WebGLContextUserData*>(data);
+ HTMLCanvasElement* canvas = userdata->mCanvas;
+ WebGLContext* webgl = static_cast<WebGLContext*>(canvas->GetContextAtIndex(0));
+
+ // Clean up the context after composition
+ webgl->EndComposition();
+ }
+
+private:
+ RefPtr<HTMLCanvasElement> mCanvas;
+};
+
+already_AddRefed<layers::Layer>
+WebGLContext::GetCanvasLayer(nsDisplayListBuilder* builder,
+ Layer* oldLayer,
+ LayerManager* manager,
+ bool aMirror /*= false*/)
+{
+ if (IsContextLost())
+ return nullptr;
+
+ if (!mResetLayer && oldLayer &&
+ oldLayer->HasUserData(aMirror ? &gWebGLMirrorLayerUserData : &gWebGLLayerUserData)) {
+ RefPtr<layers::Layer> ret = oldLayer;
+ return ret.forget();
+ }
+
+ RefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
+ if (!canvasLayer) {
+ NS_WARNING("CreateCanvasLayer returned null!");
+ return nullptr;
+ }
+
+ WebGLContextUserData* userData = nullptr;
+ if (builder->IsPaintingToWindow() && mCanvasElement && !aMirror) {
+ // Make the layer tell us whenever a transaction finishes (including
+ // the current transaction), so we can clear our invalidation state and
+ // start invalidating again. We need to do this for the layer that is
+ // being painted to a window (there shouldn't be more than one at a time,
+ // and if there is, flushing the invalidation state more often than
+ // necessary is harmless).
+
+ // The layer will be destroyed when we tear down the presentation
+ // (at the latest), at which time this userData will be destroyed,
+ // releasing the reference to the element.
+ // The userData will receive DidTransactionCallbacks, which flush the
+ // the invalidation state to indicate that the canvas is up to date.
+ userData = new WebGLContextUserData(mCanvasElement);
+ canvasLayer->SetDidTransactionCallback(
+ WebGLContextUserData::DidTransactionCallback, userData);
+ canvasLayer->SetPreTransactionCallback(
+ WebGLContextUserData::PreTransactionCallback, userData);
+ }
+
+ canvasLayer->SetUserData(aMirror ? &gWebGLMirrorLayerUserData : &gWebGLLayerUserData, userData);
+
+ CanvasLayer::Data data;
+ data.mGLContext = gl;
+ data.mSize = nsIntSize(mWidth, mHeight);
+ data.mHasAlpha = gl->Caps().alpha;
+ data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
+ data.mIsMirror = aMirror;
+
+ canvasLayer->Initialize(data);
+ uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
+ canvasLayer->SetContentFlags(flags);
+ canvasLayer->Updated();
+
+ mResetLayer = false;
+ // We only wish to update mLayerIsMirror when a new layer is returned.
+ // If a cached layer is returned above, aMirror is not changing since
+ // the last cached layer was created and mLayerIsMirror is still valid.
+ mLayerIsMirror = aMirror;
+
+ return canvasLayer.forget();
+}
+
+layers::LayersBackend
+WebGLContext::GetCompositorBackendType() const
+{
+ if (mCanvasElement) {
+ return mCanvasElement->GetCompositorBackendType();
+ } else if (mOffscreenCanvas) {
+ return mOffscreenCanvas->GetCompositorBackendType();
+ }
+
+ return LayersBackend::LAYERS_NONE;
+}
+
+void
+WebGLContext::Commit()
+{
+ if (mOffscreenCanvas) {
+ mOffscreenCanvas->CommitFrameToCompositor();
+ }
+}
+
+void
+WebGLContext::GetCanvas(Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval)
+{
+ if (mCanvasElement) {
+ MOZ_RELEASE_ASSERT(!mOffscreenCanvas, "GFX: Canvas is offscreen.");
+
+ if (mCanvasElement->IsInNativeAnonymousSubtree()) {
+ retval.SetNull();
+ } else {
+ retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
+ }
+ } else if (mOffscreenCanvas) {
+ retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
+ } else {
+ retval.SetNull();
+ }
+}
+
+void
+WebGLContext::GetContextAttributes(dom::Nullable<dom::WebGLContextAttributes>& retval)
+{
+ retval.SetNull();
+ if (IsContextLost())
+ return;
+
+ dom::WebGLContextAttributes& result = retval.SetValue();
+
+ result.mAlpha.Construct(mOptions.alpha);
+ result.mDepth = mOptions.depth;
+ result.mStencil = mOptions.stencil;
+ result.mAntialias = mOptions.antialias;
+ result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
+ result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
+ result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
+}
+
+NS_IMETHODIMP
+WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
+{
+ if (IsContextLost())
+ return NS_OK;
+
+ retval.SetIsVoid(true);
+
+ MakeContextCurrent();
+
+ switch (pname) {
+ case LOCAL_GL_VENDOR:
+ case LOCAL_GL_RENDERER:
+ case LOCAL_GL_VERSION:
+ case LOCAL_GL_SHADING_LANGUAGE_VERSION:
+ case LOCAL_GL_EXTENSIONS:
+ {
+ const char* s = (const char*)gl->fGetString(pname);
+ retval.Assign(NS_ConvertASCIItoUTF16(nsDependentCString(s)));
+ break;
+ }
+
+ default:
+ return NS_ERROR_INVALID_ARG;
+ }
+
+ return NS_OK;
+}
+
+void
+WebGLContext::ClearScreen()
+{
+ MakeContextCurrent();
+ ScopedBindFramebuffer autoFB(gl, 0);
+
+ const bool changeDrawBuffers = (mDefaultFB_DrawBuffer0 != LOCAL_GL_BACK);
+ if (changeDrawBuffers) {
+ gl->Screen()->SetDrawBuffer(LOCAL_GL_BACK);
+ }
+
+ GLbitfield bufferBits = LOCAL_GL_COLOR_BUFFER_BIT;
+ if (mOptions.depth)
+ bufferBits |= LOCAL_GL_DEPTH_BUFFER_BIT;
+ if (mOptions.stencil)
+ bufferBits |= LOCAL_GL_STENCIL_BUFFER_BIT;
+
+ ForceClearFramebufferWithDefaultValues(bufferBits, mNeedsFakeNoAlpha);
+
+ if (changeDrawBuffers) {
+ gl->Screen()->SetDrawBuffer(mDefaultFB_DrawBuffer0);
+ }
+}
+
+void
+WebGLContext::ForceClearFramebufferWithDefaultValues(GLbitfield clearBits,
+ bool fakeNoAlpha)
+{
+ MakeContextCurrent();
+
+ const bool initializeColorBuffer = bool(clearBits & LOCAL_GL_COLOR_BUFFER_BIT);
+ const bool initializeDepthBuffer = bool(clearBits & LOCAL_GL_DEPTH_BUFFER_BIT);
+ const bool initializeStencilBuffer = bool(clearBits & LOCAL_GL_STENCIL_BUFFER_BIT);
+
+ // Fun GL fact: No need to worry about the viewport here, glViewport is just
+ // setting up a coordinates transformation, it doesn't affect glClear at all.
+ AssertCachedGlobalState();
+
+ // Prepare GL state for clearing.
+ gl->fDisable(LOCAL_GL_SCISSOR_TEST);
+
+ if (initializeColorBuffer) {
+ gl->fColorMask(1, 1, 1, 1);
+
+ if (fakeNoAlpha) {
+ gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ } else {
+ gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+ }
+
+ if (initializeDepthBuffer) {
+ gl->fDepthMask(1);
+ gl->fClearDepth(1.0f);
+ }
+
+ if (initializeStencilBuffer) {
+ // "The clear operation always uses the front stencil write mask
+ // when clearing the stencil buffer."
+ gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
+ gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
+ gl->fClearStencil(0);
+ }
+
+ if (mRasterizerDiscardEnabled) {
+ gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
+ }
+
+ // Do the clear!
+ gl->fClear(clearBits);
+
+ // And reset!
+ if (mScissorTestEnabled)
+ gl->fEnable(LOCAL_GL_SCISSOR_TEST);
+
+ if (mRasterizerDiscardEnabled) {
+ gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
+ }
+
+ // Restore GL state after clearing.
+ if (initializeColorBuffer) {
+ gl->fColorMask(mColorWriteMask[0],
+ mColorWriteMask[1],
+ mColorWriteMask[2],
+ mColorWriteMask[3]);
+ gl->fClearColor(mColorClearValue[0],
+ mColorClearValue[1],
+ mColorClearValue[2],
+ mColorClearValue[3]);
+ }
+
+ if (initializeDepthBuffer) {
+ gl->fDepthMask(mDepthWriteMask);
+ gl->fClearDepth(mDepthClearValue);
+ }
+
+ if (initializeStencilBuffer) {
+ gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
+ gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
+ gl->fClearStencil(mStencilClearValue);
+ }
+}
+
+// For an overview of how WebGL compositing works, see:
+// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
+bool
+WebGLContext::PresentScreenBuffer()
+{
+ if (IsContextLost()) {
+ return false;
+ }
+
+ if (!mShouldPresent) {
+ return false;
+ }
+ MOZ_ASSERT(!mBackbufferNeedsClear);
+
+ gl->MakeCurrent();
+
+ GLScreenBuffer* screen = gl->Screen();
+ MOZ_ASSERT(screen);
+
+ if (!screen->PublishFrame(screen->Size())) {
+ ForceLoseContext();
+ return false;
+ }
+
+ if (!mOptions.preserveDrawingBuffer) {
+ mBackbufferNeedsClear = true;
+ }
+
+ mShouldPresent = false;
+
+ return true;
+}
+
+// Prepare the context for capture before compositing
+void
+WebGLContext::BeginComposition()
+{
+ // Present our screenbuffer, if needed.
+ PresentScreenBuffer();
+ mDrawCallsSinceLastFlush = 0;
+}
+
+// Clean up the context after captured for compositing
+void
+WebGLContext::EndComposition()
+{
+ // Mark ourselves as no longer invalidated.
+ MarkContextClean();
+ UpdateLastUseIndex();
+}
+
+void
+WebGLContext::DummyReadFramebufferOperation(const char* funcName)
+{
+ if (!mBoundReadFramebuffer)
+ return; // Infallible.
+
+ const auto status = mBoundReadFramebuffer->CheckFramebufferStatus(funcName);
+
+ if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
+ ErrorInvalidFramebufferOperation("%s: Framebuffer must be complete.",
+ funcName);
+ }
+}
+
+bool
+WebGLContext::Has64BitTimestamps() const
+{
+ // 'sync' provides glGetInteger64v either by supporting ARB_sync, GL3+, or GLES3+.
+ return gl->IsSupported(GLFeature::sync);
+}
+
+static bool
+CheckContextLost(GLContext* gl, bool* const out_isGuilty)
+{
+ MOZ_ASSERT(gl);
+ MOZ_ASSERT(out_isGuilty);
+
+ bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;
+
+ GLenum resetStatus = LOCAL_GL_NO_ERROR;
+ if (gl->IsSupported(GLFeature::robustness)) {
+ gl->MakeCurrent();
+ resetStatus = gl->fGetGraphicsResetStatus();
+ } else if (isEGL) {
+ // Simulate a ARB_robustness guilty context loss for when we
+ // get an EGL_CONTEXT_LOST error. It may not actually be guilty,
+ // but we can't make any distinction.
+ if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
+ resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
+ }
+ }
+
+ if (resetStatus == LOCAL_GL_NO_ERROR) {
+ *out_isGuilty = false;
+ return false;
+ }
+
+ // Assume guilty unless we find otherwise!
+ bool isGuilty = true;
+ switch (resetStatus) {
+ case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
+ // Either nothing wrong, or not our fault.
+ isGuilty = false;
+ break;
+ case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
+ NS_WARNING("WebGL content on the page definitely caused the graphics"
+ " card to reset.");
+ break;
+ case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
+ NS_WARNING("WebGL content on the page might have caused the graphics"
+ " card to reset");
+ // If we can't tell, assume guilty.
+ break;
+ default:
+ MOZ_ASSERT(false, "Unreachable.");
+ // If we do get here, let's pretend to be guilty as an escape plan.
+ break;
+ }
+
+ if (isGuilty) {
+ NS_WARNING("WebGL context on this page is considered guilty, and will"
+ " not be restored.");
+ }
+
+ *out_isGuilty = isGuilty;
+ return true;
+}
+
+bool
+WebGLContext::TryToRestoreContext()
+{
+ if (NS_FAILED(SetDimensions(mWidth, mHeight)))
+ return false;
+
+ return true;
+}
+
+void
+WebGLContext::RunContextLossTimer()
+{
+ mContextLossHandler.RunTimer();
+}
+
+class UpdateContextLossStatusTask : public CancelableRunnable
+{
+ RefPtr<WebGLContext> mWebGL;
+
+public:
+ explicit UpdateContextLossStatusTask(WebGLContext* webgl)
+ : mWebGL(webgl)
+ {
+ }
+
+ NS_IMETHOD Run() override {
+ if (mWebGL)
+ mWebGL->UpdateContextLossStatus();
+
+ return NS_OK;
+ }
+
+ nsresult Cancel() override {
+ mWebGL = nullptr;
+ return NS_OK;
+ }
+};
+
+void
+WebGLContext::EnqueueUpdateContextLossStatus()
+{
+ nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
+ NS_DispatchToCurrentThread(task);
+}
+
+// We use this timer for many things. Here are the things that it is activated for:
+// 1) If a script is using the MOZ_WEBGL_lose_context extension.
+// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
+// CONTEXT_LOST_WEBGL error has been triggered.
+// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
+// GPU periodically to see if the reset status bit has been set.
+// In all of these situations, we use this timer to send the script context lost
+// and restored events asynchronously. For example, if it triggers a context loss,
+// the webglcontextlost event will be sent to it the next time the robustness timer
+// fires.
+// Note that this timer mechanism is not used unless one of these 3 criteria
+// are met.
+// At a bare minimum, from context lost to context restores, it would take 3
+// full timer iterations: detection, webglcontextlost, webglcontextrestored.
+void
+WebGLContext::UpdateContextLossStatus()
+{
+ if (!mCanvasElement && !mOffscreenCanvas) {
+ // the canvas is gone. That happens when the page was closed before we got
+ // this timer event. In this case, there's nothing to do here, just don't crash.
+ return;
+ }
+ if (mContextStatus == ContextNotLost) {
+ // We don't know that we're lost, but we might be, so we need to
+ // check. If we're guilty, don't allow restores, though.
+
+ bool isGuilty = true;
+ MOZ_ASSERT(gl); // Shouldn't be missing gl if we're NotLost.
+ bool isContextLost = CheckContextLost(gl, &isGuilty);
+
+ if (isContextLost) {
+ if (isGuilty)
+ mAllowContextRestore = false;
+
+ ForceLoseContext();
+ }
+
+ // Fall through.
+ }
+
+ if (mContextStatus == ContextLostAwaitingEvent) {
+ // The context has been lost and we haven't yet triggered the
+ // callback, so do that now.
+ const auto kEventName = NS_LITERAL_STRING("webglcontextlost");
+ const bool kCanBubble = true;
+ const bool kIsCancelable = true;
+ bool useDefaultHandler;
+
+ if (mCanvasElement) {
+ nsContentUtils::DispatchTrustedEvent(
+ mCanvasElement->OwnerDoc(),
+ static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
+ kEventName,
+ kCanBubble,
+ kIsCancelable,
+ &useDefaultHandler);
+ } else {
+ // OffscreenCanvas case
+ RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
+ event->InitEvent(kEventName, kCanBubble, kIsCancelable);
+ event->SetTrusted(true);
+ mOffscreenCanvas->DispatchEvent(event, &useDefaultHandler);
+ }
+
+ // We sent the callback, so we're just 'regular lost' now.
+ mContextStatus = ContextLost;
+ // If we're told to use the default handler, it means the script
+ // didn't bother to handle the event. In this case, we shouldn't
+ // auto-restore the context.
+ if (useDefaultHandler)
+ mAllowContextRestore = false;
+
+ // Fall through.
+ }
+
+ if (mContextStatus == ContextLost) {
+ // Context is lost, and we've already sent the callback. We
+ // should try to restore the context if we're both allowed to,
+ // and supposed to.
+
+ // Are we allowed to restore the context?
+ if (!mAllowContextRestore)
+ return;
+
+ // If we're only simulated-lost, we shouldn't auto-restore, and
+ // instead we should wait for restoreContext() to be called.
+ if (mLastLossWasSimulated)
+ return;
+
+ // Restore when the app is visible
+ if (mRestoreWhenVisible)
+ return;
+
+ ForceRestoreContext();
+ return;
+ }
+
+ if (mContextStatus == ContextLostAwaitingRestore) {
+ // Context is lost, but we should try to restore it.
+
+ if (!mAllowContextRestore) {
+ // We might decide this after thinking we'd be OK restoring
+ // the context, so downgrade.
+ mContextStatus = ContextLost;
+ return;
+ }
+
+ if (!TryToRestoreContext()) {
+ // Failed to restore. Try again later.
+ mContextLossHandler.RunTimer();
+ return;
+ }
+
+ // Revival!
+ mContextStatus = ContextNotLost;
+
+ if (mCanvasElement) {
+ nsContentUtils::DispatchTrustedEvent(
+ mCanvasElement->OwnerDoc(),
+ static_cast<nsIDOMHTMLCanvasElement*>(mCanvasElement),
+ NS_LITERAL_STRING("webglcontextrestored"),
+ true,
+ true);
+ } else {
+ RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
+ event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"), true, true);
+ event->SetTrusted(true);
+ bool unused;
+ mOffscreenCanvas->DispatchEvent(event, &unused);
+ }
+
+ mEmitContextLostErrorOnce = true;
+ return;
+ }
+}
+
+void
+WebGLContext::ForceLoseContext(bool simulateLosing)
+{
+ printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
+ MOZ_ASSERT(!IsContextLost());
+ mContextStatus = ContextLostAwaitingEvent;
+ mContextLostErrorSet = false;
+
+ // Burn it all!
+ DestroyResourcesAndContext();
+ mLastLossWasSimulated = simulateLosing;
+
+ // Queue up a task, since we know the status changed.
+ EnqueueUpdateContextLossStatus();
+}
+
+void
+WebGLContext::ForceRestoreContext()
+{
+ printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
+ mContextStatus = ContextLostAwaitingRestore;
+ mAllowContextRestore = true; // Hey, you did say 'force'.
+
+ // Queue up a task, since we know the status changed.
+ EnqueueUpdateContextLossStatus();
+}
+
+void
+WebGLContext::MakeContextCurrent() const
+{
+ gl->MakeCurrent();
+}
+
+already_AddRefed<mozilla::gfx::SourceSurface>
+WebGLContext::GetSurfaceSnapshot(bool* out_premultAlpha)
+{
+ if (!gl)
+ return nullptr;
+
+ bool hasAlpha = mOptions.alpha;
+ SurfaceFormat surfFormat = hasAlpha ? SurfaceFormat::B8G8R8A8
+ : SurfaceFormat::B8G8R8X8;
+ RefPtr<DataSourceSurface> surf;
+ surf = Factory::CreateDataSourceSurfaceWithStride(IntSize(mWidth, mHeight),
+ surfFormat,
+ mWidth * 4);
+ if (NS_WARN_IF(!surf)) {
+ return nullptr;
+ }
+
+ gl->MakeCurrent();
+ {
+ ScopedBindFramebuffer autoFB(gl, 0);
+ ClearBackbufferIfNeeded();
+
+ // Save, override, then restore glReadBuffer.
+ const GLenum readBufferMode = gl->Screen()->GetReadBufferMode();
+
+ if (readBufferMode != LOCAL_GL_BACK) {
+ gl->fReadBuffer(LOCAL_GL_BACK);
+ }
+ ReadPixelsIntoDataSurface(gl, surf);
+
+ if (readBufferMode != LOCAL_GL_BACK) {
+ gl->fReadBuffer(readBufferMode);
+ }
+ }
+
+ if (out_premultAlpha) {
+ *out_premultAlpha = true;
+ }
+ bool srcPremultAlpha = mOptions.premultipliedAlpha;
+ if (!srcPremultAlpha) {
+ if (out_premultAlpha) {
+ *out_premultAlpha = false;
+ } else if(hasAlpha) {
+ gfxUtils::PremultiplyDataSurface(surf, surf);
+ }
+ }
+
+ RefPtr<DrawTarget> dt =
+ Factory::CreateDrawTarget(BackendType::CAIRO,
+ IntSize(mWidth, mHeight),
+ SurfaceFormat::B8G8R8A8);
+
+ if (!dt) {
+ return nullptr;
+ }
+
+ dt->SetTransform(Matrix::Translation(0.0, mHeight).PreScale(1.0, -1.0));
+
+ dt->DrawSurface(surf,
+ Rect(0, 0, mWidth, mHeight),
+ Rect(0, 0, mWidth, mHeight),
+ DrawSurfaceOptions(),
+ DrawOptions(1.0f, CompositionOp::OP_SOURCE));
+
+ return dt->Snapshot();
+}
+
+void
+WebGLContext::DidRefresh()
+{
+ if (gl) {
+ gl->FlushIfHeavyGLCallsSinceLastFlush();
+ }
+}
+
+bool
+WebGLContext::ValidateCurFBForRead(const char* funcName,
+ const webgl::FormatUsageInfo** const out_format,
+ uint32_t* const out_width, uint32_t* const out_height)
+{
+ if (!mBoundReadFramebuffer) {
+ const GLenum readBufferMode = gl->Screen()->GetReadBufferMode();
+ if (readBufferMode == LOCAL_GL_NONE) {
+ ErrorInvalidOperation("%s: Can't read from backbuffer when readBuffer mode is"
+ " NONE.",
+ funcName);
+ return false;
+ }
+
+ ClearBackbufferIfNeeded();
+
+ // FIXME - here we're assuming that the default framebuffer is backed by
+ // UNSIGNED_BYTE that might not always be true, say if we had a 16bpp default
+ // framebuffer.
+ auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
+ : webgl::EffectiveFormat::RGB8;
+
+ *out_format = mFormatUsage->GetUsage(effFormat);
+ MOZ_ASSERT(*out_format);
+
+ *out_width = mWidth;
+ *out_height = mHeight;
+ return true;
+ }
+
+ return mBoundReadFramebuffer->ValidateForRead(funcName, out_format, out_width,
+ out_height);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+WebGLContext::ScopedDrawCallWrapper::ScopedDrawCallWrapper(WebGLContext& webgl)
+ : mWebGL(webgl)
+ , mFakeNoAlpha(ShouldFakeNoAlpha(webgl))
+ , mFakeNoDepth(ShouldFakeNoDepth(webgl))
+ , mFakeNoStencil(ShouldFakeNoStencil(webgl))
+{
+ if (!mWebGL.mBoundDrawFramebuffer) {
+ mWebGL.ClearBackbufferIfNeeded();
+ }
+
+ if (mFakeNoAlpha) {
+ mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
+ mWebGL.mColorWriteMask[1],
+ mWebGL.mColorWriteMask[2],
+ false);
+ }
+ if (mFakeNoDepth) {
+ mWebGL.gl->fDisable(LOCAL_GL_DEPTH_TEST);
+ }
+ if (mFakeNoStencil) {
+ mWebGL.gl->fDisable(LOCAL_GL_STENCIL_TEST);
+ }
+}
+
+WebGLContext::ScopedDrawCallWrapper::~ScopedDrawCallWrapper()
+{
+ if (mFakeNoAlpha) {
+ mWebGL.gl->fColorMask(mWebGL.mColorWriteMask[0],
+ mWebGL.mColorWriteMask[1],
+ mWebGL.mColorWriteMask[2],
+ mWebGL.mColorWriteMask[3]);
+ }
+ if (mFakeNoDepth) {
+ mWebGL.gl->fEnable(LOCAL_GL_DEPTH_TEST);
+ }
+ if (mFakeNoStencil) {
+ MOZ_ASSERT(mWebGL.mStencilTestEnabled);
+ mWebGL.gl->fEnable(LOCAL_GL_STENCIL_TEST);
+ }
+
+ if (!mWebGL.mBoundDrawFramebuffer) {
+ mWebGL.Invalidate();
+ mWebGL.mShouldPresent = true;
+ }
+}
+
+/*static*/ bool
+WebGLContext::ScopedDrawCallWrapper::HasDepthButNoStencil(const WebGLFramebuffer* fb)
+{
+ const auto& depth = fb->DepthAttachment();
+ const auto& stencil = fb->StencilAttachment();
+ return depth.IsDefined() && !stencil.IsDefined();
+}
+
+////
+
+void
+WebGLContext::OnBeforeReadCall()
+{
+ if (!mBoundReadFramebuffer) {
+ ClearBackbufferIfNeeded();
+ }
+}
+
+////////////////////////////////////////
+
+IndexedBufferBinding::IndexedBufferBinding()
+ : mRangeStart(0)
+ , mRangeSize(0)
+{ }
+
+uint64_t
+IndexedBufferBinding::ByteCount() const
+{
+ if (!mBufferBinding)
+ return 0;
+
+ uint64_t bufferSize = mBufferBinding->ByteLength();
+ if (!mRangeSize) // BindBufferBase
+ return bufferSize;
+
+ if (mRangeStart >= bufferSize)
+ return 0;
+ bufferSize -= mRangeStart;
+
+ return std::min(bufferSize, mRangeSize);
+}
+
+////////////////////////////////////////
+
+ScopedUnpackReset::ScopedUnpackReset(WebGLContext* webgl)
+ : ScopedGLWrapper<ScopedUnpackReset>(webgl->gl)
+ , mWebGL(webgl)
+{
+ if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);
+
+ if (mWebGL->IsWebGL2()) {
+ if (mWebGL->mPixelStore_UnpackRowLength != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , 0);
+ if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
+ if (mWebGL->mPixelStore_UnpackSkipPixels != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
+ if (mWebGL->mPixelStore_UnpackSkipRows != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , 0);
+ if (mWebGL->mPixelStore_UnpackSkipImages != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);
+
+ if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
+ }
+}
+
+void
+ScopedUnpackReset::UnwrapImpl()
+{
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);
+
+ if (mWebGL->IsWebGL2()) {
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH , mWebGL->mPixelStore_UnpackRowLength );
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS , mWebGL->mPixelStore_UnpackSkipRows );
+ mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );
+
+ GLuint pbo = 0;
+ if (mWebGL->mBoundPixelUnpackBuffer) {
+ pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
+ }
+
+ mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
+ }
+}
+
+////////////////////
+
+void
+ScopedFBRebinder::UnwrapImpl()
+{
+ const auto fnName = [&](WebGLFramebuffer* fb) {
+ return fb ? fb->mGLName : 0;
+ };
+
+ if (mWebGL->IsWebGL2()) {
+ mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
+ mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, fnName(mWebGL->mBoundReadFramebuffer));
+ } else {
+ MOZ_ASSERT(mWebGL->mBoundDrawFramebuffer == mWebGL->mBoundReadFramebuffer);
+ mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fnName(mWebGL->mBoundDrawFramebuffer));
+ }
+}
+
+////////////////////
+
+static GLenum
+TargetIfLazy(GLenum target)
+{
+ switch (target) {
+ case LOCAL_GL_PIXEL_PACK_BUFFER:
+ case LOCAL_GL_PIXEL_UNPACK_BUFFER:
+ return target;
+
+ default:
+ return 0;
+ }
+}
+
+ScopedLazyBind::ScopedLazyBind(gl::GLContext* gl, GLenum target, const WebGLBuffer* buf)
+ : ScopedGLWrapper<ScopedLazyBind>(gl)
+ , mTarget(buf ? TargetIfLazy(target) : 0)
+ , mBuf(buf)
+{
+ if (mTarget) {
+ mGL->fBindBuffer(mTarget, mBuf->mGLName);
+ }
+}
+
+void
+ScopedLazyBind::UnwrapImpl()
+{
+ if (mTarget) {
+ mGL->fBindBuffer(mTarget, 0);
+ }
+}
+
+////////////////////////////////////////
+
+bool
+Intersect(const int32_t srcSize, const int32_t read0, const int32_t readSize,
+ int32_t* const out_intRead0, int32_t* const out_intWrite0,
+ int32_t* const out_intSize)
+{
+ MOZ_ASSERT(srcSize >= 0);
+ MOZ_ASSERT(readSize >= 0);
+ const auto read1 = int64_t(read0) + readSize;
+
+ int32_t intRead0 = read0; // Clearly doesn't need validation.
+ int64_t intWrite0 = 0;
+ int64_t intSize = readSize;
+
+ if (read1 <= 0 || read0 >= srcSize) {
+ // Disjoint ranges.
+ intSize = 0;
+ } else {
+ if (read0 < 0) {
+ const auto diff = int64_t(0) - read0;
+ MOZ_ASSERT(diff >= 0);
+ intRead0 = 0;
+ intWrite0 = diff;
+ intSize -= diff;
+ }
+ if (read1 > srcSize) {
+ const auto diff = int64_t(read1) - srcSize;
+ MOZ_ASSERT(diff >= 0);
+ intSize -= diff;
+ }
+
+ if (!CheckedInt<int32_t>(intWrite0).isValid() ||
+ !CheckedInt<int32_t>(intSize).isValid())
+ {
+ return false;
+ }
+ }
+
+ *out_intRead0 = intRead0;
+ *out_intWrite0 = intWrite0;
+ *out_intSize = intSize;
+ return true;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+CheckedUint32
+WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width, uint32_t height,
+ uint32_t depth, uint8_t bytesPerPixel)
+{
+ if (!width || !height || !depth)
+ return 0;
+
+ ////////////////
+
+ const auto& maybeRowLength = mPixelStore_UnpackRowLength;
+ const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;
+
+ const auto usedPixelsPerRow = CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
+ const auto stridePixelsPerRow = (maybeRowLength ? CheckedUint32(maybeRowLength)
+ : usedPixelsPerRow);
+
+ const auto usedRowsPerImage = CheckedUint32(mPixelStore_UnpackSkipRows) + height;
+ const auto strideRowsPerImage = (maybeImageHeight ? CheckedUint32(maybeImageHeight)
+ : usedRowsPerImage);
+
+ const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages
+ : 0);
+ const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;
+
+ ////////////////
+
+ CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
+ strideBytesPerRow = RoundUpToMultipleOf(strideBytesPerRow,
+ mPixelStore_UnpackAlignment);
+
+ const CheckedUint32 strideBytesPerImage = strideBytesPerRow * strideRowsPerImage;
+
+ ////////////////
+
+ CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
+ // Don't round this to the alignment, since alignment here is really just used for
+ // establishing stride, particularly in WebGL 1, where you can't set ROW_LENGTH.
+
+ CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
+ totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
+ totalBytes += usedBytesPerRow;
+
+ return totalBytes;
+}
+
+already_AddRefed<layers::SharedSurfaceTextureClient>
+WebGLContext::GetVRFrame()
+{
+ if (!mLayerIsMirror) {
+ /**
+ * Do not allow VR frame submission until a mirroring canvas layer has
+ * been returned by GetCanvasLayer
+ */
+ return nullptr;
+ }
+
+ VRManagerChild* vrmc = VRManagerChild::Get();
+ if (!vrmc) {
+ return nullptr;
+ }
+
+ /**
+ * Swap buffers as though composition has occurred.
+ * We will then share the resulting front buffer to be submitted to the VR
+ * compositor.
+ */
+ BeginComposition();
+ EndComposition();
+
+ gl::GLScreenBuffer* screen = gl->Screen();
+ if (!screen) {
+ return nullptr;
+ }
+
+ RefPtr<SharedSurfaceTextureClient> sharedSurface = screen->Front();
+ if (!sharedSurface) {
+ return nullptr;
+ }
+
+ if (sharedSurface && sharedSurface->GetAllocator() != vrmc) {
+ RefPtr<SharedSurfaceTextureClient> dest =
+ screen->Factory()->NewTexClient(sharedSurface->GetSize());
+ if (!dest) {
+ return nullptr;
+ }
+ gl::SharedSurface* destSurf = dest->Surf();
+ destSurf->ProducerAcquire();
+ SharedSurface::ProdCopy(sharedSurface->Surf(), dest->Surf(),
+ screen->Factory());
+ destSurf->ProducerRelease();
+
+ return dest.forget();
+ }
+
+ return sharedSurface.forget();
+}
+
+bool
+WebGLContext::StartVRPresentation()
+{
+ VRManagerChild* vrmc = VRManagerChild::Get();
+ if (!vrmc) {
+ return false;
+ }
+ gl::GLScreenBuffer* screen = gl->Screen();
+ if (!screen) {
+ return false;
+ }
+ gl::SurfaceCaps caps = screen->mCaps;
+
+ UniquePtr<gl::SurfaceFactory> factory =
+ gl::GLScreenBuffer::CreateFactory(gl,
+ caps,
+ vrmc,
+ vrmc->GetBackendType(),
+ TextureFlags::ORIGIN_BOTTOM_LEFT);
+
+ if (factory) {
+ screen->Morph(Move(factory));
+ }
+ return true;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+static inline size_t
+SizeOfViewElem(const dom::ArrayBufferView& view)
+{
+ const auto& elemType = view.Type();
+ if (elemType == js::Scalar::MaxTypedArrayViewType) // DataViews.
+ return 1;
+
+ return js::Scalar::byteSize(elemType);
+}
+
+bool
+WebGLContext::ValidateArrayBufferView(const char* funcName,
+ const dom::ArrayBufferView& view, GLuint elemOffset,
+ GLuint elemCountOverride, uint8_t** const out_bytes,
+ size_t* const out_byteLen)
+{
+ view.ComputeLengthAndData();
+ uint8_t* const bytes = view.DataAllowShared();
+ const size_t byteLen = view.LengthAllowShared();
+
+ const auto& elemSize = SizeOfViewElem(view);
+
+ size_t elemCount = byteLen / elemSize;
+ if (elemOffset > elemCount) {
+ ErrorInvalidValue("%s: Invalid offset into ArrayBufferView.", funcName);
+ return false;
+ }
+ elemCount -= elemOffset;
+
+ if (elemCountOverride) {
+ if (elemCountOverride > elemCount) {
+ ErrorInvalidValue("%s: Invalid sub-length for ArrayBufferView.", funcName);
+ return false;
+ }
+ elemCount = elemCountOverride;
+ }
+
+ *out_bytes = bytes + (elemOffset * elemSize);
+ *out_byteLen = elemCount * elemSize;
+ return true;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// XPCOM goop
+
+void
+ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
+ const std::vector<IndexedBufferBinding>& field,
+ const char* name, uint32_t flags)
+{
+ for (const auto& cur : field) {
+ ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags);
+ }
+}
+
+void
+ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field)
+{
+ field.clear();
+}
+
+////
+
+NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
+NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)
+
+NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLContext,
+ mCanvasElement,
+ mOffscreenCanvas,
+ mExtensions,
+ mBound2DTextures,
+ mBoundCubeMapTextures,
+ mBound3DTextures,
+ mBound2DArrayTextures,
+ mBoundSamplers,
+ mBoundArrayBuffer,
+ mBoundCopyReadBuffer,
+ mBoundCopyWriteBuffer,
+ mBoundPixelPackBuffer,
+ mBoundPixelUnpackBuffer,
+ mBoundTransformFeedback,
+ mBoundUniformBuffer,
+ mCurrentProgram,
+ mBoundDrawFramebuffer,
+ mBoundReadFramebuffer,
+ mBoundRenderbuffer,
+ mBoundVertexArray,
+ mDefaultVertexArray,
+ mQuerySlot_SamplesPassed,
+ mQuerySlot_TFPrimsWritten,
+ mQuerySlot_TimeElapsed)
+
+NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
+ NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
+ NS_INTERFACE_MAP_ENTRY(nsIDOMWebGLRenderingContext)
+ NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
+ NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
+ // If the exact way we cast to nsISupports here ever changes, fix our
+ // ToSupports() method.
+ NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports, nsIDOMWebGLRenderingContext)
+NS_INTERFACE_MAP_END
+
+} // namespace mozilla