/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLContext.h" #include "WebGL2Context.h" #include "WebGLActiveInfo.h" #include "WebGLContextUtils.h" #include "WebGLBuffer.h" #include "WebGLVertexAttribData.h" #include "WebGLShader.h" #include "WebGLProgram.h" #include "WebGLUniformLocation.h" #include "WebGLFormats.h" #include "WebGLFramebuffer.h" #include "WebGLRenderbuffer.h" #include "WebGLShaderPrecisionFormat.h" #include "WebGLTexture.h" #include "WebGLExtensions.h" #include "WebGLVertexArray.h" #include "nsDebug.h" #include "nsReadableUtils.h" #include "nsString.h" #include "gfxContext.h" #include "gfxPlatform.h" #include "GLContext.h" #include "nsContentUtils.h" #include "nsError.h" #include "nsLayoutUtils.h" #include "CanvasUtils.h" #include "gfxUtils.h" #include "jsfriendapi.h" #include "WebGLTexelConversions.h" #include "WebGLValidateStrings.h" #include #include "mozilla/DebugOnly.h" #include "mozilla/dom/BindingUtils.h" #include "mozilla/dom/ImageData.h" #include "mozilla/dom/ToJSValue.h" #include "mozilla/EndianUtils.h" #include "mozilla/RefPtr.h" #include "mozilla/UniquePtrExtensions.h" namespace mozilla { bool WebGLContext::ValidateObject(const char* funcName, const WebGLProgram& object) { return ValidateObject(funcName, object, true); } bool WebGLContext::ValidateObject(const char* funcName, const WebGLShader& object) { return ValidateObject(funcName, object, true); } using namespace mozilla::dom; using namespace mozilla::gfx; using namespace mozilla::gl; // // WebGL API // void WebGLContext::ActiveTexture(GLenum texture) { if (IsContextLost()) return; if (texture < LOCAL_GL_TEXTURE0 || texture >= LOCAL_GL_TEXTURE0 + uint32_t(mGLMaxTextureUnits)) { return ErrorInvalidEnum( "ActiveTexture: texture unit %d out of range. " "Accepted values range from TEXTURE0 to TEXTURE0 + %d. " "Notice that TEXTURE0 != 0.", texture, mGLMaxTextureUnits); } MakeContextCurrent(); mActiveTexture = texture - LOCAL_GL_TEXTURE0; gl->fActiveTexture(texture); } void WebGLContext::AttachShader(WebGLProgram& program, WebGLShader& shader) { if (IsContextLost()) return; if (!ValidateObject("attachShader: program", program) || !ValidateObject("attachShader: shader", shader)) { return; } program.AttachShader(&shader); } void WebGLContext::BindAttribLocation(WebGLProgram& prog, GLuint location, const nsAString& name) { if (IsContextLost()) return; if (!ValidateObject("bindAttribLocation: program", prog)) return; prog.BindAttribLocation(location, name); } void WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer* wfb) { if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, "bindFramebuffer")) return; if (wfb && !ValidateObject("bindFramebuffer", *wfb)) return; MakeContextCurrent(); if (!wfb) { gl->fBindFramebuffer(target, 0); } else { GLuint framebuffername = wfb->mGLName; gl->fBindFramebuffer(target, framebuffername); } switch (target) { case LOCAL_GL_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; mBoundReadFramebuffer = wfb; break; case LOCAL_GL_DRAW_FRAMEBUFFER: mBoundDrawFramebuffer = wfb; break; case LOCAL_GL_READ_FRAMEBUFFER: mBoundReadFramebuffer = wfb; break; default: break; } } void WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb) { if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) return ErrorInvalidEnumInfo("bindRenderbuffer: target", target); if (wrb && !ValidateObject("bindRenderbuffer", *wrb)) return; // Usually, we would now call into glBindRenderbuffer. However, since we have to // potentially emulate packed-depth-stencil, there's not a specific renderbuffer that // we know we should bind here. // Instead, we do all renderbuffer binding lazily. if (wrb) { wrb->mHasBeenBound = true; } mBoundRenderbuffer = wrb; } void WebGLContext::BlendEquation(GLenum mode) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(mode, "blendEquation: mode")) return; MakeContextCurrent(); gl->fBlendEquation(mode); } void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { if (IsContextLost()) return; if (!ValidateBlendEquationEnum(modeRGB, "blendEquationSeparate: modeRGB") || !ValidateBlendEquationEnum(modeAlpha, "blendEquationSeparate: modeAlpha")) return; MakeContextCurrent(); gl->fBlendEquationSeparate(modeRGB, modeAlpha); } void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(sfactor, "blendFunc: sfactor") || !ValidateBlendFuncDstEnum(dfactor, "blendFunc: dfactor")) return; if (!ValidateBlendFuncEnumsCompatibility(sfactor, dfactor, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFunc(sfactor, dfactor); } void WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { if (IsContextLost()) return; if (!ValidateBlendFuncSrcEnum(srcRGB, "blendFuncSeparate: srcRGB") || !ValidateBlendFuncSrcEnum(srcAlpha, "blendFuncSeparate: srcAlpha") || !ValidateBlendFuncDstEnum(dstRGB, "blendFuncSeparate: dstRGB") || !ValidateBlendFuncDstEnum(dstAlpha, "blendFuncSeparate: dstAlpha")) return; // note that we only check compatibity for the RGB enums, no need to for the Alpha enums, see // "Section 6.8 forgetting to mention alpha factors?" thread on the public_webgl mailing list if (!ValidateBlendFuncEnumsCompatibility(srcRGB, dstRGB, "blendFuncSeparate: srcRGB and dstRGB")) return; MakeContextCurrent(); gl->fBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } GLenum WebGLContext::CheckFramebufferStatus(GLenum target) { const char funcName[] = "checkFramebufferStatus"; if (IsContextLost()) return LOCAL_GL_FRAMEBUFFER_UNSUPPORTED; if (!ValidateFramebufferTarget(target, funcName)) return 0; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } if (!fb) return LOCAL_GL_FRAMEBUFFER_COMPLETE; return fb->CheckFramebufferStatus(funcName).get(); } already_AddRefed WebGLContext::CreateProgram() { if (IsContextLost()) return nullptr; RefPtr globj = new WebGLProgram(this); return globj.forget(); } already_AddRefed WebGLContext::CreateShader(GLenum type) { if (IsContextLost()) return nullptr; if (type != LOCAL_GL_VERTEX_SHADER && type != LOCAL_GL_FRAGMENT_SHADER) { ErrorInvalidEnumInfo("createShader: type", type); return nullptr; } RefPtr shader = new WebGLShader(this, type); return shader.forget(); } void WebGLContext::CullFace(GLenum face) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "cullFace")) return; MakeContextCurrent(); gl->fCullFace(face); } void WebGLContext::DeleteFramebuffer(WebGLFramebuffer* fbuf) { if (!ValidateDeleteObject("deleteFramebuffer", fbuf)) return; fbuf->RequestDelete(); if (mBoundReadFramebuffer == mBoundDrawFramebuffer) { if (mBoundDrawFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_FRAMEBUFFER, static_cast(nullptr)); } } else if (mBoundDrawFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER, static_cast(nullptr)); } else if (mBoundReadFramebuffer == fbuf) { BindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, static_cast(nullptr)); } } void WebGLContext::DeleteRenderbuffer(WebGLRenderbuffer* rbuf) { if (!ValidateDeleteObject("deleteRenderbuffer", rbuf)) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachRenderbuffer(rbuf); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachRenderbuffer(rbuf); rbuf->InvalidateStatusOfAttachedFBs(); if (mBoundRenderbuffer == rbuf) BindRenderbuffer(LOCAL_GL_RENDERBUFFER, nullptr); rbuf->RequestDelete(); } void WebGLContext::DeleteTexture(WebGLTexture* tex) { if (!ValidateDeleteObject("deleteTexture", tex)) return; if (mBoundDrawFramebuffer) mBoundDrawFramebuffer->DetachTexture(tex); if (mBoundReadFramebuffer) mBoundReadFramebuffer->DetachTexture(tex); GLuint activeTexture = mActiveTexture; for (int32_t i = 0; i < mGLMaxTextureUnits; i++) { if (mBound2DTextures[i] == tex || mBoundCubeMapTextures[i] == tex || mBound3DTextures[i] == tex || mBound2DArrayTextures[i] == tex) { ActiveTexture(LOCAL_GL_TEXTURE0 + i); BindTexture(tex->Target().get(), nullptr); } } ActiveTexture(LOCAL_GL_TEXTURE0 + activeTexture); tex->RequestDelete(); } void WebGLContext::DeleteProgram(WebGLProgram* prog) { if (!ValidateDeleteObject("deleteProgram", prog)) return; prog->RequestDelete(); } void WebGLContext::DeleteShader(WebGLShader* shader) { if (!ValidateDeleteObject("deleteShader", shader)) return; shader->RequestDelete(); } void WebGLContext::DetachShader(WebGLProgram& program, const WebGLShader& shader) { if (IsContextLost()) return; // It's valid to attempt to detach a deleted shader, since it's still a // shader. if (!ValidateObject("detachShader: program", program) || !ValidateObjectAllowDeleted("detachShader: shader", shader)) { return; } program.DetachShader(&shader); } void WebGLContext::DepthFunc(GLenum func) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "depthFunc")) return; MakeContextCurrent(); gl->fDepthFunc(func); } void WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar) { if (IsContextLost()) return; if (zNear > zFar) return ErrorInvalidOperation("depthRange: the near value is greater than the far value!"); MakeContextCurrent(); gl->fDepthRange(zNear, zFar); } void WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum rbtarget, WebGLRenderbuffer* wrb) { const char funcName[] = "framebufferRenderbuffer"; if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, funcName)) return; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } if (!fb) return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName); fb->FramebufferRenderbuffer(funcName, attachment, rbtarget, wrb); } void WebGLContext::FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture* tobj, GLint level) { const char funcName[] = "framebufferTexture2D"; if (IsContextLost()) return; if (!ValidateFramebufferTarget(target, funcName)) return; WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } if (!fb) return ErrorInvalidOperation("%s: Cannot modify framebuffer 0.", funcName); fb->FramebufferTexture2D(funcName, attachment, textarget, tobj, level); } void WebGLContext::FrontFace(GLenum mode) { if (IsContextLost()) return; switch (mode) { case LOCAL_GL_CW: case LOCAL_GL_CCW: break; default: return ErrorInvalidEnumInfo("frontFace: mode", mode); } MakeContextCurrent(); gl->fFrontFace(mode); } already_AddRefed WebGLContext::GetActiveAttrib(const WebGLProgram& prog, GLuint index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveAttrib: program", prog)) return nullptr; return prog.GetActiveAttrib(index); } already_AddRefed WebGLContext::GetActiveUniform(const WebGLProgram& prog, GLuint index) { if (IsContextLost()) return nullptr; if (!ValidateObject("getActiveUniform: program", prog)) return nullptr; return prog.GetActiveUniform(index); } void WebGLContext::GetAttachedShaders(const WebGLProgram& prog, dom::Nullable>>& retval) { retval.SetNull(); if (IsContextLost()) return; if (!ValidateObject("getAttachedShaders", prog)) return; prog.GetAttachedShaders(&retval.SetValue()); } GLint WebGLContext::GetAttribLocation(const WebGLProgram& prog, const nsAString& name) { if (IsContextLost()) return -1; if (!ValidateObject("getAttribLocation: program", prog)) return -1; return prog.GetAttribLocation(name); } JS::Value WebGLContext::GetBufferParameter(GLenum target, GLenum pname) { const char funcName[] = "getBufferParameter"; if (IsContextLost()) return JS::NullValue(); const auto& slot = ValidateBufferSlot(funcName, target); if (!slot) return JS::NullValue(); const auto& buffer = *slot; if (!buffer) { ErrorInvalidOperation("%s: Buffer for `target` is null.", funcName); return JS::NullValue(); } switch (pname) { case LOCAL_GL_BUFFER_SIZE: return JS::NumberValue(buffer->ByteLength()); case LOCAL_GL_BUFFER_USAGE: return JS::NumberValue(buffer->Usage()); default: ErrorInvalidEnumInfo("getBufferParameter: parameter", pname); return JS::NullValue(); } } JS::Value WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx, GLenum target, GLenum attachment, GLenum pname, ErrorResult& rv) { const char funcName[] = "getFramebufferAttachmentParameter"; if (IsContextLost()) return JS::NullValue(); if (!ValidateFramebufferTarget(target, funcName)) return JS::NullValue(); WebGLFramebuffer* fb; switch (target) { case LOCAL_GL_FRAMEBUFFER: case LOCAL_GL_DRAW_FRAMEBUFFER: fb = mBoundDrawFramebuffer; break; case LOCAL_GL_READ_FRAMEBUFFER: fb = mBoundReadFramebuffer; break; default: MOZ_CRASH("GFX: Bad target."); } MakeContextCurrent(); if (fb) return fb->GetAttachmentParameter(funcName, cx, target, attachment, pname, &rv); //////////////////////////////////// if (!IsWebGL2()) { ErrorInvalidOperation("%s: Querying against the default framebuffer is not" " allowed in WebGL 1.", funcName); return JS::NullValue(); } switch (attachment) { case LOCAL_GL_BACK: case LOCAL_GL_DEPTH: case LOCAL_GL_STENCIL: break; default: ErrorInvalidEnum("%s: For the default framebuffer, can only query COLOR, DEPTH," " or STENCIL.", funcName); return JS::NullValue(); } switch (pname) { case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: switch (attachment) { case LOCAL_GL_BACK: break; case LOCAL_GL_DEPTH: if (!mOptions.depth) { return JS::Int32Value(LOCAL_GL_NONE); } break; case LOCAL_GL_STENCIL: if (!mOptions.stencil) { return JS::Int32Value(LOCAL_GL_NONE); } break; default: ErrorInvalidEnum("%s: With the default framebuffer, can only query COLOR, DEPTH," " or STENCIL for GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE", funcName); return JS::NullValue(); } return JS::Int32Value(LOCAL_GL_FRAMEBUFFER_DEFAULT); //////////////// case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: if (attachment == LOCAL_GL_BACK) return JS::NumberValue(8); return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: if (attachment == LOCAL_GL_BACK) { if (mOptions.alpha) { return JS::NumberValue(8); } ErrorInvalidOperation("The default framebuffer doesn't contain an alpha buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return JS::NumberValue(24); } ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return JS::NumberValue(8); } ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer"); return JS::NullValue(); } return JS::NumberValue(0); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: if (attachment == LOCAL_GL_STENCIL) { if (mOptions.stencil) { return JS::NumberValue(LOCAL_GL_UNSIGNED_INT); } ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer"); } else if (attachment == LOCAL_GL_DEPTH) { if (mOptions.depth) { return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); } ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); } else { // LOCAL_GL_BACK return JS::NumberValue(LOCAL_GL_UNSIGNED_NORMALIZED); } return JS::NullValue(); case LOCAL_GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: if (attachment == LOCAL_GL_STENCIL) { if (!mOptions.stencil) { ErrorInvalidOperation("The default framebuffer doesn't contain an stencil buffer"); return JS::NullValue(); } } else if (attachment == LOCAL_GL_DEPTH) { if (!mOptions.depth) { ErrorInvalidOperation("The default framebuffer doesn't contain an depth buffer"); return JS::NullValue(); } } return JS::NumberValue(LOCAL_GL_LINEAR); } ErrorInvalidEnum("%s: Invalid pname: 0x%04x", funcName, pname); return JS::NullValue(); } JS::Value WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("getRenderbufferParameter: target", target); return JS::NullValue(); } if (!mBoundRenderbuffer) { ErrorInvalidOperation("getRenderbufferParameter: no render buffer is bound"); return JS::NullValue(); } MakeContextCurrent(); switch (pname) { case LOCAL_GL_RENDERBUFFER_SAMPLES: if (!IsWebGL2()) break; MOZ_FALLTHROUGH; case LOCAL_GL_RENDERBUFFER_WIDTH: case LOCAL_GL_RENDERBUFFER_HEIGHT: case LOCAL_GL_RENDERBUFFER_RED_SIZE: case LOCAL_GL_RENDERBUFFER_GREEN_SIZE: case LOCAL_GL_RENDERBUFFER_BLUE_SIZE: case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE: case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: case LOCAL_GL_RENDERBUFFER_INTERNAL_FORMAT: { // RB emulation means we have to ask the RB itself. GLint i = mBoundRenderbuffer->GetRenderbufferParameter(target, pname); return JS::Int32Value(i); } default: break; } ErrorInvalidEnumInfo("getRenderbufferParameter: parameter", pname); return JS::NullValue(); } already_AddRefed WebGLContext::CreateTexture() { if (IsContextLost()) return nullptr; GLuint tex = 0; MakeContextCurrent(); gl->fGenTextures(1, &tex); RefPtr globj = new WebGLTexture(this, tex); return globj.forget(); } static GLenum GetAndClearError(GLenum* errorVar) { MOZ_ASSERT(errorVar); GLenum ret = *errorVar; *errorVar = LOCAL_GL_NO_ERROR; return ret; } GLenum WebGLContext::GetError() { /* WebGL 1.0: Section 5.14.3: Setting and getting state: * If the context's webgl context lost flag is set, returns * CONTEXT_LOST_WEBGL the first time this method is called. * Afterward, returns NO_ERROR until the context has been * restored. * * WEBGL_lose_context: * [When this extension is enabled: ] loseContext and * restoreContext are allowed to generate INVALID_OPERATION errors * even when the context is lost. */ if (IsContextLost()) { if (mEmitContextLostErrorOnce) { mEmitContextLostErrorOnce = false; return LOCAL_GL_CONTEXT_LOST; } // Don't return yet, since WEBGL_lose_contexts contradicts the // original spec, and allows error generation while lost. } GLenum err = GetAndClearError(&mWebGLError); if (err != LOCAL_GL_NO_ERROR) return err; if (IsContextLost()) return LOCAL_GL_NO_ERROR; // Either no WebGL-side error, or it's already been cleared. // UnderlyingGL-side errors, now. MakeContextCurrent(); GetAndFlushUnderlyingGLErrors(); err = GetAndClearError(&mUnderlyingGLError); return err; } JS::Value WebGLContext::GetProgramParameter(const WebGLProgram& prog, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog)) return JS::NullValue(); return prog.GetProgramParameter(pname); } void WebGLContext::GetProgramInfoLog(const WebGLProgram& prog, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getProgramInfoLog: program", prog)) return; prog.GetProgramInfoLog(&retval); } JS::Value WebGLContext::GetUniform(JSContext* js, const WebGLProgram& prog, const WebGLUniformLocation& loc) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObject("getUniform: `program`", prog)) return JS::NullValue(); if (!ValidateObjectAllowDeleted("getUniform: `location`", loc)) return JS::NullValue(); if (!loc.ValidateForProgram(&prog, "getUniform")) return JS::NullValue(); return loc.GetUniform(js); } already_AddRefed WebGLContext::GetUniformLocation(const WebGLProgram& prog, const nsAString& name) { if (IsContextLost()) return nullptr; if (!ValidateObject("getUniformLocation: program", prog)) return nullptr; return prog.GetUniformLocation(name); } void WebGLContext::Hint(GLenum target, GLenum mode) { if (IsContextLost()) return; bool isValid = false; switch (target) { case LOCAL_GL_GENERATE_MIPMAP_HINT: mGenerateMipmapHint = mode; // Deprecated and removed in desktop GL Core profiles. if (gl->IsCoreProfile()) return; isValid = true; break; case LOCAL_GL_FRAGMENT_SHADER_DERIVATIVE_HINT: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives)) { isValid = true; } break; } if (!isValid) return ErrorInvalidEnum("hint: invalid hint"); MakeContextCurrent(); gl->fHint(target, mode); } bool WebGLContext::IsFramebuffer(const WebGLFramebuffer* fb) { if (!ValidateIsObject("isFramebuffer", fb)) return false; MakeContextCurrent(); return gl->fIsFramebuffer(fb->mGLName); } bool WebGLContext::IsProgram(const WebGLProgram* prog) { if (!ValidateIsObject("isProgram", prog)) return false; return true; } bool WebGLContext::IsRenderbuffer(const WebGLRenderbuffer* rb) { if (!ValidateIsObject("isRenderbuffer", rb)) return false; return rb->mHasBeenBound; } bool WebGLContext::IsShader(const WebGLShader* shader) { if (!ValidateIsObject("isShader", shader)) return false; return true; } void WebGLContext::LinkProgram(WebGLProgram& prog) { if (IsContextLost()) return; if (!ValidateObject("linkProgram", prog)) return; prog.LinkProgram(); if (!prog.IsLinked()) { // If we failed to link, but `prog == mCurrentProgram`, we are *not* supposed to // null out mActiveProgramLinkInfo. return; } if (&prog == mCurrentProgram) { mActiveProgramLinkInfo = prog.LinkInfo(); if (gl->WorkAroundDriverBugs() && gl->Vendor() == gl::GLVendor::NVIDIA) { gl->fUseProgram(prog.mGLName); } } } void WebGLContext::PixelStorei(GLenum pname, GLint param) { if (IsContextLost()) return; if (IsWebGL2()) { uint32_t* pValueSlot = nullptr; switch (pname) { case LOCAL_GL_UNPACK_IMAGE_HEIGHT: pValueSlot = &mPixelStore_UnpackImageHeight; break; case LOCAL_GL_UNPACK_SKIP_IMAGES: pValueSlot = &mPixelStore_UnpackSkipImages; break; case LOCAL_GL_UNPACK_ROW_LENGTH: pValueSlot = &mPixelStore_UnpackRowLength; break; case LOCAL_GL_UNPACK_SKIP_ROWS: pValueSlot = &mPixelStore_UnpackSkipRows; break; case LOCAL_GL_UNPACK_SKIP_PIXELS: pValueSlot = &mPixelStore_UnpackSkipPixels; break; case LOCAL_GL_PACK_ROW_LENGTH: pValueSlot = &mPixelStore_PackRowLength; break; case LOCAL_GL_PACK_SKIP_ROWS: pValueSlot = &mPixelStore_PackSkipRows; break; case LOCAL_GL_PACK_SKIP_PIXELS: pValueSlot = &mPixelStore_PackSkipPixels; break; } if (pValueSlot) { if (param < 0) { ErrorInvalidValue("pixelStorei: param must be >= 0."); return; } MakeContextCurrent(); gl->fPixelStorei(pname, param); *pValueSlot = param; return; } } switch (pname) { case UNPACK_FLIP_Y_WEBGL: mPixelStore_FlipY = bool(param); return; case UNPACK_PREMULTIPLY_ALPHA_WEBGL: mPixelStore_PremultiplyAlpha = bool(param); return; case UNPACK_COLORSPACE_CONVERSION_WEBGL: switch (param) { case LOCAL_GL_NONE: case BROWSER_DEFAULT_WEBGL: mPixelStore_ColorspaceConversion = param; return; default: ErrorInvalidEnumInfo("pixelStorei: colorspace conversion parameter", param); return; } case LOCAL_GL_PACK_ALIGNMENT: case LOCAL_GL_UNPACK_ALIGNMENT: switch (param) { case 1: case 2: case 4: case 8: if (pname == LOCAL_GL_PACK_ALIGNMENT) mPixelStore_PackAlignment = param; else if (pname == LOCAL_GL_UNPACK_ALIGNMENT) mPixelStore_UnpackAlignment = param; MakeContextCurrent(); gl->fPixelStorei(pname, param); return; default: ErrorInvalidValue("pixelStorei: invalid pack/unpack alignment value"); return; } default: break; } ErrorInvalidEnumInfo("pixelStorei: parameter", pname); } bool WebGLContext::DoReadPixelsAndConvert(const webgl::FormatInfo* srcFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum destType, void* dest, uint32_t destSize, uint32_t rowStride) { // On at least Win+NV, we'll get PBO errors if we don't have at least // `rowStride * height` bytes available to read into. const auto naiveBytesNeeded = CheckedUint32(rowStride) * height; const bool isDangerCloseToEdge = (!naiveBytesNeeded.isValid() || naiveBytesNeeded.value() > destSize); const bool useParanoidHandling = (gl->WorkAroundDriverBugs() && isDangerCloseToEdge && mBoundPixelPackBuffer); if (!useParanoidHandling) { gl->fReadPixels(x, y, width, height, format, destType, dest); return true; } // Read everything but the last row. const auto bodyHeight = height - 1; if (bodyHeight) { gl->fReadPixels(x, y, width, bodyHeight, format, destType, dest); } // Now read the last row. gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, 1); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, 0); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, 0); const auto tailRowOffset = (char*)dest + rowStride * bodyHeight; gl->fReadPixels(x, y+bodyHeight, width, 1, format, destType, tailRowOffset); gl->fPixelStorei(LOCAL_GL_PACK_ALIGNMENT, mPixelStore_PackAlignment); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); return true; } static bool GetJSScalarFromGLType(GLenum type, js::Scalar::Type* const out_scalarType) { switch (type) { case LOCAL_GL_BYTE: *out_scalarType = js::Scalar::Int8; return true; case LOCAL_GL_UNSIGNED_BYTE: *out_scalarType = js::Scalar::Uint8; return true; case LOCAL_GL_SHORT: *out_scalarType = js::Scalar::Int16; return true; case LOCAL_GL_HALF_FLOAT: case LOCAL_GL_HALF_FLOAT_OES: case LOCAL_GL_UNSIGNED_SHORT: case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4: case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1: case LOCAL_GL_UNSIGNED_SHORT_5_6_5: *out_scalarType = js::Scalar::Uint16; return true; case LOCAL_GL_UNSIGNED_INT: case LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV: case LOCAL_GL_UNSIGNED_INT_5_9_9_9_REV: case LOCAL_GL_UNSIGNED_INT_10F_11F_11F_REV: case LOCAL_GL_UNSIGNED_INT_24_8: *out_scalarType = js::Scalar::Uint32; return true; case LOCAL_GL_INT: *out_scalarType = js::Scalar::Int32; return true; case LOCAL_GL_FLOAT: *out_scalarType = js::Scalar::Float32; return true; default: return false; } } bool WebGLContext::ReadPixels_SharedPrecheck(ErrorResult* const out_error) { if (IsContextLost()) return false; if (mCanvasElement && mCanvasElement->IsWriteOnly() && !nsContentUtils::IsCallerChrome()) { GenerateWarning("readPixels: Not allowed"); out_error->Throw(NS_ERROR_DOM_SECURITY_ERR); return false; } return true; } bool WebGLContext::ValidatePackSize(const char* funcName, uint32_t width, uint32_t height, uint8_t bytesPerPixel, uint32_t* const out_rowStride, uint32_t* const out_endOffset) { if (!width || !height) { *out_rowStride = 0; *out_endOffset = 0; return true; } // GLES 3.0.4, p116 (PACK_ functions like UNPACK_) const auto rowLength = (mPixelStore_PackRowLength ? mPixelStore_PackRowLength : width); const auto skipPixels = mPixelStore_PackSkipPixels; const auto skipRows = mPixelStore_PackSkipRows; const auto alignment = mPixelStore_PackAlignment; const auto usedPixelsPerRow = CheckedUint32(skipPixels) + width; const auto usedRowsPerImage = CheckedUint32(skipRows) + height; if (!usedPixelsPerRow.isValid() || usedPixelsPerRow.value() > rowLength) { ErrorInvalidOperation("%s: SKIP_PIXELS + width > ROW_LENGTH.", funcName); return false; } const auto rowLengthBytes = CheckedUint32(rowLength) * bytesPerPixel; const auto rowStride = RoundUpToMultipleOf(rowLengthBytes, alignment); const auto usedBytesPerRow = usedPixelsPerRow * bytesPerPixel; const auto usedBytesPerImage = (usedRowsPerImage - 1) * rowStride + usedBytesPerRow; if (!rowStride.isValid() || !usedBytesPerImage.isValid()) { ErrorInvalidOperation("%s: Invalid UNPACK_ params.", funcName); return false; } *out_rowStride = rowStride.value(); *out_endOffset = usedBytesPerImage.value(); return true; } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const dom::ArrayBufferView& dstView, GLuint dstElemOffset, ErrorResult& out_error) { const char funcName[] = "readPixels"; if (!ReadPixels_SharedPrecheck(&out_error)) return; if (mBoundPixelPackBuffer) { ErrorInvalidOperation("%s: PIXEL_PACK_BUFFER must be null.", funcName); return; } //// js::Scalar::Type reqScalarType; if (!GetJSScalarFromGLType(type, &reqScalarType)) { ErrorInvalidEnum("%s: Bad `type`.", funcName); return; } const auto& viewElemType = dstView.Type(); if (viewElemType != reqScalarType) { ErrorInvalidOperation("%s: `pixels` type does not match `type`.", funcName); return; } //// uint8_t* bytes; size_t byteLen; if (!ValidateArrayBufferView(funcName, dstView, dstElemOffset, 0, &bytes, &byteLen)) return; //// ReadPixelsImpl(x, y, width, height, format, type, bytes, byteLen); } void WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, WebGLsizeiptr offset, ErrorResult& out_error) { const char funcName[] = "readPixels"; if (!ReadPixels_SharedPrecheck(&out_error)) return; const auto& buffer = ValidateBufferSelection(funcName, LOCAL_GL_PIXEL_PACK_BUFFER); if (!buffer) return; ////// if (!ValidateNonNegative(funcName, "offset", offset)) return; { const auto bytesPerType = webgl::BytesPerPixel({LOCAL_GL_RED, type}); if (offset % bytesPerType != 0) { ErrorInvalidOperation("%s: `offset` must be divisible by the size of `type`" " in bytes.", funcName); return; } } ////// const auto bytesAvailable = buffer->ByteLength(); const auto checkedBytesAfterOffset = CheckedUint32(bytesAvailable) - offset; uint32_t bytesAfterOffset = 0; if (checkedBytesAfterOffset.isValid()) { bytesAfterOffset = checkedBytesAfterOffset.value(); } gl->MakeCurrent(); const ScopedLazyBind lazyBind(gl, LOCAL_GL_PIXEL_PACK_BUFFER, buffer); ReadPixelsImpl(x, y, width, height, format, type, (void*)offset, bytesAfterOffset); } static webgl::PackingInfo DefaultReadPixelPI(const webgl::FormatUsageInfo* usage) { MOZ_ASSERT(usage->IsRenderable()); switch (usage->format->componentType) { case webgl::ComponentType::NormUInt: return { LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE }; case webgl::ComponentType::Int: return { LOCAL_GL_RGBA_INTEGER, LOCAL_GL_INT }; case webgl::ComponentType::UInt: return { LOCAL_GL_RGBA_INTEGER, LOCAL_GL_UNSIGNED_INT }; case webgl::ComponentType::Float: return { LOCAL_GL_RGBA, LOCAL_GL_FLOAT }; default: MOZ_CRASH(); } } static bool ArePossiblePackEnums(const WebGLContext* webgl, const webgl::PackingInfo& pi) { // OpenGL ES 2.0 $4.3.1 - IMPLEMENTATION_COLOR_READ_{TYPE/FORMAT} is a valid // combination for glReadPixels()... // So yeah, we are actually checking that these are valid as /unpack/ formats, instead // of /pack/ formats here, but it should cover the INVALID_ENUM cases. if (!webgl->mFormatUsage->AreUnpackEnumsValid(pi.format, pi.type)) return false; // Only valid when pulled from: // * GLES 2.0.25 p105: // "table 3.4, excluding formats LUMINANCE and LUMINANCE_ALPHA." // * GLES 3.0.4 p193: // "table 3.2, excluding formats DEPTH_COMPONENT and DEPTH_STENCIL." switch (pi.format) { case LOCAL_GL_LUMINANCE: case LOCAL_GL_LUMINANCE_ALPHA: case LOCAL_GL_DEPTH_COMPONENT: case LOCAL_GL_DEPTH_STENCIL: return false; } if (pi.type == LOCAL_GL_UNSIGNED_INT_24_8) return false; return true; } webgl::PackingInfo WebGLContext::ValidImplementationColorReadPI(const webgl::FormatUsageInfo* usage) const { const auto defaultPI = DefaultReadPixelPI(usage); // ES2_compatibility always returns RGBA/UNSIGNED_BYTE, so branch on actual IsGLES(). // Also OSX+NV generates an error here. if (!gl->IsGLES()) return defaultPI; webgl::PackingInfo implPI; gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*)&implPI.format); gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*)&implPI.type); if (!ArePossiblePackEnums(this, implPI)) return defaultPI; return implPI; } static bool ValidateReadPixelsFormatAndType(const webgl::FormatUsageInfo* srcUsage, const webgl::PackingInfo& pi, gl::GLContext* gl, WebGLContext* webgl) { const char funcName[] = "readPixels"; if (!ArePossiblePackEnums(webgl, pi)) { webgl->ErrorInvalidEnum("%s: Unexpected format or type.", funcName); return false; } const auto defaultPI = DefaultReadPixelPI(srcUsage); if (pi == defaultPI) return true; //// // OpenGL ES 3.0.4 p194 - When the internal format of the rendering surface is // RGB10_A2, a third combination of format RGBA and type UNSIGNED_INT_2_10_10_10_REV // is accepted. if (webgl->IsWebGL2() && srcUsage->format->effectiveFormat == webgl::EffectiveFormat::RGB10_A2 && pi.format == LOCAL_GL_RGBA && pi.type == LOCAL_GL_UNSIGNED_INT_2_10_10_10_REV) { return true; } //// MOZ_ASSERT(gl->IsCurrent()); const auto implPI = webgl->ValidImplementationColorReadPI(srcUsage); if (pi == implPI) return true; //// webgl->ErrorInvalidOperation("%s: Incompatible format or type.", funcName); return false; } void WebGLContext::ReadPixelsImpl(GLint x, GLint y, GLsizei rawWidth, GLsizei rawHeight, GLenum packFormat, GLenum packType, void* dest, uint32_t dataLen) { if (rawWidth < 0 || rawHeight < 0) { ErrorInvalidValue("readPixels: negative size passed"); return; } const uint32_t width(rawWidth); const uint32_t height(rawHeight); ////// MakeContextCurrent(); const webgl::FormatUsageInfo* srcFormat; uint32_t srcWidth; uint32_t srcHeight; if (!ValidateCurFBForRead("readPixels", &srcFormat, &srcWidth, &srcHeight)) return; ////// const webgl::PackingInfo pi = {packFormat, packType}; if (!ValidateReadPixelsFormatAndType(srcFormat, pi, gl, this)) return; uint8_t bytesPerPixel; if (!webgl::GetBytesPerPixel(pi, &bytesPerPixel)) { ErrorInvalidOperation("readPixels: Unsupported format and type."); return; } ////// uint32_t rowStride; uint32_t bytesNeeded; if (!ValidatePackSize("readPixels", width, height, bytesPerPixel, &rowStride, &bytesNeeded)) { return; } if (bytesNeeded > dataLen) { ErrorInvalidOperation("readPixels: buffer too small"); return; } //// int32_t readX, readY; int32_t writeX, writeY; int32_t rwWidth, rwHeight; if (!Intersect(srcWidth, x, width, &readX, &writeX, &rwWidth) || !Intersect(srcHeight, y, height, &readY, &writeY, &rwHeight)) { ErrorOutOfMemory("readPixels: Bad subrect selection."); return; } //////////////// // Now that the errors are out of the way, on to actually reading! OnBeforeReadCall(); if (!rwWidth || !rwHeight) { // Disjoint rects, so we're done already. DummyReadFramebufferOperation("readPixels"); return; } if (uint32_t(rwWidth) == width && uint32_t(rwHeight) == height) { DoReadPixelsAndConvert(srcFormat->format, x, y, width, height, packFormat, packType, dest, dataLen, rowStride); return; } // Read request contains out-of-bounds pixels. Unfortunately: // GLES 3.0.4 p194 "Obtaining Pixels from the Framebuffer": // "If any of these pixels lies outside of the window allocated to the current GL // context, or outside of the image attached to the currently bound framebuffer // object, then the values obtained for those pixels are undefined." // This is a slow-path, so warn people away! GenerateWarning("readPixels: Out-of-bounds reads with readPixels are deprecated, and" " may be slow."); //////////////////////////////////// // Read only the in-bounds pixels. if (IsWebGL2()) { if (!mPixelStore_PackRowLength) { gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackSkipPixels + width); } gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels + writeX); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows + writeY); DoReadPixelsAndConvert(srcFormat->format, readX, readY, rwWidth, rwHeight, packFormat, packType, dest, dataLen, rowStride); gl->fPixelStorei(LOCAL_GL_PACK_ROW_LENGTH, mPixelStore_PackRowLength); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_PIXELS, mPixelStore_PackSkipPixels); gl->fPixelStorei(LOCAL_GL_PACK_SKIP_ROWS, mPixelStore_PackSkipRows); } else { // I *did* say "hilariously slow". uint8_t* row = (uint8_t*)dest + writeX * bytesPerPixel; row += writeY * rowStride; for (uint32_t j = 0; j < uint32_t(rwHeight); j++) { DoReadPixelsAndConvert(srcFormat->format, readX, readY+j, rwWidth, 1, packFormat, packType, row, dataLen, rowStride); row += rowStride; } } } void WebGLContext::RenderbufferStorage_base(const char* funcName, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (target != LOCAL_GL_RENDERBUFFER) { ErrorInvalidEnumInfo("`target`", funcName, target); return; } if (!mBoundRenderbuffer) { ErrorInvalidOperation("%s: Called on renderbuffer 0.", funcName); return; } if (samples < 0) { ErrorInvalidValue("%s: `samples` must be >= 0.", funcName); return; } if (width < 0 || height < 0) { ErrorInvalidValue("%s: `width` and `height` must be >= 0.", funcName); return; } mBoundRenderbuffer->RenderbufferStorage(funcName, uint32_t(samples), internalFormat, uint32_t(width), uint32_t(height)); } void WebGLContext::RenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) { RenderbufferStorage_base("renderbufferStorage", target, 0, internalFormat, width, height); } void WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("scissor: negative size"); MakeContextCurrent(); gl->fScissor(x, y, width, height); } void WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateComparisonEnum(func, "stencilFunc: func")) return; mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; MakeContextCurrent(); gl->fStencilFunc(func, ref, mask); } void WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilFuncSeparate: face") || !ValidateComparisonEnum(func, "stencilFuncSeparate: func")) return; switch (face) { case LOCAL_GL_FRONT_AND_BACK: mStencilRefFront = ref; mStencilRefBack = ref; mStencilValueMaskFront = mask; mStencilValueMaskBack = mask; break; case LOCAL_GL_FRONT: mStencilRefFront = ref; mStencilValueMaskFront = mask; break; case LOCAL_GL_BACK: mStencilRefBack = ref; mStencilValueMaskBack = mask; break; } MakeContextCurrent(); gl->fStencilFuncSeparate(face, func, ref, mask); } void WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateStencilOpEnum(sfail, "stencilOp: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOp: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOp: dppass")) return; MakeContextCurrent(); gl->fStencilOp(sfail, dpfail, dppass); } void WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { if (IsContextLost()) return; if (!ValidateFaceEnum(face, "stencilOpSeparate: face") || !ValidateStencilOpEnum(sfail, "stencilOpSeparate: sfail") || !ValidateStencilOpEnum(dpfail, "stencilOpSeparate: dpfail") || !ValidateStencilOpEnum(dppass, "stencilOpSeparate: dppass")) return; MakeContextCurrent(); gl->fStencilOpSeparate(face, sfail, dpfail, dppass); } //////////////////////////////////////////////////////////////////////////////// // Uniform setters. class ValidateIfSampler { const WebGLUniformLocation* const mLoc; const size_t mDataCount; const GLint* const mData; bool mIsValidatedSampler; public: ValidateIfSampler(WebGLContext* webgl, const char* funcName, WebGLUniformLocation* loc, size_t dataCount, const GLint* data, bool* const out_error) : mLoc(loc) , mDataCount(dataCount) , mData(data) , mIsValidatedSampler(false) { if (!mLoc->mInfo->mSamplerTexList) { *out_error = false; return; } for (size_t i = 0; i < mDataCount; i++) { const auto& val = mData[i]; if (val < 0 || uint32_t(val) >= webgl->GLMaxTextureUnits()) { webgl->ErrorInvalidValue("%s: This uniform location is a sampler, but %d" " is not a valid texture unit.", funcName, val); *out_error = true; return; } } mIsValidatedSampler = true; *out_error = false; } ~ValidateIfSampler() { if (!mIsValidatedSampler) return; auto& samplerValues = mLoc->mInfo->mSamplerValues; for (size_t i = 0; i < mDataCount; i++) { const size_t curIndex = mLoc->mArrayIndex + i; if (curIndex >= samplerValues.size()) break; samplerValues[curIndex] = mData[i]; } } }; //////////////////// void WebGLContext::Uniform1i(WebGLUniformLocation* loc, GLint a1) { const char funcName[] = "uniform1i"; if (!ValidateUniformSetter(loc, 1, LOCAL_GL_INT, funcName)) return; bool error; const ValidateIfSampler validate(this, funcName, loc, 1, &a1, &error); if (error) return; MakeContextCurrent(); gl->fUniform1i(loc->mLoc, a1); } void WebGLContext::Uniform2i(WebGLUniformLocation* loc, GLint a1, GLint a2) { const char funcName[] = "uniform2i"; if (!ValidateUniformSetter(loc, 2, LOCAL_GL_INT, funcName)) return; MakeContextCurrent(); gl->fUniform2i(loc->mLoc, a1, a2); } void WebGLContext::Uniform3i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3) { const char funcName[] = "uniform3i"; if (!ValidateUniformSetter(loc, 3, LOCAL_GL_INT, funcName)) return; MakeContextCurrent(); gl->fUniform3i(loc->mLoc, a1, a2, a3); } void WebGLContext::Uniform4i(WebGLUniformLocation* loc, GLint a1, GLint a2, GLint a3, GLint a4) { const char funcName[] = "uniform4i"; if (!ValidateUniformSetter(loc, 4, LOCAL_GL_INT, funcName)) return; MakeContextCurrent(); gl->fUniform4i(loc->mLoc, a1, a2, a3, a4); } ////////// void WebGLContext::Uniform1f(WebGLUniformLocation* loc, GLfloat a1) { const char funcName[] = "uniform1f"; if (!ValidateUniformSetter(loc, 1, LOCAL_GL_FLOAT, funcName)) return; MakeContextCurrent(); gl->fUniform1f(loc->mLoc, a1); } void WebGLContext::Uniform2f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2) { const char funcName[] = "uniform2f"; if (!ValidateUniformSetter(loc, 2, LOCAL_GL_FLOAT, funcName)) return; MakeContextCurrent(); gl->fUniform2f(loc->mLoc, a1, a2); } void WebGLContext::Uniform3f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3) { const char funcName[] = "uniform3f"; if (!ValidateUniformSetter(loc, 3, LOCAL_GL_FLOAT, funcName)) return; MakeContextCurrent(); gl->fUniform3f(loc->mLoc, a1, a2, a3); } void WebGLContext::Uniform4f(WebGLUniformLocation* loc, GLfloat a1, GLfloat a2, GLfloat a3, GLfloat a4) { const char funcName[] = "uniform4f"; if (!ValidateUniformSetter(loc, 4, LOCAL_GL_FLOAT, funcName)) return; MakeContextCurrent(); gl->fUniform4f(loc->mLoc, a1, a2, a3, a4); } //////////////////////////////////////// // Array static bool ValidateArrOffsetAndCount(WebGLContext* webgl, const char* funcName, size_t elemsAvail, GLuint elemOffset, GLuint elemCountOverride, size_t* const out_elemCount) { if (elemOffset > elemsAvail) { webgl->ErrorInvalidValue("%s: Bad offset into list.", funcName); return false; } elemsAvail -= elemOffset; if (elemCountOverride) { if (elemCountOverride > elemsAvail) { webgl->ErrorInvalidValue("%s: Bad count override for sub-list.", funcName); return false; } elemsAvail = elemCountOverride; } *out_elemCount = elemsAvail; return true; } void WebGLContext::UniformNiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Int32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { size_t elemCount; if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_INT, elemCount, funcName, &numElementsToUpload)) { return; } bool error; const ValidateIfSampler samplerValidator(this, funcName, loc, numElementsToUpload, elemBytes, &error); if (error) return; static const decltype(&gl::GLContext::fUniform1iv) kFuncList[] = { &gl::GLContext::fUniform1iv, &gl::GLContext::fUniform2iv, &gl::GLContext::fUniform3iv, &gl::GLContext::fUniform4iv }; const auto func = kFuncList[N-1]; MakeContextCurrent(); (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } void WebGLContext::UniformNuiv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Uint32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { size_t elemCount; if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_UNSIGNED_INT, elemCount, funcName, &numElementsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); static const decltype(&gl::GLContext::fUniform1uiv) kFuncList[] = { &gl::GLContext::fUniform1uiv, &gl::GLContext::fUniform2uiv, &gl::GLContext::fUniform3uiv, &gl::GLContext::fUniform4uiv }; const auto func = kFuncList[N-1]; MakeContextCurrent(); (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } void WebGLContext::UniformNfv(const char* funcName, uint8_t N, WebGLUniformLocation* loc, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { size_t elemCount; if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformArraySetter(loc, N, LOCAL_GL_FLOAT, elemCount, funcName, &numElementsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); static const decltype(&gl::GLContext::fUniform1fv) kFuncList[] = { &gl::GLContext::fUniform1fv, &gl::GLContext::fUniform2fv, &gl::GLContext::fUniform3fv, &gl::GLContext::fUniform4fv }; const auto func = kFuncList[N-1]; MakeContextCurrent(); (gl->*func)(loc->mLoc, numElementsToUpload, elemBytes); } void WebGLContext::UniformMatrixAxBfv(const char* funcName, uint8_t A, uint8_t B, WebGLUniformLocation* loc, bool transpose, const Float32Arr& arr, GLuint elemOffset, GLuint elemCountOverride) { size_t elemCount; if (!ValidateArrOffsetAndCount(this, funcName, arr.elemCount, elemOffset, elemCountOverride, &elemCount)) { return; } const auto elemBytes = arr.elemBytes + elemOffset; uint32_t numElementsToUpload; if (!ValidateUniformMatrixArraySetter(loc, A, B, LOCAL_GL_FLOAT, elemCount, transpose, funcName, &numElementsToUpload)) { return; } MOZ_ASSERT(!loc->mInfo->mSamplerTexList, "Should not be a sampler."); static const decltype(&gl::GLContext::fUniformMatrix2fv) kFuncList[] = { &gl::GLContext::fUniformMatrix2fv, &gl::GLContext::fUniformMatrix2x3fv, &gl::GLContext::fUniformMatrix2x4fv, &gl::GLContext::fUniformMatrix3x2fv, &gl::GLContext::fUniformMatrix3fv, &gl::GLContext::fUniformMatrix3x4fv, &gl::GLContext::fUniformMatrix4x2fv, &gl::GLContext::fUniformMatrix4x3fv, &gl::GLContext::fUniformMatrix4fv }; const auto func = kFuncList[3*(A-2) + (B-2)]; MakeContextCurrent(); (gl->*func)(loc->mLoc, numElementsToUpload, transpose, elemBytes); } //////////////////////////////////////////////////////////////////////////////// void WebGLContext::UseProgram(WebGLProgram* prog) { if (IsContextLost()) return; if (!prog) { mCurrentProgram = nullptr; mActiveProgramLinkInfo = nullptr; return; } if (!ValidateObject("useProgram", *prog)) return; if (prog->UseProgram()) { mCurrentProgram = prog; mActiveProgramLinkInfo = mCurrentProgram->LinkInfo(); } } void WebGLContext::ValidateProgram(const WebGLProgram& prog) { if (IsContextLost()) return; if (!ValidateObject("validateProgram", prog)) return; prog.ValidateProgram(); } already_AddRefed WebGLContext::CreateFramebuffer() { if (IsContextLost()) return nullptr; GLuint fbo = 0; MakeContextCurrent(); gl->fGenFramebuffers(1, &fbo); RefPtr globj = new WebGLFramebuffer(this, fbo); return globj.forget(); } already_AddRefed WebGLContext::CreateRenderbuffer() { if (IsContextLost()) return nullptr; MakeContextCurrent(); RefPtr globj = new WebGLRenderbuffer(this); return globj.forget(); } void WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { if (IsContextLost()) return; if (width < 0 || height < 0) return ErrorInvalidValue("viewport: negative size"); width = std::min(width, (GLsizei)mImplMaxViewportDims[0]); height = std::min(height, (GLsizei)mImplMaxViewportDims[1]); MakeContextCurrent(); gl->fViewport(x, y, width, height); mViewportX = x; mViewportY = y; mViewportWidth = width; mViewportHeight = height; } void WebGLContext::CompileShader(WebGLShader& shader) { if (IsContextLost()) return; if (!ValidateObject("compileShader", shader)) return; shader.CompileShader(); } JS::Value WebGLContext::GetShaderParameter(const WebGLShader& shader, GLenum pname) { if (IsContextLost()) return JS::NullValue(); if (!ValidateObjectAllowDeleted("getShaderParameter: shader", shader)) return JS::NullValue(); return shader.GetShaderParameter(pname); } void WebGLContext::GetShaderInfoLog(const WebGLShader& shader, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getShaderInfoLog: shader", shader)) return; shader.GetShaderInfoLog(&retval); } already_AddRefed WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype) { if (IsContextLost()) return nullptr; switch (shadertype) { case LOCAL_GL_FRAGMENT_SHADER: case LOCAL_GL_VERTEX_SHADER: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: shadertype", shadertype); return nullptr; } switch (precisiontype) { case LOCAL_GL_LOW_FLOAT: case LOCAL_GL_MEDIUM_FLOAT: case LOCAL_GL_HIGH_FLOAT: case LOCAL_GL_LOW_INT: case LOCAL_GL_MEDIUM_INT: case LOCAL_GL_HIGH_INT: break; default: ErrorInvalidEnumInfo("getShaderPrecisionFormat: precisiontype", precisiontype); return nullptr; } MakeContextCurrent(); GLint range[2], precision; if (mDisableFragHighP && shadertype == LOCAL_GL_FRAGMENT_SHADER && (precisiontype == LOCAL_GL_HIGH_FLOAT || precisiontype == LOCAL_GL_HIGH_INT)) { precision = 0; range[0] = 0; range[1] = 0; } else { gl->fGetShaderPrecisionFormat(shadertype, precisiontype, range, &precision); } RefPtr retShaderPrecisionFormat = new WebGLShaderPrecisionFormat(this, range[0], range[1], precision); return retShaderPrecisionFormat.forget(); } void WebGLContext::GetShaderSource(const WebGLShader& shader, nsAString& retval) { retval.SetIsVoid(true); if (IsContextLost()) return; if (!ValidateObject("getShaderSource: shader", shader)) return; shader.GetShaderSource(&retval); } void WebGLContext::ShaderSource(WebGLShader& shader, const nsAString& source) { if (IsContextLost()) return; if (!ValidateObject("shaderSource: shader", shader)) return; shader.ShaderSource(source); } void WebGLContext::LoseContext() { if (IsContextLost()) return ErrorInvalidOperation("loseContext: Context is already lost."); ForceLoseContext(true); } void WebGLContext::RestoreContext() { if (!IsContextLost()) return ErrorInvalidOperation("restoreContext: Context is not lost."); if (!mLastLossWasSimulated) { return ErrorInvalidOperation("restoreContext: Context loss was not simulated." " Cannot simulate restore."); } // If we're currently lost, and the last loss was simulated, then // we're currently only simulated-lost, allowing us to call // restoreContext(). if (!mAllowContextRestore) return ErrorInvalidOperation("restoreContext: Context cannot be restored."); ForceRestoreContext(); } void WebGLContext::BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { if (IsContextLost()) return; MakeContextCurrent(); gl->fBlendColor(r, g, b, a); } void WebGLContext::Flush() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFlush(); } void WebGLContext::Finish() { if (IsContextLost()) return; MakeContextCurrent(); gl->fFinish(); } void WebGLContext::LineWidth(GLfloat width) { if (IsContextLost()) return; // Doing it this way instead of `if (width <= 0.0)` handles NaNs. const bool isValid = width > 0.0; if (!isValid) { ErrorInvalidValue("lineWidth: `width` must be positive and non-zero."); return; } mLineWidth = width; if (gl->IsCoreProfile() && width > 1.0) { width = 1.0; } MakeContextCurrent(); gl->fLineWidth(width); } void WebGLContext::PolygonOffset(GLfloat factor, GLfloat units) { if (IsContextLost()) return; MakeContextCurrent(); gl->fPolygonOffset(factor, units); } void WebGLContext::SampleCoverage(GLclampf value, WebGLboolean invert) { if (IsContextLost()) return; MakeContextCurrent(); gl->fSampleCoverage(value, invert); } } // namespace mozilla