From 5f8de423f190bbb79a62f804151bc24824fa32d8 Mon Sep 17 00:00:00 2001 From: "Matt A. Tobin" Date: Fri, 2 Feb 2018 04:16:08 -0500 Subject: Add m-esr52 at 52.6.0 --- dom/canvas/WebGLContext.cpp | 2480 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2480 insertions(+) create mode 100644 dom/canvas/WebGLContext.cpp (limited to 'dom/canvas/WebGLContext.cpp') 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 + +#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 +void +ClearLinkedList(LinkedList& 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 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& 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& 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* 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 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 +CreateGLWithEGL(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags, + WebGLContext* webgl, + std::vector* const out_failReasons) +{ + const gfx::IntSize dummySize(16, 16); + nsCString failureId; + RefPtr 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 +CreateGLWithANGLE(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags, + WebGLContext* webgl, + std::vector* const out_failReasons) +{ + const gfx::IntSize dummySize(16, 16); + nsCString failureId; + RefPtr 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 +CreateGLWithDefault(const gl::SurfaceCaps& caps, gl::CreateContextFlags flags, + WebGLContext* webgl, + std::vector* const out_failReasons) +{ + const gfx::IntSize dummySize(16, 16); + nsCString failureId; + RefPtr 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* const out_failReasons) +{ + std::queue fallbackCaps; + PopulateCapFallbackQueue(baseCaps, &fallbackCaps); + + MOZ_RELEASE_ASSERT(!gl, "GFX: Already have a context."); + RefPtr 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* 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 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 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 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 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 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(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(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(oldestContext)->LoseContext(); + } +} + +UniquePtr +WebGLContext::GetImageBuffer(int32_t* out_format) +{ + *out_format = 0; + + // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied + bool premult; + RefPtr 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 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 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 dataSurface = snapshot->GetDataSurface(); + return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha, mimeType, + encoderOptions, out_stream); +} + +void +WebGLContext::UpdateLastUseIndex() +{ + static CheckedInt 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(data); + HTMLCanvasElement* canvas = userdata->mCanvas; + WebGLContext* webgl = static_cast(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(data); + HTMLCanvasElement* canvas = userdata->mCanvas; + WebGLContext* webgl = static_cast(canvas->GetContextAtIndex(0)); + + // Clean up the context after composition + webgl->EndComposition(); + } + +private: + RefPtr mCanvas; +}; + +already_AddRefed +WebGLContext::GetCanvasLayer(nsDisplayListBuilder* builder, + Layer* oldLayer, + LayerManager* manager, + bool aMirror /*= false*/) +{ + if (IsContextLost()) + return nullptr; + + if (!mResetLayer && oldLayer && + oldLayer->HasUserData(aMirror ? &gWebGLMirrorLayerUserData : &gWebGLLayerUserData)) { + RefPtr ret = oldLayer; + return ret.forget(); + } + + RefPtr 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& 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& 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 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 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(mCanvasElement), + kEventName, + kCanBubble, + kIsCancelable, + &useDefaultHandler); + } else { + // OffscreenCanvas case + RefPtr 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(mCanvasElement), + NS_LITERAL_STRING("webglcontextrestored"), + true, + true); + } else { + RefPtr 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 +WebGLContext::GetSurfaceSnapshot(bool* out_premultAlpha) +{ + if (!gl) + return nullptr; + + bool hasAlpha = mOptions.alpha; + SurfaceFormat surfFormat = hasAlpha ? SurfaceFormat::B8G8R8A8 + : SurfaceFormat::B8G8R8X8; + RefPtr 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 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(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(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(intWrite0).isValid() || + !CheckedInt(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 +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 sharedSurface = screen->Front(); + if (!sharedSurface) { + return nullptr; + } + + if (sharedSurface && sharedSurface->GetAllocator() != vrmc) { + RefPtr 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 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& field, + const char* name, uint32_t flags) +{ + for (const auto& cur : field) { + ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags); + } +} + +void +ImplCycleCollectionUnlink(std::vector& 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 -- cgit v1.2.3