/* -*- 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 "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 "mozilla/layers/TextureClientSharedSurface.h" // 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(); // 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) { 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; } // 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 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) { 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)) { 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(); MOZ_ASSERT(!gl); std::vector failReasons; if (!CreateAndInitGL(forceEnabled, &failReasons)) { nsCString text("WebGL creation failed: "); for (const auto& cur : failReasons) { text.AppendASCII("\n* "); text.Append(cur.info); } 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); 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); const nsLiteralCString text("Caveat: WGL without DXGLInterop2."); ThrowEvent_WebGLContextCreationError(text); return NS_ERROR_FAILURE; } #endif } if (!ResizeBackbuffer(width, height)) { 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; ////// 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; } //////////////////////////////////////////////////////////////////////////////// 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