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WebGLContext.cpp
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WebGLContext.cpp
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com> (original author)
* Mark Steele <mwsteele@gmail.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "WebGLContext.h"
#include "nsIConsoleService.h"
#include "nsServiceManagerUtils.h"
#include "nsIClassInfoImpl.h"
#include "nsContentUtils.h"
#include "nsIXPConnect.h"
#include "nsDOMError.h"
#include "nsIGfxInfo.h"
#include "nsIPropertyBag.h"
#include "nsIVariant.h"
#include "imgIEncoder.h"
#include "gfxContext.h"
#include "gfxPattern.h"
#include "gfxUtils.h"
#include "CanvasUtils.h"
#include "nsDisplayList.h"
#include "GLContextProvider.h"
#include "gfxCrashReporterUtils.h"
#include "nsSVGEffects.h"
#include "prenv.h"
#include "mozilla/Preferences.h"
#include "mozilla/Telemetry.h"
using namespace mozilla;
using namespace mozilla::gl;
using namespace mozilla::layers;
WebGLMemoryReporter* WebGLMemoryReporter::sUniqueInstance = nsnull;
NS_MEMORY_REPORTER_IMPLEMENT(WebGLTextureMemoryUsed,
"webgl-texture-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetTextureMemoryUsed,
"Memory used by WebGL textures. The OpenGL implementation is free to store these textures in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLTextureCount,
"webgl-texture-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetTextureCount,
"Number of WebGL textures.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferMemoryUsed,
"webgl-buffer-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetBufferMemoryUsed,
"Memory used by WebGL buffers. The OpenGL implementation is free to store these buffers in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferCacheMemoryUsed,
"explicit/webgl/buffer-cache-memory",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetBufferCacheMemoryUsed,
"Memory used by WebGL buffer caches. The WebGL implementation caches the contents of element array buffers only. This adds up with the webgl-buffer-memory value, but contrary to it, this one represents bytes on the heap, not managed by OpenGL.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLBufferCount,
"webgl-buffer-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetBufferCount,
"Number of WebGL buffers.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLRenderbufferMemoryUsed,
"webgl-renderbuffer-memory",
KIND_OTHER,
UNITS_BYTES,
WebGLMemoryReporter::GetRenderbufferMemoryUsed,
"Memory used by WebGL renderbuffers. The OpenGL implementation is free to store these renderbuffers in either video memory or main memory. This measurement is only a lower bound, actual memory usage may be higher for example if the storage is strided.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLRenderbufferCount,
"webgl-renderbuffer-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetRenderbufferCount,
"Number of WebGL renderbuffers.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderSourcesSize,
"explicit/webgl/shader-sources-size",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetShaderSourcesSize,
"Combined size of WebGL shader ASCII sources, cached on the heap. This should always be at most a few kilobytes, or dozen kilobytes for very shader-intensive WebGL demos.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderTranslationLogsSize,
"explicit/webgl/shader-translationlogs-size",
KIND_HEAP,
UNITS_BYTES,
WebGLMemoryReporter::GetShaderTranslationLogsSize,
"Combined size of WebGL shader ASCII translation logs, cached on the heap.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLShaderCount,
"webgl-shader-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetShaderCount,
"Number of WebGL shaders.")
NS_MEMORY_REPORTER_IMPLEMENT(WebGLContextCount,
"webgl-context-count",
KIND_OTHER,
UNITS_COUNT,
WebGLMemoryReporter::GetContextCount,
"Number of WebGL contexts.")
WebGLMemoryReporter* WebGLMemoryReporter::UniqueInstance()
{
if (!sUniqueInstance) {
sUniqueInstance = new WebGLMemoryReporter;
}
return sUniqueInstance;
}
WebGLMemoryReporter::WebGLMemoryReporter()
: mTextureMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLTextureMemoryUsed))
, mTextureCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLTextureCount))
, mBufferMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferMemoryUsed))
, mBufferCacheMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferCacheMemoryUsed))
, mBufferCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLBufferCount))
, mRenderbufferMemoryUsageReporter(new NS_MEMORY_REPORTER_NAME(WebGLRenderbufferMemoryUsed))
, mRenderbufferCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLRenderbufferCount))
, mShaderSourcesSizeReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderSourcesSize))
, mShaderTranslationLogsSizeReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderTranslationLogsSize))
, mShaderCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLShaderCount))
, mContextCountReporter(new NS_MEMORY_REPORTER_NAME(WebGLContextCount))
{
NS_RegisterMemoryReporter(mTextureMemoryUsageReporter);
NS_RegisterMemoryReporter(mTextureCountReporter);
NS_RegisterMemoryReporter(mBufferMemoryUsageReporter);
NS_RegisterMemoryReporter(mBufferCacheMemoryUsageReporter);
NS_RegisterMemoryReporter(mBufferCountReporter);
NS_RegisterMemoryReporter(mRenderbufferMemoryUsageReporter);
NS_RegisterMemoryReporter(mRenderbufferCountReporter);
NS_RegisterMemoryReporter(mShaderSourcesSizeReporter);
NS_RegisterMemoryReporter(mShaderTranslationLogsSizeReporter);
NS_RegisterMemoryReporter(mShaderCountReporter);
NS_RegisterMemoryReporter(mContextCountReporter);
}
WebGLMemoryReporter::~WebGLMemoryReporter()
{
NS_UnregisterMemoryReporter(mTextureMemoryUsageReporter);
NS_UnregisterMemoryReporter(mTextureCountReporter);
NS_UnregisterMemoryReporter(mBufferMemoryUsageReporter);
NS_UnregisterMemoryReporter(mBufferCacheMemoryUsageReporter);
NS_UnregisterMemoryReporter(mBufferCountReporter);
NS_UnregisterMemoryReporter(mRenderbufferMemoryUsageReporter);
NS_UnregisterMemoryReporter(mRenderbufferCountReporter);
NS_UnregisterMemoryReporter(mShaderSourcesSizeReporter);
NS_UnregisterMemoryReporter(mShaderTranslationLogsSizeReporter);
NS_UnregisterMemoryReporter(mShaderCountReporter);
NS_UnregisterMemoryReporter(mContextCountReporter);
}
nsresult NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult);
nsresult
NS_NewCanvasRenderingContextWebGL(nsIDOMWebGLRenderingContext** aResult)
{
Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_USED, 1);
nsIDOMWebGLRenderingContext* ctx = new WebGLContext();
if (!ctx)
return NS_ERROR_OUT_OF_MEMORY;
NS_ADDREF(*aResult = ctx);
return NS_OK;
}
WebGLContext::WebGLContext()
: mCanvasElement(nsnull),
gl(nsnull)
{
mWidth = mHeight = 0;
mGeneration = 0;
mInvalidated = PR_FALSE;
mResetLayer = PR_TRUE;
mVerbose = PR_FALSE;
mOptionsFrozen = PR_FALSE;
mActiveTexture = 0;
mWebGLError = LOCAL_GL_NO_ERROR;
mPixelStoreFlipY = PR_FALSE;
mPixelStorePremultiplyAlpha = PR_FALSE;
mPixelStoreColorspaceConversion = BROWSER_DEFAULT_WEBGL;
mShaderValidation = PR_TRUE;
mMapBuffers.Init();
mMapTextures.Init();
mMapPrograms.Init();
mMapShaders.Init();
mMapFramebuffers.Init();
mMapRenderbuffers.Init();
mBlackTexturesAreInitialized = PR_FALSE;
mFakeBlackStatus = DoNotNeedFakeBlack;
mVertexAttrib0Vector[0] = 0;
mVertexAttrib0Vector[1] = 0;
mVertexAttrib0Vector[2] = 0;
mVertexAttrib0Vector[3] = 1;
mFakeVertexAttrib0BufferObjectVector[0] = 0;
mFakeVertexAttrib0BufferObjectVector[1] = 0;
mFakeVertexAttrib0BufferObjectVector[2] = 0;
mFakeVertexAttrib0BufferObjectVector[3] = 1;
mFakeVertexAttrib0BufferObjectSize = 0;
mFakeVertexAttrib0BufferObject = 0;
mFakeVertexAttrib0BufferStatus = VertexAttrib0Status::Default;
// these are de default values, see 6.2 State tables in the OpenGL ES 2.0.25 spec
mColorWriteMask[0] = 1;
mColorWriteMask[1] = 1;
mColorWriteMask[2] = 1;
mColorWriteMask[3] = 1;
mDepthWriteMask = 1;
mColorClearValue[0] = 0.f;
mColorClearValue[1] = 0.f;
mColorClearValue[2] = 0.f;
mColorClearValue[3] = 0.f;
mDepthClearValue = 1.f;
mStencilClearValue = 0;
mStencilRefFront = 0;
mStencilRefBack = 0;
mStencilValueMaskFront = 0xffffffff;
mStencilValueMaskBack = 0xffffffff;
mStencilWriteMaskFront = 0xffffffff;
mStencilWriteMaskBack = 0xffffffff;
mScissorTestEnabled = 0;
mDitherEnabled = 1;
mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
// initialize some GL values: we're going to get them from the GL and use them as the sizes of arrays,
// so in case glGetIntegerv leaves them uninitialized because of a GL bug, we would have very weird crashes.
mGLMaxVertexAttribs = 0;
mGLMaxTextureUnits = 0;
mGLMaxTextureSize = 0;
mGLMaxCubeMapTextureSize = 0;
mGLMaxTextureImageUnits = 0;
mGLMaxVertexTextureImageUnits = 0;
mGLMaxVaryingVectors = 0;
mGLMaxFragmentUniformVectors = 0;
mGLMaxVertexUniformVectors = 0;
// See OpenGL ES 2.0.25 spec, 6.2 State Tables, table 6.13
mPixelStorePackAlignment = 4;
mPixelStoreUnpackAlignment = 4;
WebGLMemoryReporter::AddWebGLContext(this);
}
WebGLContext::~WebGLContext()
{
DestroyResourcesAndContext();
WebGLMemoryReporter::RemoveWebGLContext(this);
}
static PLDHashOperator
DeleteTextureFunction(const PRUint32& aKey, WebGLTexture *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Texture is still in mMapTextures, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteTextures(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteBufferFunction(const PRUint32& aKey, WebGLBuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Buffer is still in mMapBuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteBuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteFramebufferFunction(const PRUint32& aKey, WebGLFramebuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Framebuffer is still in mMapFramebuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteFramebuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteRenderbufferFunction(const PRUint32& aKey, WebGLRenderbuffer *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Renderbuffer is still in mMapRenderbuffers, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteRenderbuffers(1, &name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteProgramFunction(const PRUint32& aKey, WebGLProgram *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Program is still in mMapPrograms, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteProgram(name);
aValue->Delete();
return PL_DHASH_NEXT;
}
static PLDHashOperator
DeleteShaderFunction(const PRUint32& aKey, WebGLShader *aValue, void *aData)
{
gl::GLContext *gl = (gl::GLContext *) aData;
NS_ASSERTION(!aValue->Deleted(), "Shader is still in mMapShaders, but is deleted?");
GLuint name = aValue->GLName();
gl->fDeleteShader(name);
aValue->Delete();
return PL_DHASH_NEXT;
}
void
WebGLContext::DestroyResourcesAndContext()
{
if (!gl)
return;
gl->MakeCurrent();
mMapTextures.EnumerateRead(DeleteTextureFunction, gl);
mMapTextures.Clear();
mMapBuffers.EnumerateRead(DeleteBufferFunction, gl);
mMapBuffers.Clear();
mMapPrograms.EnumerateRead(DeleteProgramFunction, gl);
mMapPrograms.Clear();
mMapShaders.EnumerateRead(DeleteShaderFunction, gl);
mMapShaders.Clear();
mMapFramebuffers.EnumerateRead(DeleteFramebufferFunction, gl);
mMapFramebuffers.Clear();
mMapRenderbuffers.EnumerateRead(DeleteRenderbufferFunction, gl);
mMapRenderbuffers.Clear();
if (mBlackTexturesAreInitialized) {
gl->fDeleteTextures(1, &mBlackTexture2D);
gl->fDeleteTextures(1, &mBlackTextureCubeMap);
mBlackTexturesAreInitialized = PR_FALSE;
}
if (mFakeVertexAttrib0BufferObject) {
gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
}
// We just got rid of everything, so the context had better
// have been going away.
#ifdef DEBUG
printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
#endif
gl = nsnull;
}
void
WebGLContext::Invalidate()
{
if (mInvalidated)
return;
if (!mCanvasElement)
return;
nsSVGEffects::InvalidateDirectRenderingObservers(HTMLCanvasElement());
mInvalidated = PR_TRUE;
HTMLCanvasElement()->InvalidateCanvasContent(nsnull);
}
/* readonly attribute nsIDOMHTMLCanvasElement canvas; */
NS_IMETHODIMP
WebGLContext::GetCanvas(nsIDOMHTMLCanvasElement **canvas)
{
NS_IF_ADDREF(*canvas = mCanvasElement);
return NS_OK;
}
//
// nsICanvasRenderingContextInternal
//
NS_IMETHODIMP
WebGLContext::SetCanvasElement(nsHTMLCanvasElement* aParentCanvas)
{
mCanvasElement = aParentCanvas;
return NS_OK;
}
static bool
GetBoolFromPropertyBag(nsIPropertyBag *bag, const char *propName, bool *boolResult)
{
nsCOMPtr<nsIVariant> vv;
PRBool bv;
nsresult rv = bag->GetProperty(NS_ConvertASCIItoUTF16(propName), getter_AddRefs(vv));
if (NS_FAILED(rv) || !vv)
return false;
rv = vv->GetAsBool(&bv);
if (NS_FAILED(rv))
return false;
*boolResult = bv ? true : false;
return true;
}
NS_IMETHODIMP
WebGLContext::SetContextOptions(nsIPropertyBag *aOptions)
{
if (!aOptions)
return NS_OK;
WebGLContextOptions newOpts;
GetBoolFromPropertyBag(aOptions, "stencil", &newOpts.stencil);
GetBoolFromPropertyBag(aOptions, "depth", &newOpts.depth);
GetBoolFromPropertyBag(aOptions, "alpha", &newOpts.alpha);
GetBoolFromPropertyBag(aOptions, "premultipliedAlpha", &newOpts.premultipliedAlpha);
GetBoolFromPropertyBag(aOptions, "antialias", &newOpts.antialias);
GetBoolFromPropertyBag(aOptions, "preserveDrawingBuffer", &newOpts.preserveDrawingBuffer);
// enforce that if stencil is specified, we also give back depth
newOpts.depth |= newOpts.stencil;
#if 0
LogMessage("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;
}
NS_IMETHODIMP
WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
{
/*** early success return cases ***/
if (mCanvasElement) {
HTMLCanvasElement()->InvalidateCanvas();
}
if (gl && mWidth == width && mHeight == height)
return NS_OK;
// Zero-sized surfaces can cause problems.
if (width == 0 || height == 0) {
width = 1;
height = 1;
}
// If we already have a gl context, then we just need to resize
// FB0.
if (gl &&
gl->ResizeOffscreen(gfxIntSize(width, height)))
{
// everything's good, we're done here
mWidth = width;
mHeight = height;
mResetLayer = PR_TRUE;
return NS_OK;
}
/*** end of early success return cases ***/
ScopedGfxFeatureReporter reporter("WebGL");
// At this point we know that the old context is not going to survive, even though we still don't
// know if creating the new context will succeed.
DestroyResourcesAndContext();
// Get some prefs for some preferred/overriden things
NS_ENSURE_TRUE(Preferences::GetRootBranch(), NS_ERROR_FAILURE);
PRBool forceOSMesa =
Preferences::GetBool("webgl.force_osmesa", PR_FALSE);
PRBool preferEGL =
Preferences::GetBool("webgl.prefer-egl", PR_FALSE);
PRBool preferOpenGL =
Preferences::GetBool("webgl.prefer-native-gl", PR_FALSE);
PRBool forceEnabled =
Preferences::GetBool("webgl.force-enabled", PR_FALSE);
PRBool disabled =
Preferences::GetBool("webgl.disabled", PR_FALSE);
PRBool verbose =
Preferences::GetBool("webgl.verbose", PR_FALSE);
if (disabled)
return NS_ERROR_FAILURE;
mVerbose = verbose;
// 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).valid())
return NS_ERROR_FAILURE; // exit without changing the value of mGeneration
gl::ContextFormat format(gl::ContextFormat::BasicRGBA32);
if (mOptions.depth) {
format.depth = 24;
format.minDepth = 16;
}
if (mOptions.stencil) {
format.stencil = 8;
format.minStencil = 8;
}
if (!mOptions.alpha) {
// Select 565; we won't/shouldn't hit this on the desktop,
// but let mobile know we're ok with it.
format.red = 5;
format.green = 6;
format.blue = 5;
format.alpha = 0;
format.minAlpha = 0;
}
if (PR_GetEnv("MOZ_WEBGL_PREFER_EGL")) {
preferEGL = PR_TRUE;
}
// Ask GfxInfo about what we should use
PRBool useOpenGL = PR_TRUE;
PRBool useANGLE = PR_TRUE;
nsCOMPtr<nsIGfxInfo> gfxInfo = do_GetService("@mozilla.org/gfx/info;1");
if (gfxInfo && !forceEnabled) {
PRInt32 status;
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_OPENGL, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useOpenGL = PR_FALSE;
}
}
if (NS_SUCCEEDED(gfxInfo->GetFeatureStatus(nsIGfxInfo::FEATURE_WEBGL_ANGLE, &status))) {
if (status != nsIGfxInfo::FEATURE_NO_INFO) {
useANGLE = PR_FALSE;
}
}
}
// allow forcing GL and not EGL/ANGLE
if (PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
preferEGL = PR_FALSE;
useANGLE = PR_FALSE;
useOpenGL = PR_TRUE;
}
// if we're forcing osmesa, do it first
if (forceOSMesa) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
LogMessage("OSMesa forced, but creating context failed -- aborting!");
return NS_ERROR_FAILURE;
}
LogMessage("Using software rendering via OSMesa (THIS WILL BE SLOW)");
}
#ifdef XP_WIN
// if we want EGL, try it now
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
// if it failed, then try the default provider, whatever that is
if (!gl && useOpenGL) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#else
// other platforms just use whatever the default is
if (!gl && useOpenGL) {
gl = gl::GLContextProvider::CreateOffscreen(gfxIntSize(width, height), format);
if (gl && !InitAndValidateGL()) {
gl = nsnull;
}
}
#endif
// finally, try OSMesa
if (!gl) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
gl = nsnull;
} else {
LogMessage("Using software rendering via OSMesa (THIS WILL BE SLOW)");
}
}
if (!gl) {
LogMessage("Can't get a usable WebGL context");
return NS_ERROR_FAILURE;
}
#ifdef DEBUG
printf_stderr ("--- WebGL context created: %p\n", gl.get());
#endif
mWidth = width;
mHeight = height;
mResetLayer = PR_TRUE;
mOptionsFrozen = PR_TRUE;
// increment the generation number
++mGeneration;
#if 0
if (mGeneration > 0) {
// XXX dispatch context lost event
}
#endif
MakeContextCurrent();
// Make sure that we clear this out, otherwise
// we'll end up displaying random memory
gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, gl->GetOffscreenFBO());
gl->fViewport(0, 0, mWidth, mHeight);
gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl->fClearDepth(1.0f);
gl->fClearStencil(0);
gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
reporter.SetSuccessful();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::Render(gfxContext *ctx, gfxPattern::GraphicsFilter f)
{
if (!gl)
return NS_OK;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
gl->ReadPixelsIntoImageSurface(0, 0, mWidth, mHeight, surf);
gfxUtils::PremultiplyImageSurface(surf);
nsRefPtr<gfxPattern> pat = new gfxPattern(surf);
pat->SetFilter(f);
// Pixels from ReadPixels will be "upside down" compared to
// what cairo wants, so draw with a y-flip and a translte to
// flip them.
gfxMatrix m;
m.Translate(gfxPoint(0.0, mHeight));
m.Scale(1.0, -1.0);
pat->SetMatrix(m);
ctx->NewPath();
ctx->PixelSnappedRectangleAndSetPattern(gfxRect(0, 0, mWidth, mHeight), pat);
ctx->Fill();
return NS_OK;
}
NS_IMETHODIMP
WebGLContext::GetInputStream(const char* aMimeType,
const PRUnichar* aEncoderOptions,
nsIInputStream **aStream)
{
NS_ASSERTION(gl, "GetInputStream on invalid context?");
if (!gl)
return NS_ERROR_FAILURE;
nsRefPtr<gfxImageSurface> surf = new gfxImageSurface(gfxIntSize(mWidth, mHeight),
gfxASurface::ImageFormatARGB32);
if (surf->CairoStatus() != 0)
return NS_ERROR_FAILURE;
nsRefPtr<gfxContext> tmpcx = new gfxContext(surf);
// Use Render() to make sure that appropriate y-flip gets applied
nsresult rv = Render(tmpcx, gfxPattern::FILTER_NEAREST);
if (NS_FAILED(rv))
return rv;
const char encoderPrefix[] = "@mozilla.org/image/encoder;2?type=";
nsAutoArrayPtr<char> conid(new char[strlen(encoderPrefix) + strlen(aMimeType) + 1]);
if (!conid)
return NS_ERROR_OUT_OF_MEMORY;
strcpy(conid, encoderPrefix);
strcat(conid, aMimeType);
nsCOMPtr<imgIEncoder> encoder = do_CreateInstance(conid);
if (!encoder)
return NS_ERROR_FAILURE;
rv = encoder->InitFromData(surf->Data(),
mWidth * mHeight * 4,
mWidth, mHeight,
surf->Stride(),
imgIEncoder::INPUT_FORMAT_HOSTARGB,
nsDependentString(aEncoderOptions));
NS_ENSURE_SUCCESS(rv, rv);
return CallQueryInterface(encoder, aStream);
}
NS_IMETHODIMP
WebGLContext::GetThebesSurface(gfxASurface **surface)
{
return NS_ERROR_NOT_AVAILABLE;
}
static PRUint8 gWebGLLayerUserData;
class WebGLContextUserData : public LayerUserData {
public:
WebGLContextUserData(nsHTMLCanvasElement *aContent)
: mContent(aContent) {}
static void DidTransactionCallback(void* aData)
{
static_cast<WebGLContextUserData*>(aData)->mContent->MarkContextClean();
}
private:
nsRefPtr<nsHTMLCanvasElement> mContent;
};
already_AddRefed<layers::CanvasLayer>
WebGLContext::GetCanvasLayer(nsDisplayListBuilder* aBuilder,
CanvasLayer *aOldLayer,
LayerManager *aManager)
{
if (!mResetLayer && aOldLayer &&
aOldLayer->HasUserData(&gWebGLLayerUserData)) {
NS_ADDREF(aOldLayer);
return aOldLayer;
}
nsRefPtr<CanvasLayer> canvasLayer = aManager->CreateCanvasLayer();
if (!canvasLayer) {
NS_WARNING("CreateCanvasLayer returned null!");
return nsnull;
}
WebGLContextUserData *userData = nsnull;
if (aBuilder->IsPaintingToWindow()) {
// 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(HTMLCanvasElement());
canvasLayer->SetDidTransactionCallback(
WebGLContextUserData::DidTransactionCallback, userData);
}
canvasLayer->SetUserData(&gWebGLLayerUserData, userData);
CanvasLayer::Data data;
// the gl context may either provide a native PBuffer, in which case we want to initialize
// data with the gl context directly, or may provide a surface to which it renders (this is the case
// of OSMesa contexts), in which case we want to initialize data with that surface.
void* native_surface = gl->GetNativeData(gl::GLContext::NativeImageSurface);
if (native_surface) {
data.mSurface = static_cast<gfxASurface*>(native_surface);
} else {
data.mGLContext = gl.get();
}
data.mSize = nsIntSize(mWidth, mHeight);
data.mGLBufferIsPremultiplied = mOptions.premultipliedAlpha ? PR_TRUE : PR_FALSE;
canvasLayer->Initialize(data);
PRUint32 flags = gl->CreationFormat().alpha == 0 ? Layer::CONTENT_OPAQUE : 0;
canvasLayer->SetContentFlags(flags);
canvasLayer->Updated();
mResetLayer = PR_FALSE;
mBackbufferClearingStatus = BackbufferClearingStatus::NotClearedSinceLastPresented;
return canvasLayer.forget().get();
}
NS_IMETHODIMP
WebGLContext::GetContextAttributes(jsval *aResult)
{
JSContext *cx = nsContentUtils::GetCurrentJSContext();
if (!cx)
return NS_ERROR_FAILURE;
JSObject *obj = JS_NewObject(cx, NULL, NULL, NULL);
if (!obj)
return NS_ERROR_FAILURE;
*aResult = OBJECT_TO_JSVAL(obj);
gl::ContextFormat cf = gl->ActualFormat();
if (!JS_DefineProperty(cx, obj, "alpha", cf.alpha > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "depth", cf.depth > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "stencil", cf.stencil > 0 ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "antialias", JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "premultipliedAlpha",
mOptions.premultipliedAlpha ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE) ||
!JS_DefineProperty(cx, obj, "preserveDrawingBuffer",
mOptions.preserveDrawingBuffer ? JSVAL_TRUE : JSVAL_FALSE,
NULL, NULL, JSPROP_ENUMERATE))
{
*aResult = JSVAL_VOID;
return NS_ERROR_FAILURE;
}
return NS_OK;
}
/* [noscript] DOMString mozGetUnderlyingParamString(in WebGLenum pname); */
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(PRUint32 pname, nsAString& retval)
{
retval.SetIsVoid(PR_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;
}
bool WebGLContext::IsExtensionSupported(WebGLExtensionID ei)
{
if (ei == WebGL_OES_texture_float) {
MakeContextCurrent();
return gl->IsExtensionSupported(gl->IsGLES2() ? GLContext::OES_texture_float
: GLContext::ARB_texture_float);
}
return false;
}
NS_IMETHODIMP
WebGLContext::GetExtension(const nsAString& aName, nsIWebGLExtension **retval)
{
*retval = nsnull;
// handle simple extensions that don't need custom objects first
WebGLExtensionID ei = WebGLExtensionID_Max;
if (aName.EqualsLiteral("OES_texture_float")) {
if (IsExtensionSupported(WebGL_OES_texture_float))
ei = WebGL_OES_texture_float;
}
// create a WebGLExtension object for extensions that don't
// have any additional tokens or methods
if (ei != WebGLExtensionID_Max) {
if (!IsExtensionEnabled(ei)) {
mEnabledExtensions[ei] = new WebGLExtension(this);
}
NS_ADDREF(*retval = mEnabledExtensions[ei]);
}
return NS_OK;
}
void
WebGLContext::ForceClearFramebufferWithDefaultValues(PRUint32 mask, const nsIntRect& viewportRect)
{
MakeContextCurrent();
PRBool initializeColorBuffer = 0 != (mask & LOCAL_GL_COLOR_BUFFER_BIT);
PRBool initializeDepthBuffer = 0 != (mask & LOCAL_GL_DEPTH_BUFFER_BIT);
PRBool initializeStencilBuffer = 0 != (mask & LOCAL_GL_STENCIL_BUFFER_BIT);
// prepare GL state for clearing
gl->fDisable(LOCAL_GL_SCISSOR_TEST);
gl->fDisable(LOCAL_GL_DITHER);
gl->PushViewportRect(viewportRect);
if (initializeColorBuffer) {
gl->fColorMask(1, 1, 1, 1);
gl->fClearColor(0.f, 0.f, 0.f, 0.f);
}
if (initializeDepthBuffer) {
gl->fDepthMask(1);
gl->fClearDepth(1.0f);
}
if (initializeStencilBuffer) {