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path: root/dom/canvas/WebGL2Context.cpp
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/* -*- 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 "WebGL2Context.h"

#include "gfxPrefs.h"
#include "GLContext.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/ArrayUtils.h"
#include "nsPrintfCString.h"
#include "WebGLBuffer.h"
#include "WebGLFormats.h"
#include "WebGLTransformFeedback.h"

namespace mozilla {

WebGL2Context::WebGL2Context()
    : WebGLContext()
{
    MOZ_ASSERT(IsSupported(), "not supposed to create a WebGL2Context"
                              "context when not supported");
}

WebGL2Context::~WebGL2Context()
{

}

UniquePtr<webgl::FormatUsageAuthority>
WebGL2Context::CreateFormatUsage(gl::GLContext* gl) const
{
    return webgl::FormatUsageAuthority::CreateForWebGL2(gl);
}

/*static*/ bool
WebGL2Context::IsSupported()
{
    return gfxPrefs::WebGL2Enabled();
}

/*static*/ WebGL2Context*
WebGL2Context::Create()
{
    return new WebGL2Context();
}

JSObject*
WebGL2Context::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto)
{
    return dom::WebGL2RenderingContextBinding::Wrap(cx, this, givenProto);
}

////////////////////////////////////////////////////////////////////////////////
// WebGL 2 initialisation

static const gl::GLFeature kRequiredFeatures[] = {
    gl::GLFeature::blend_minmax,
    gl::GLFeature::clear_buffers,
    gl::GLFeature::copy_buffer,
    gl::GLFeature::depth_texture,
    gl::GLFeature::draw_instanced,
    gl::GLFeature::draw_range_elements,
    gl::GLFeature::element_index_uint,
    gl::GLFeature::frag_color_float,
    gl::GLFeature::frag_depth,
    gl::GLFeature::framebuffer_object,
    gl::GLFeature::get_integer_indexed,
    gl::GLFeature::get_integer64_indexed,
    gl::GLFeature::gpu_shader4,
    gl::GLFeature::instanced_arrays,
    gl::GLFeature::instanced_non_arrays,
    gl::GLFeature::map_buffer_range, // Used by GetBufferSubData.
    gl::GLFeature::occlusion_query2,
    gl::GLFeature::packed_depth_stencil,
    gl::GLFeature::query_objects,
    gl::GLFeature::renderbuffer_color_float,
    gl::GLFeature::renderbuffer_color_half_float,
    gl::GLFeature::sRGB_framebuffer,
    gl::GLFeature::sRGB_texture,
    gl::GLFeature::sampler_objects,
    gl::GLFeature::standard_derivatives,
    gl::GLFeature::texture_3D,
    gl::GLFeature::texture_3D_compressed,
    gl::GLFeature::texture_3D_copy,
    gl::GLFeature::texture_float,
    gl::GLFeature::texture_half_float,
    gl::GLFeature::texture_half_float_linear,
    gl::GLFeature::texture_non_power_of_two,
    gl::GLFeature::texture_storage,
    gl::GLFeature::transform_feedback2,
    gl::GLFeature::uniform_buffer_object,
    gl::GLFeature::uniform_matrix_nonsquare,
    gl::GLFeature::vertex_array_object
};

bool
WebGLContext::InitWebGL2(FailureReason* const out_failReason)
{
    MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");

    std::vector<gl::GLFeature> missingList;

    const auto fnGatherMissing = [&](gl::GLFeature cur) {
        if (!gl->IsSupported(cur)) {
            missingList.push_back(cur);
        }
    };

    const auto fnGatherMissing2 = [&](gl::GLFeature main, gl::GLFeature alt) {
        if (!gl->IsSupported(main) && !gl->IsSupported(alt)) {
            missingList.push_back(main);
        }
    };

    ////

    for (const auto& cur : kRequiredFeatures) {
        fnGatherMissing(cur);
    }

    // On desktop, we fake occlusion_query_boolean with occlusion_query if
    // necessary. (See WebGL2ContextQueries.cpp)
    fnGatherMissing2(gl::GLFeature::occlusion_query_boolean,
                     gl::GLFeature::occlusion_query);

#ifdef XP_MACOSX
    // On OSX, GL core profile is used. This requires texture swizzle
    // support to emulate legacy texture formats: ALPHA, LUMINANCE,
    // and LUMINANCE_ALPHA.
    fnGatherMissing(gl::GLFeature::texture_swizzle);
#endif

    fnGatherMissing2(gl::GLFeature::prim_restart_fixed,
                     gl::GLFeature::prim_restart);

    ////

    if (missingList.size()) {
        nsAutoCString exts;
        for (auto itr = missingList.begin(); itr != missingList.end(); ++itr) {
            exts.AppendLiteral("\n  ");
            exts.Append(gl::GLContext::GetFeatureName(*itr));
        }

        const nsPrintfCString reason("WebGL 2 requires support for the following"
                                     " features: %s",
                                     exts.BeginReading());
        *out_failReason = FailureReason("FEATURE_FAILURE_WEBGL2_OCCL", reason);
        return false;
    }

    // we initialise WebGL 2 related stuff.
    gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
                     &mGLMaxTransformFeedbackSeparateAttribs);
    gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
                     &mGLMaxUniformBufferBindings);

    mIndexedUniformBufferBindings.resize(mGLMaxUniformBufferBindings);

    mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
    mBoundTransformFeedback = mDefaultTransformFeedback;

    gl->fGenTransformFeedbacks(1, &mEmptyTFO);

    ////

    if (!gl->IsGLES()) {
        // Desktop OpenGL requires the following to be enabled in order to
        // support sRGB operations on framebuffers.
        gl->fEnable(LOCAL_GL_FRAMEBUFFER_SRGB_EXT);
    }

    if (gl->IsSupported(gl::GLFeature::prim_restart_fixed)) {
        gl->fEnable(LOCAL_GL_PRIMITIVE_RESTART_FIXED_INDEX);
    } else {
        MOZ_ASSERT(gl->IsSupported(gl::GLFeature::prim_restart));
    }

    //////

    return true;
}

} // namespace mozilla