/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGLContext.h" #include "GLContext.h" #include "mozilla/CheckedInt.h" #include "mozilla/UniquePtrExtensions.h" #include "WebGLBuffer.h" #include "WebGLContextUtils.h" #include "WebGLFramebuffer.h" #include "WebGLProgram.h" #include "WebGLRenderbuffer.h" #include "WebGLShader.h" #include "WebGLTexture.h" #include "WebGLVertexArray.h" #include "WebGLVertexAttribData.h" namespace mozilla { // For a Tegra workaround. static const int MAX_DRAW_CALLS_SINCE_FLUSH = 100; //////////////////////////////////////// class ScopedResolveTexturesForDraw { struct TexRebindRequest { uint32_t texUnit; WebGLTexture* tex; }; WebGLContext* const mWebGL; std::vector mRebindRequests; public: ScopedResolveTexturesForDraw(WebGLContext* webgl, const char* funcName, bool* const out_error); ~ScopedResolveTexturesForDraw(); }; ScopedResolveTexturesForDraw::ScopedResolveTexturesForDraw(WebGLContext* webgl, const char* funcName, bool* const out_error) : mWebGL(webgl) { //typedef nsTArray> TexturesT; typedef decltype(WebGLContext::mBound2DTextures) TexturesT; const auto fnResolveAll = [this, funcName](const TexturesT& textures) { const auto len = textures.Length(); for (uint32_t texUnit = 0; texUnit < len; ++texUnit) { WebGLTexture* tex = textures[texUnit]; if (!tex) continue; FakeBlackType fakeBlack; if (!tex->ResolveForDraw(funcName, texUnit, &fakeBlack)) return false; if (fakeBlack == FakeBlackType::None) continue; mWebGL->BindFakeBlack(texUnit, tex->Target(), fakeBlack); mRebindRequests.push_back({texUnit, tex}); } return true; }; *out_error = false; *out_error |= !fnResolveAll(mWebGL->mBound2DTextures); *out_error |= !fnResolveAll(mWebGL->mBoundCubeMapTextures); *out_error |= !fnResolveAll(mWebGL->mBound3DTextures); *out_error |= !fnResolveAll(mWebGL->mBound2DArrayTextures); if (*out_error) { mWebGL->ErrorOutOfMemory("%s: Failed to resolve textures for draw.", funcName); } } ScopedResolveTexturesForDraw::~ScopedResolveTexturesForDraw() { if (!mRebindRequests.size()) return; gl::GLContext* gl = mWebGL->gl; for (const auto& itr : mRebindRequests) { gl->fActiveTexture(LOCAL_GL_TEXTURE0 + itr.texUnit); gl->fBindTexture(itr.tex->Target().get(), itr.tex->mGLName); } gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mWebGL->mActiveTexture); } void WebGLContext::BindFakeBlack(uint32_t texUnit, TexTarget target, FakeBlackType fakeBlack) { MOZ_ASSERT(fakeBlack == FakeBlackType::RGBA0000 || fakeBlack == FakeBlackType::RGBA0001); const auto fnGetSlot = [this, target, fakeBlack]() -> UniquePtr* { switch (fakeBlack) { case FakeBlackType::RGBA0000: switch (target.get()) { case LOCAL_GL_TEXTURE_2D : return &mFakeBlack_2D_0000; case LOCAL_GL_TEXTURE_CUBE_MAP: return &mFakeBlack_CubeMap_0000; case LOCAL_GL_TEXTURE_3D : return &mFakeBlack_3D_0000; case LOCAL_GL_TEXTURE_2D_ARRAY: return &mFakeBlack_2D_Array_0000; default: return nullptr; } case FakeBlackType::RGBA0001: switch (target.get()) { case LOCAL_GL_TEXTURE_2D : return &mFakeBlack_2D_0001; case LOCAL_GL_TEXTURE_CUBE_MAP: return &mFakeBlack_CubeMap_0001; case LOCAL_GL_TEXTURE_3D : return &mFakeBlack_3D_0001; case LOCAL_GL_TEXTURE_2D_ARRAY: return &mFakeBlack_2D_Array_0001; default: return nullptr; } default: return nullptr; } }; UniquePtr* slot = fnGetSlot(); if (!slot) { MOZ_CRASH("fnGetSlot failed."); } UniquePtr& fakeBlackTex = *slot; if (!fakeBlackTex) { fakeBlackTex.reset(new FakeBlackTexture(gl, target, fakeBlack)); } gl->fActiveTexture(LOCAL_GL_TEXTURE0 + texUnit); gl->fBindTexture(target.get(), fakeBlackTex->mGLName); gl->fActiveTexture(LOCAL_GL_TEXTURE0 + mActiveTexture); } //////////////////////////////////////// bool WebGLContext::DrawInstanced_check(const char* info) { MOZ_ASSERT(IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays)); if (!mBufferFetchingHasPerVertex) { /* http://www.khronos.org/registry/gles/extensions/ANGLE/ANGLE_instanced_arrays.txt * If all of the enabled vertex attribute arrays that are bound to active * generic attributes in the program have a non-zero divisor, the draw * call should return INVALID_OPERATION. * * NB: This also appears to apply to NV_instanced_arrays, though the * INVALID_OPERATION emission is not explicitly stated. * ARB_instanced_arrays does not have this restriction. */ ErrorInvalidOperation("%s: at least one vertex attribute divisor should be 0", info); return false; } return true; } bool WebGLContext::DrawArrays_check(GLint first, GLsizei count, GLsizei primcount, const char* info) { if (first < 0 || count < 0) { ErrorInvalidValue("%s: negative first or count", info); return false; } if (primcount < 0) { ErrorInvalidValue("%s: negative primcount", info); return false; } if (!ValidateStencilParamsForDrawCall()) { return false; } // If count is 0, there's nothing to do. if (count == 0 || primcount == 0) { return false; } // Any checks below this depend on a program being available. if (!mCurrentProgram) { ErrorInvalidOperation("%s: null CURRENT_PROGRAM", info); return false; } if (!ValidateBufferFetching(info)) { return false; } CheckedInt checked_firstPlusCount = CheckedInt(first) + count; if (!checked_firstPlusCount.isValid()) { ErrorInvalidOperation("%s: overflow in first+count", info); return false; } if (uint32_t(checked_firstPlusCount.value()) > mMaxFetchedVertices) { ErrorInvalidOperation("%s: bound vertex attribute buffers do not have sufficient size for given first and count", info); return false; } if (uint32_t(primcount) > mMaxFetchedInstances) { ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info); return false; } MakeContextCurrent(); if (mBoundDrawFramebuffer) { if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(info)) return false; } else { ClearBackbufferIfNeeded(); } if (!DoFakeVertexAttrib0(checked_firstPlusCount.value())) { return false; } return true; } void WebGLContext::DrawArrays(GLenum mode, GLint first, GLsizei count) { const char funcName[] = "drawArrays"; if (IsContextLost()) return; if (!ValidateDrawModeEnum(mode, funcName)) return; bool error; ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error); if (error) return; if (!DrawArrays_check(first, count, 1, funcName)) return; RunContextLossTimer(); { ScopedMaskWorkaround autoMask(*this); gl->fDrawArrays(mode, first, count); } Draw_cleanup(funcName); } void WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount) { const char funcName[] = "drawArraysInstanced"; if (IsContextLost()) return; if (!ValidateDrawModeEnum(mode, funcName)) return; bool error; ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error); if (error) return; if (!DrawArrays_check(first, count, primcount, funcName)) return; if (!DrawInstanced_check(funcName)) return; RunContextLossTimer(); { ScopedMaskWorkaround autoMask(*this); gl->fDrawArraysInstanced(mode, first, count, primcount); } Draw_cleanup(funcName); } bool WebGLContext::DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset, GLsizei primcount, const char* info, GLuint* out_upperBound) { if (count < 0 || byteOffset < 0) { ErrorInvalidValue("%s: negative count or offset", info); return false; } if (primcount < 0) { ErrorInvalidValue("%s: negative primcount", info); return false; } if (!ValidateStencilParamsForDrawCall()) { return false; } // If count is 0, there's nothing to do. if (count == 0 || primcount == 0) return false; uint8_t bytesPerElem = 0; switch (type) { case LOCAL_GL_UNSIGNED_BYTE: bytesPerElem = 1; break; case LOCAL_GL_UNSIGNED_SHORT: bytesPerElem = 2; break; case LOCAL_GL_UNSIGNED_INT: if (IsWebGL2() || IsExtensionEnabled(WebGLExtensionID::OES_element_index_uint)) { bytesPerElem = 4; } break; } if (!bytesPerElem) { ErrorInvalidEnum("%s: Invalid `type`: 0x%04x", info, type); return false; } if (byteOffset % bytesPerElem != 0) { ErrorInvalidOperation("%s: `byteOffset` must be a multiple of the size of `type`", info); return false; } const GLsizei first = byteOffset / bytesPerElem; const CheckedUint32 checked_byteCount = bytesPerElem * CheckedUint32(count); if (!checked_byteCount.isValid()) { ErrorInvalidValue("%s: overflow in byteCount", info); return false; } // Any checks below this depend on a program being available. if (!mCurrentProgram) { ErrorInvalidOperation("%s: null CURRENT_PROGRAM", info); return false; } if (!mBoundVertexArray->mElementArrayBuffer) { ErrorInvalidOperation("%s: must have element array buffer binding", info); return false; } WebGLBuffer& elemArrayBuffer = *mBoundVertexArray->mElementArrayBuffer; if (!elemArrayBuffer.ByteLength()) { ErrorInvalidOperation("%s: bound element array buffer doesn't have any data", info); return false; } CheckedInt checked_neededByteCount = checked_byteCount.toChecked() + byteOffset; if (!checked_neededByteCount.isValid()) { ErrorInvalidOperation("%s: overflow in byteOffset+byteCount", info); return false; } if (uint32_t(checked_neededByteCount.value()) > elemArrayBuffer.ByteLength()) { ErrorInvalidOperation("%s: bound element array buffer is too small for given count and offset", info); return false; } if (!ValidateBufferFetching(info)) return false; if (!mMaxFetchedVertices || !elemArrayBuffer.Validate(type, mMaxFetchedVertices - 1, first, count, out_upperBound)) { ErrorInvalidOperation( "%s: bound vertex attribute buffers do not have sufficient " "size for given indices from the bound element array", info); return false; } if (uint32_t(primcount) > mMaxFetchedInstances) { ErrorInvalidOperation("%s: bound instance attribute buffers do not have sufficient size for given primcount", info); return false; } // Bug 1008310 - Check if buffer has been used with a different previous type if (elemArrayBuffer.IsElementArrayUsedWithMultipleTypes()) { GenerateWarning("%s: bound element array buffer previously used with a type other than " "%s, this will affect performance.", info, WebGLContext::EnumName(type)); } MakeContextCurrent(); if (mBoundDrawFramebuffer) { if (!mBoundDrawFramebuffer->ValidateAndInitAttachments(info)) return false; } else { ClearBackbufferIfNeeded(); } if (!DoFakeVertexAttrib0(mMaxFetchedVertices)) { return false; } return true; } void WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type, WebGLintptr byteOffset) { const char funcName[] = "drawElements"; if (IsContextLost()) return; if (!ValidateDrawModeEnum(mode, funcName)) return; bool error; ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error); if (error) return; GLuint upperBound = 0; if (!DrawElements_check(count, type, byteOffset, 1, funcName, &upperBound)) return; RunContextLossTimer(); { ScopedMaskWorkaround autoMask(*this); if (gl->IsSupported(gl::GLFeature::draw_range_elements)) { gl->fDrawRangeElements(mode, 0, upperBound, count, type, reinterpret_cast(byteOffset)); } else { gl->fDrawElements(mode, count, type, reinterpret_cast(byteOffset)); } } Draw_cleanup(funcName); } void WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, WebGLintptr byteOffset, GLsizei primcount) { const char funcName[] = "drawElementsInstanced"; if (IsContextLost()) return; if (!ValidateDrawModeEnum(mode, funcName)) return; bool error; ScopedResolveTexturesForDraw scopedResolve(this, funcName, &error); if (error) return; GLuint upperBound = 0; if (!DrawElements_check(count, type, byteOffset, primcount, funcName, &upperBound)) return; if (!DrawInstanced_check(funcName)) return; RunContextLossTimer(); { ScopedMaskWorkaround autoMask(*this); gl->fDrawElementsInstanced(mode, count, type, reinterpret_cast(byteOffset), primcount); } Draw_cleanup(funcName); } void WebGLContext::Draw_cleanup(const char* funcName) { UndoFakeVertexAttrib0(); if (!mBoundDrawFramebuffer) { Invalidate(); mShouldPresent = true; MOZ_ASSERT(!mBackbufferNeedsClear); } if (gl->WorkAroundDriverBugs()) { if (gl->Renderer() == gl::GLRenderer::Tegra) { mDrawCallsSinceLastFlush++; if (mDrawCallsSinceLastFlush >= MAX_DRAW_CALLS_SINCE_FLUSH) { gl->fFlush(); mDrawCallsSinceLastFlush = 0; } } } // Let's check for a really common error: Viewport is larger than the actual // destination framebuffer. uint32_t destWidth = mViewportWidth; uint32_t destHeight = mViewportHeight; if (mBoundDrawFramebuffer) { const auto& fba = mBoundDrawFramebuffer->ColorAttachment(0); if (fba.IsDefined()) { fba.Size(&destWidth, &destHeight); } } else { destWidth = mWidth; destHeight = mHeight; } if (mViewportWidth > int32_t(destWidth) || mViewportHeight > int32_t(destHeight)) { if (!mAlreadyWarnedAboutViewportLargerThanDest) { GenerateWarning("%s: Drawing to a destination rect smaller than the viewport" " rect. (This warning will only be given once)", funcName); mAlreadyWarnedAboutViewportLargerThanDest = true; } } } /* * Verify that state is consistent for drawing, and compute max number of elements (maxAllowedCount) * that will be legal to be read from bound VBOs. */ bool WebGLContext::ValidateBufferFetching(const char* info) { MOZ_ASSERT(mCurrentProgram); // Note that mCurrentProgram->IsLinked() is NOT GUARANTEED. MOZ_ASSERT(mActiveProgramLinkInfo); #ifdef DEBUG GLint currentProgram = 0; MakeContextCurrent(); gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, ¤tProgram); MOZ_ASSERT(GLuint(currentProgram) == mCurrentProgram->mGLName, "WebGL: current program doesn't agree with GL state"); #endif if (mBufferFetchingIsVerified) return true; bool hasPerVertex = false; uint32_t maxVertices = UINT32_MAX; uint32_t maxInstances = UINT32_MAX; uint32_t attribs = mBoundVertexArray->mAttribs.Length(); for (uint32_t i = 0; i < attribs; ++i) { const WebGLVertexAttribData& vd = mBoundVertexArray->mAttribs[i]; // If the attrib array isn't enabled, there's nothing to check; // it's a static value. if (!vd.enabled) continue; if (vd.buf == nullptr) { ErrorInvalidOperation("%s: no VBO bound to enabled vertex attrib index %d!", info, i); return false; } // If the attrib is not in use, then we don't have to validate // it, just need to make sure that the binding is non-null. if (!mActiveProgramLinkInfo->HasActiveAttrib(i)) continue; // the base offset CheckedUint32 checked_byteLength = CheckedUint32(vd.buf->ByteLength()) - vd.byteOffset; CheckedUint32 checked_sizeOfLastElement = CheckedUint32(vd.componentSize()) * vd.size; if (!checked_byteLength.isValid() || !checked_sizeOfLastElement.isValid()) { ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i); return false; } if (checked_byteLength.value() < checked_sizeOfLastElement.value()) { maxVertices = 0; maxInstances = 0; break; } CheckedUint32 checked_maxAllowedCount = ((checked_byteLength - checked_sizeOfLastElement) / vd.actualStride()) + 1; if (!checked_maxAllowedCount.isValid()) { ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i); return false; } if (vd.divisor == 0) { maxVertices = std::min(maxVertices, checked_maxAllowedCount.value()); hasPerVertex = true; } else { CheckedUint32 checked_curMaxInstances = checked_maxAllowedCount * vd.divisor; uint32_t curMaxInstances = UINT32_MAX; // If this isn't valid, it's because we overflowed our // uint32 above. Just leave this as UINT32_MAX, since // sizeof(uint32) becomes our limiting factor. if (checked_curMaxInstances.isValid()) { curMaxInstances = checked_curMaxInstances.value(); } maxInstances = std::min(maxInstances, curMaxInstances); } } mBufferFetchingIsVerified = true; mBufferFetchingHasPerVertex = hasPerVertex; mMaxFetchedVertices = maxVertices; mMaxFetchedInstances = maxInstances; return true; } WebGLVertexAttrib0Status WebGLContext::WhatDoesVertexAttrib0Need() { MOZ_ASSERT(mCurrentProgram); MOZ_ASSERT(mActiveProgramLinkInfo); // work around Mac OSX crash, see bug 631420 #ifdef XP_MACOSX if (gl->WorkAroundDriverBugs() && mBoundVertexArray->IsAttribArrayEnabled(0) && !mActiveProgramLinkInfo->HasActiveAttrib(0)) { return WebGLVertexAttrib0Status::EmulatedUninitializedArray; } #endif if (MOZ_LIKELY(gl->IsGLES() || mBoundVertexArray->IsAttribArrayEnabled(0))) { return WebGLVertexAttrib0Status::Default; } return mActiveProgramLinkInfo->HasActiveAttrib(0) ? WebGLVertexAttrib0Status::EmulatedInitializedArray : WebGLVertexAttrib0Status::EmulatedUninitializedArray; } bool WebGLContext::DoFakeVertexAttrib0(GLuint vertexCount) { WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need(); if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default)) return true; if (!mAlreadyWarnedAboutFakeVertexAttrib0) { GenerateWarning("Drawing without vertex attrib 0 array enabled forces the browser " "to do expensive emulation work when running on desktop OpenGL " "platforms, for example on Mac. It is preferable to always draw " "with vertex attrib 0 array enabled, by using bindAttribLocation " "to bind some always-used attribute to location 0."); mAlreadyWarnedAboutFakeVertexAttrib0 = true; } CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(GLfloat); if (!checked_dataSize.isValid()) { ErrorOutOfMemory("Integer overflow trying to construct a fake vertex attrib 0 array for a draw-operation " "with %d vertices. Try reducing the number of vertices.", vertexCount); return false; } GLuint dataSize = checked_dataSize.value(); if (!mFakeVertexAttrib0BufferObject) { gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject); } // if the VBO status is already exactly what we need, or if the only difference is that it's initialized and // we don't need it to be, then consider it OK bool vertexAttrib0BufferStatusOK = mFakeVertexAttrib0BufferStatus == whatDoesAttrib0Need || (mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray && whatDoesAttrib0Need == WebGLVertexAttrib0Status::EmulatedUninitializedArray); if (!vertexAttrib0BufferStatusOK || mFakeVertexAttrib0BufferObjectSize < dataSize || mFakeVertexAttrib0BufferObjectVector[0] != mVertexAttrib0Vector[0] || mFakeVertexAttrib0BufferObjectVector[1] != mVertexAttrib0Vector[1] || mFakeVertexAttrib0BufferObjectVector[2] != mVertexAttrib0Vector[2] || mFakeVertexAttrib0BufferObjectVector[3] != mVertexAttrib0Vector[3]) { mFakeVertexAttrib0BufferStatus = whatDoesAttrib0Need; mFakeVertexAttrib0BufferObjectSize = dataSize; mFakeVertexAttrib0BufferObjectVector[0] = mVertexAttrib0Vector[0]; mFakeVertexAttrib0BufferObjectVector[1] = mVertexAttrib0Vector[1]; mFakeVertexAttrib0BufferObjectVector[2] = mVertexAttrib0Vector[2]; mFakeVertexAttrib0BufferObjectVector[3] = mVertexAttrib0Vector[3]; gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject); GetAndFlushUnderlyingGLErrors(); if (mFakeVertexAttrib0BufferStatus == WebGLVertexAttrib0Status::EmulatedInitializedArray) { auto array = MakeUniqueFallible(4 * vertexCount); if (!array) { ErrorOutOfMemory("Fake attrib0 array."); return false; } for(size_t i = 0; i < vertexCount; ++i) { array[4 * i + 0] = mVertexAttrib0Vector[0]; array[4 * i + 1] = mVertexAttrib0Vector[1]; array[4 * i + 2] = mVertexAttrib0Vector[2]; array[4 * i + 3] = mVertexAttrib0Vector[3]; } gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, array.get(), LOCAL_GL_DYNAMIC_DRAW); } else { gl->fBufferData(LOCAL_GL_ARRAY_BUFFER, dataSize, nullptr, LOCAL_GL_DYNAMIC_DRAW); } GLenum error = GetAndFlushUnderlyingGLErrors(); gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->mGLName : 0); // note that we do this error checking and early return AFTER having restored the buffer binding above if (error) { ErrorOutOfMemory("Ran out of memory trying to construct a fake vertex attrib 0 array for a draw-operation " "with %d vertices. Try reducing the number of vertices.", vertexCount); return false; } } gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mFakeVertexAttrib0BufferObject); gl->fVertexAttribPointer(0, 4, LOCAL_GL_FLOAT, LOCAL_GL_FALSE, 0, 0); return true; } void WebGLContext::UndoFakeVertexAttrib0() { WebGLVertexAttrib0Status whatDoesAttrib0Need = WhatDoesVertexAttrib0Need(); if (MOZ_LIKELY(whatDoesAttrib0Need == WebGLVertexAttrib0Status::Default)) return; if (mBoundVertexArray->HasAttrib(0) && mBoundVertexArray->mAttribs[0].buf) { const WebGLVertexAttribData& attrib0 = mBoundVertexArray->mAttribs[0]; gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, attrib0.buf->mGLName); if (attrib0.integer) { gl->fVertexAttribIPointer(0, attrib0.size, attrib0.type, attrib0.stride, reinterpret_cast(attrib0.byteOffset)); } else { gl->fVertexAttribPointer(0, attrib0.size, attrib0.type, attrib0.normalized, attrib0.stride, reinterpret_cast(attrib0.byteOffset)); } } else { gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, 0); } gl->fBindBuffer(LOCAL_GL_ARRAY_BUFFER, mBoundArrayBuffer ? mBoundArrayBuffer->mGLName : 0); } static GLuint CreateGLTexture(gl::GLContext* gl) { MOZ_ASSERT(gl->IsCurrent()); GLuint ret = 0; gl->fGenTextures(1, &ret); return ret; } WebGLContext::FakeBlackTexture::FakeBlackTexture(gl::GLContext* gl, TexTarget target, FakeBlackType type) : mGL(gl) , mGLName(CreateGLTexture(gl)) { GLenum texFormat; switch (type) { case FakeBlackType::RGBA0000: texFormat = LOCAL_GL_RGBA; break; case FakeBlackType::RGBA0001: texFormat = LOCAL_GL_RGB; break; default: MOZ_CRASH("bad type"); } gl::ScopedBindTexture scopedBind(mGL, mGLName, target.get()); mGL->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_MIN_FILTER, LOCAL_GL_NEAREST); mGL->fTexParameteri(target.get(), LOCAL_GL_TEXTURE_MAG_FILTER, LOCAL_GL_NEAREST); // We allocate our zeros on the heap, and we overallocate (16 bytes instead of 4) to // minimize the risk of running into a driver bug in texImage2D, as it is a bit // unusual maybe to create 1x1 textures, and the stack may not have the alignment that // TexImage2D expects. const webgl::DriverUnpackInfo dui = {texFormat, texFormat, LOCAL_GL_UNSIGNED_BYTE}; UniqueBuffer zeros = moz_xcalloc(1, 16); // Infallible allocation. if (target == LOCAL_GL_TEXTURE_CUBE_MAP) { for (int i = 0; i < 6; ++i) { const TexImageTarget curTarget = LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + i; const GLenum error = DoTexImage(mGL, curTarget.get(), 0, &dui, 1, 1, 1, zeros.get()); if (error) MOZ_CRASH("Unexpected error during FakeBlack creation."); } } else { const GLenum error = DoTexImage(mGL, target.get(), 0, &dui, 1, 1, 1, zeros.get()); if (error) MOZ_CRASH("Unexpected error during FakeBlack creation."); } } WebGLContext::FakeBlackTexture::~FakeBlackTexture() { mGL->MakeCurrent(); mGL->fDeleteTextures(1, &mGLName); } } // namespace mozilla