/usr/include/firefox/GLContext.h is in firefox-dev 11.0+build1-0ubuntu4.
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/* ***** 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) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
* Mark Steele <mwsteele@gmail.com>
* Bas Schouten <bschouten@mozilla.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 ***** */
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <stdio.h>
#if defined(XP_UNIX)
#include <stdint.h>
#endif
#include <string.h>
#include <ctype.h>
#ifdef WIN32
#include <windows.h>
#endif
#include "GLDefs.h"
#include "gfxASurface.h"
#include "gfxImageSurface.h"
#include "gfxContext.h"
#include "gfxRect.h"
#include "nsISupportsImpl.h"
#include "prlink.h"
#include "nsDataHashtable.h"
#include "nsHashKeys.h"
#include "nsRegion.h"
#include "nsAutoPtr.h"
#include "nsThreadUtils.h"
#if defined(MOZ_PLATFORM_MAEMO) || defined(ANDROID) || defined(MOZ_EGL_XRENDER_COMPOSITE)
#define USE_GLES2 1
#endif
typedef char realGLboolean;
#include "GLContextSymbols.h"
namespace mozilla {
namespace layers {
class LayerManagerOGL;
class ColorTextureLayerProgram;
}
namespace gl {
class GLContext;
class LibrarySymbolLoader
{
public:
bool OpenLibrary(const char *library);
typedef PRFuncPtr (GLAPIENTRY * PlatformLookupFunction) (const char *);
enum {
MAX_SYMBOL_NAMES = 5,
MAX_SYMBOL_LENGTH = 128
};
typedef struct {
PRFuncPtr *symPointer;
const char *symNames[MAX_SYMBOL_NAMES];
} SymLoadStruct;
bool LoadSymbols(SymLoadStruct *firstStruct,
bool tryplatform = false,
const char *prefix = nsnull);
/*
* Static version of the functions in this class
*/
static PRFuncPtr LookupSymbol(PRLibrary *lib,
const char *symname,
PlatformLookupFunction lookupFunction = nsnull);
static bool LoadSymbols(PRLibrary *lib,
SymLoadStruct *firstStruct,
PlatformLookupFunction lookupFunction = nsnull,
const char *prefix = nsnull);
protected:
LibrarySymbolLoader() {
mLibrary = nsnull;
mLookupFunc = nsnull;
}
PRLibrary *mLibrary;
PlatformLookupFunction mLookupFunc;
};
enum ShaderProgramType {
RGBALayerProgramType,
BGRALayerProgramType,
RGBXLayerProgramType,
BGRXLayerProgramType,
RGBARectLayerProgramType,
ColorLayerProgramType,
YCbCrLayerProgramType,
ComponentAlphaPass1ProgramType,
ComponentAlphaPass2ProgramType,
Copy2DProgramType,
Copy2DRectProgramType,
NumProgramTypes
};
/**
* A TextureImage encapsulates a surface that can be drawn to by a
* Thebes gfxContext and (hopefully efficiently!) synchronized to a
* texture in the server. TextureImages are associated with one and
* only one GLContext.
*
* Implementation note: TextureImages attempt to unify two categories
* of backends
*
* (1) proxy to server-side object that can be bound to a texture;
* e.g. Pixmap on X11.
*
* (2) efficient manager of texture memory; e.g. by having clients draw
* into a scratch buffer which is then uploaded with
* glTexSubImage2D().
*/
class TextureImage
{
NS_INLINE_DECL_REFCOUNTING(TextureImage)
public:
enum TextureState
{
Created, // Texture created, but has not had glTexImage called to initialize it.
Allocated, // Texture memory exists, but contents are invalid.
Valid // Texture fully ready to use.
};
typedef gfxASurface::gfxContentType ContentType;
virtual ~TextureImage() {}
/**
* Returns a gfxASurface for updating |aRegion| of the client's
* image if successul, NULL if not. |aRegion|'s bounds must fit
* within Size(); its coordinate space (if any) is ignored. If
* the update begins successfully, the returned gfxASurface is
* owned by this. Otherwise, NULL is returned.
*
* |aRegion| is an inout param: the returned region is what the
* client must repaint. Category (1) regions above can
* efficiently handle repaints to "scattered" regions, while (2)
* can only efficiently handle repaints to rects.
*
* Painting the returned surface outside of |aRegion| results
* in undefined behavior.
*
* BeginUpdate() calls cannot be "nested", and each successful
* BeginUpdate() must be followed by exactly one EndUpdate() (see
* below). Failure to do so can leave this in a possibly
* inconsistent state. Unsuccessful BeginUpdate()s must not be
* followed by EndUpdate().
*/
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion) = 0;
/**
* Retrieves the region that will require updating, given a
* region that needs to be updated. This can be used for
* making decisions about updating before calling BeginUpdate().
*
* |aRegion| is an inout param.
*/
virtual void GetUpdateRegion(nsIntRegion& aForRegion) {
};
/**
* Finish the active update and synchronize with the server, if
* necessary.
*
* BeginUpdate() must have been called exactly once before
* EndUpdate().
*/
virtual void EndUpdate() = 0;
/**
* The Image may contain several textures for different regions (tiles).
* These functions iterate over each sub texture image tile.
*/
virtual void BeginTileIteration() {
};
virtual bool NextTile() {
return false;
};
virtual nsIntRect GetTileRect() {
return nsIntRect(nsIntPoint(0,0), mSize);
};
virtual GLuint GetTextureID() = 0;
virtual PRUint32 GetTileCount() {
return 1;
};
/**
* Set this TextureImage's size, and ensure a texture has been
* allocated. Must not be called between BeginUpdate and EndUpdate.
* After a resize, the contents are undefined.
*
* If this isn't implemented by a subclass, it will just perform
* a dummy BeginUpdate/EndUpdate pair.
*/
virtual void Resize(const nsIntSize& aSize) {
mSize = aSize;
nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
BeginUpdate(r);
EndUpdate();
}
/**
* aSurf - the source surface to update from
* aRegion - the region in this image to update
* aFrom - offset in the source to update from
*/
virtual bool DirectUpdate(gfxASurface *aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0)) = 0;
virtual void BindTexture(GLenum aTextureUnit) = 0;
virtual void ReleaseTexture() {};
void BindTextureAndApplyFilter(GLenum aTextureUnit) {
BindTexture(aTextureUnit);
ApplyFilter();
}
class ScopedBindTexture
{
public:
ScopedBindTexture(TextureImage *aTexture, GLenum aTextureUnit) :
mTexture(aTexture)
{
if (mTexture) {
mTexture->BindTexture(aTextureUnit);
}
}
~ScopedBindTexture()
{
if (mTexture) {
mTexture->ReleaseTexture();
}
}
protected:
TextureImage *mTexture;
};
class ScopedBindTextureAndApplyFilter
: public ScopedBindTexture
{
public:
ScopedBindTextureAndApplyFilter(TextureImage *aTexture, GLenum aTextureUnit) :
ScopedBindTexture(aTexture, aTextureUnit)
{
if (mTexture) {
mTexture->ApplyFilter();
}
}
};
/**
* Returns the shader program type that should be used to render
* this texture. Only valid after a matching BeginUpdate/EndUpdate
* pair have been called.
*/
virtual ShaderProgramType GetShaderProgramType()
{
return mShaderType;
}
/** Can be called safely at any time. */
/**
* If this TextureImage has a permanent gfxASurface backing,
* return it. Otherwise return NULL.
*/
virtual already_AddRefed<gfxASurface> GetBackingSurface()
{ return NULL; }
const nsIntSize& GetSize() const { return mSize; }
ContentType GetContentType() const { return mContentType; }
virtual bool InUpdate() const = 0;
GLenum GetWrapMode() const { return mWrapMode; }
void SetFilter(gfxPattern::GraphicsFilter aFilter) { mFilter = aFilter; }
/**
* Applies this TextureImage's filter, assuming that its texture is
* the currently bound texture.
*/
virtual void ApplyFilter() = 0;
protected:
friend class GLContext;
/**
* After the ctor, the TextureImage is invalid. Implementations
* must allocate resources successfully before returning the new
* TextureImage from GLContext::CreateTextureImage(). That is,
* clients must not be given partially-constructed TextureImages.
*/
TextureImage(const nsIntSize& aSize,
GLenum aWrapMode, ContentType aContentType,
bool aIsRGB = false)
: mSize(aSize)
, mWrapMode(aWrapMode)
, mContentType(aContentType)
{}
nsIntSize mSize;
GLenum mWrapMode;
ContentType mContentType;
ShaderProgramType mShaderType;
gfxPattern::GraphicsFilter mFilter;
};
/**
* BasicTextureImage is the baseline TextureImage implementation ---
* it updates its texture by allocating a scratch buffer for the
* client to draw into, then using glTexSubImage2D() to upload the new
* pixels. Platforms must provide the code to create a new surface
* into which the updated pixels will be drawn, and the code to
* convert the update surface's pixels into an image on which we can
* glTexSubImage2D().
*/
class BasicTextureImage
: public TextureImage
{
public:
typedef gfxASurface::gfxImageFormat ImageFormat;
virtual ~BasicTextureImage();
BasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
ContentType aContentType,
GLContext* aContext)
: TextureImage(aSize, aWrapMode, aContentType)
, mTexture(aTexture)
, mTextureState(Created)
, mGLContext(aContext)
, mUpdateOffset(0, 0)
{}
virtual void BindTexture(GLenum aTextureUnit);
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual GLuint GetTextureID() { return mTexture; };
// Returns a surface to draw into
virtual already_AddRefed<gfxASurface>
GetSurfaceForUpdate(const gfxIntSize& aSize, ImageFormat aFmt);
// Call when drawing into the update surface is complete.
// Returns true if textures should be upload with a relative
// offset - See UploadSurfaceToTexture.
virtual bool FinishedSurfaceUpdate();
// Call after surface data has been uploaded to a texture.
virtual void FinishedSurfaceUpload();
virtual bool InUpdate() const { return !!mUpdateSurface; }
virtual void Resize(const nsIntSize& aSize);
virtual void ApplyFilter();
protected:
GLuint mTexture;
TextureState mTextureState;
GLContext* mGLContext;
nsRefPtr<gfxASurface> mUpdateSurface;
nsIntRegion mUpdateRegion;
// The offset into the update surface at which the update rect is located.
nsIntPoint mUpdateOffset;
};
/**
* A container class that complements many sub TextureImages into a big TextureImage.
* Aims to behave just like the real thing.
*/
class TiledTextureImage
: public TextureImage
{
public:
TiledTextureImage(GLContext* aGL, nsIntSize aSize,
TextureImage::ContentType, bool aUseNearestFilter = false);
~TiledTextureImage();
void DumpDiv();
virtual gfxASurface* BeginUpdate(nsIntRegion& aRegion);
virtual void GetUpdateRegion(nsIntRegion& aForRegion);
virtual void EndUpdate();
virtual void Resize(const nsIntSize& aSize);
virtual PRUint32 GetTileCount();
virtual void BeginTileIteration();
virtual bool NextTile();
virtual nsIntRect GetTileRect();
virtual GLuint GetTextureID() {
return mImages[mCurrentImage]->GetTextureID();
};
virtual bool DirectUpdate(gfxASurface* aSurf, const nsIntRegion& aRegion, const nsIntPoint& aFrom = nsIntPoint(0,0));
virtual bool InUpdate() const { return mInUpdate; };
virtual void BindTexture(GLenum);
virtual void ApplyFilter();
protected:
unsigned int mCurrentImage;
nsTArray< nsRefPtr<TextureImage> > mImages;
bool mInUpdate;
nsIntSize mSize;
unsigned int mTileSize;
unsigned int mRows, mColumns;
GLContext* mGL;
bool mUseNearestFilter;
// A temporary surface to faciliate cross-tile updates.
nsRefPtr<gfxASurface> mUpdateSurface;
// The region of update requested
nsIntRegion mUpdateRegion;
TextureState mTextureState;
};
struct THEBES_API ContextFormat
{
static const ContextFormat BasicRGBA32Format;
enum StandardContextFormat {
Empty,
BasicRGBA32,
StrictBasicRGBA32,
BasicRGB24,
StrictBasicRGB24,
BasicRGB16_565,
StrictBasicRGB16_565
};
ContextFormat() {
memset(this, 0, sizeof(ContextFormat));
}
ContextFormat(const StandardContextFormat cf) {
memset(this, 0, sizeof(ContextFormat));
switch (cf) {
case BasicRGBA32:
red = green = blue = alpha = 8;
minRed = minGreen = minBlue = minAlpha = 1;
break;
case StrictBasicRGBA32:
red = green = blue = alpha = 8;
minRed = minGreen = minBlue = minAlpha = 8;
break;
case BasicRGB24:
red = green = blue = 8;
minRed = minGreen = minBlue = 1;
break;
case StrictBasicRGB24:
red = green = blue = 8;
minRed = minGreen = minBlue = 8;
break;
case StrictBasicRGB16_565:
red = minRed = 5;
green = minGreen = 6;
blue = minBlue = 5;
break;
default:
break;
}
}
int depth, minDepth;
int stencil, minStencil;
int red, minRed;
int green, minGreen;
int blue, minBlue;
int alpha, minAlpha;
int samples;
int colorBits() const { return red + green + blue; }
};
class GLContext
: public LibrarySymbolLoader
{
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GLContext)
public:
GLContext(const ContextFormat& aFormat,
bool aIsOffscreen = false,
GLContext *aSharedContext = nsnull)
: mFlushGuaranteesResolve(false),
mOffscreenFBOsDirty(false),
mInitialized(false),
mIsOffscreen(aIsOffscreen),
#ifdef USE_GLES2
mIsGLES2(true),
#else
mIsGLES2(false),
#endif
mIsGlobalSharedContext(false),
mHasRobustness(false),
mContextLost(false),
mVendor(-1),
mDebugMode(0),
mCreationFormat(aFormat),
mSharedContext(aSharedContext),
mOffscreenTexture(0),
mFlipped(false),
mBlitProgram(0),
mBlitFramebuffer(0),
mOffscreenDrawFBO(0),
mOffscreenReadFBO(0),
mOffscreenColorRB(0),
mOffscreenDepthRB(0),
mOffscreenStencilRB(0)
#ifdef DEBUG
, mGLError(LOCAL_GL_NO_ERROR)
#endif
{
mUserData.Init();
}
virtual ~GLContext() {
NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
#ifdef DEBUG
if (mSharedContext) {
GLContext *tip = mSharedContext;
while (tip->mSharedContext)
tip = tip->mSharedContext;
tip->SharedContextDestroyed(this);
tip->ReportOutstandingNames();
}
#endif
}
enum GLContextType {
ContextTypeUnknown,
ContextTypeWGL,
ContextTypeCGL,
ContextTypeGLX,
ContextTypeEGL,
ContextTypeOSMesa
};
virtual GLContextType GetContextType() { return ContextTypeUnknown; }
virtual bool MakeCurrentImpl(bool aForce = false) = 0;
bool MakeCurrent(bool aForce = false) {
#ifdef DEBUG
sCurrentGLContext = this;
#endif
return MakeCurrentImpl(aForce);
}
bool IsContextLost() { return mContextLost; }
virtual bool SetupLookupFunction() = 0;
virtual void WindowDestroyed() {}
virtual void ReleaseSurface() {}
void *GetUserData(void *aKey) {
void *result = nsnull;
mUserData.Get(aKey, &result);
return result;
}
void SetUserData(void *aKey, void *aValue) {
mUserData.Put(aKey, aValue);
}
// Mark this context as destroyed. This will NULL out all
// the GL function pointers!
void THEBES_API MarkDestroyed();
bool IsDestroyed() {
// MarkDestroyed will mark all these as null.
return mSymbols.fUseProgram == nsnull;
}
enum NativeDataType {
NativeGLContext,
NativeImageSurface,
NativeThebesSurface,
NativeDataTypeMax
};
virtual void *GetNativeData(NativeDataType aType) { return NULL; }
GLContext *GetSharedContext() { return mSharedContext; }
bool IsGlobalSharedContext() { return mIsGlobalSharedContext; }
void SetIsGlobalSharedContext(bool aIsOne) { mIsGlobalSharedContext = aIsOne; }
const ContextFormat& CreationFormat() { return mCreationFormat; }
const ContextFormat& ActualFormat() { return mActualFormat; }
/**
* If this GL context has a D3D texture share handle, returns non-null.
*/
virtual void *GetD3DShareHandle() { return nsnull; }
/**
* If this context is double-buffered, returns TRUE.
*/
virtual bool IsDoubleBuffered() { return false; }
/**
* If this context is the GLES2 API, returns TRUE.
* This means that various GLES2 restrictions might be in effect (modulo
* extensions).
*/
bool IsGLES2() const {
return mIsGLES2;
}
/**
* Returns true if either this is the GLES2 API, or had the GL_ARB_ES2_compatibility extension
*/
bool HasES2Compatibility() {
return mIsGLES2 || IsExtensionSupported(ARB_ES2_compatibility);
}
/**
* Returns true if the context is using ANGLE. This should only be overridden for an ANGLE
* implementation.
*/
virtual bool IsANGLE() {
return false;
}
/**
* The derived class is expected to provide information on whether or not it
* supports robustness.
*/
virtual bool SupportsRobustness() = 0;
enum {
VendorIntel,
VendorNVIDIA,
VendorATI,
VendorQualcomm,
VendorOther
};
int Vendor() const {
return mVendor;
}
/**
* If this context wraps a double-buffered target, swap the back
* and front buffers. It should be assumed that after a swap, the
* contents of the new back buffer are undefined.
*/
virtual bool SwapBuffers() { return false; }
/**
* Defines a two-dimensional texture image for context target surface
*/
virtual bool BindTexImage() { return false; }
/*
* Releases a color buffer that is being used as a texture
*/
virtual bool ReleaseTexImage() { return false; }
/**
* Applies aFilter to the texture currently bound to GL_TEXTURE_2D.
*/
void ApplyFilterToBoundTexture(gfxPattern::GraphicsFilter aFilter);
/*
* Offscreen support API
*/
/*
* Bind aOffscreen's color buffer as a texture to the TEXTURE_2D
* target. Returns TRUE on success, otherwise FALSE. If
* aOffscreen is not an offscreen context, returns FALSE. If
* BindOffscreenNeedsTexture() returns TRUE, then you should have
* a 2D texture name bound whose image will be replaced by the
* contents of the offscreen context. If it returns FALSE,
* the current 2D texture binding will be replaced.
*
* After a successul call to BindTex2DOffscreen, UnbindTex2DOffscreen
* *must* be called once rendering is complete.
*
* The same texture unit must be active for Bind/Unbind of a given
* context.
*/
virtual bool BindOffscreenNeedsTexture(GLContext *aOffscreen) {
return aOffscreen->mOffscreenTexture == 0;
}
virtual bool BindTex2DOffscreen(GLContext *aOffscreen) {
if (aOffscreen->GetContextType() != GetContextType()) {
return false;
}
if (!aOffscreen->mSharedContext ||
aOffscreen->mSharedContext != mSharedContext)
{
return false;
}
if (!aOffscreen->mOffscreenTexture) {
return false;
}
fBindTexture(LOCAL_GL_TEXTURE_2D, aOffscreen->mOffscreenTexture);
return true;
}
virtual void UnbindTex2DOffscreen(GLContext *aOffscreen) { }
bool IsOffscreen() {
return mIsOffscreen;
}
protected:
bool mFlushGuaranteesResolve;
public:
void SetFlushGuaranteesResolve(bool aFlushGuaranteesResolve) {
mFlushGuaranteesResolve = aFlushGuaranteesResolve;
}
// Before reads from offscreen texture
void GuaranteeResolve() {
if (mFlushGuaranteesResolve) {
BlitDirtyFBOs();
fFlush();
} else {
fFinish();
}
}
/*
* Resize the current offscreen buffer. Returns true on success.
* If it returns false, the context should be treated as unusable
* and should be recreated. After the resize, the viewport is not
* changed; glViewport should be called as appropriate.
*
* Only valid if IsOffscreen() returns true.
*/
virtual bool ResizeOffscreen(const gfxIntSize& aNewSize) {
if (mOffscreenDrawFBO || mOffscreenReadFBO)
return ResizeOffscreenFBO(aNewSize, mOffscreenReadFBO != 0);
return false;
}
/*
* Return size of this offscreen context.
*
* Only valid if IsOffscreen() returns true.
*/
gfxIntSize OffscreenSize() {
return mOffscreenSize;
}
/*
* In some cases, we have to allocate a bigger offscreen buffer
* than what's requested. This is the bigger size.
*
* Only valid if IsOffscreen() returns true.
*/
gfxIntSize OffscreenActualSize() {
return mOffscreenActualSize;
}
/*
* If this context is FBO-backed, return the FBO or the color
* buffer texture. If the context is not FBO-backed, 0 is
* returned (which is also a valid FBO binding).
*
* Only valid if IsOffscreen() returns true.
*/
GLuint GetOffscreenFBO() {
// 0 is interpreted as (off)screen, whether for read or draw operations
return 0;
}
GLuint GetOffscreenTexture() {
return mOffscreenTexture;
}
virtual bool SupportsFramebufferMultisample() {
return IsExtensionSupported(EXT_framebuffer_multisample) || IsExtensionSupported(ANGLE_framebuffer_multisample);
}
virtual bool SupportsOffscreenSplit() {
return IsExtensionSupported(EXT_framebuffer_blit) || IsExtensionSupported(ANGLE_framebuffer_blit);
}
GLuint GetBoundDrawFBO() {
GLint ret = 0;
if (SupportsOffscreenSplit())
fGetIntegerv(LOCAL_GL_DRAW_FRAMEBUFFER_BINDING_EXT, &ret);
else
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &ret);
return ret;
}
GLuint GetBoundReadFBO() {
GLint ret = 0;
if (SupportsOffscreenSplit())
fGetIntegerv(LOCAL_GL_READ_FRAMEBUFFER_BINDING_EXT, &ret);
else
fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &ret);
return ret;
}
void BindDrawFBO(GLuint name) {
if (SupportsOffscreenSplit())
fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, name);
else
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name);
}
void BindReadFBO(GLuint name) {
if (SupportsOffscreenSplit())
fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, name);
else
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, name);
}
GLuint SwapBoundDrawFBO(GLuint name) {
GLuint prev = GetBoundDrawFBO();
BindDrawFBO(name);
return prev;
}
GLuint SwapBoundReadFBO(GLuint name) {
GLuint prev = GetBoundReadFBO();
BindReadFBO(name);
return prev;
}
void BindOffscreenDrawBuffer() {
BindDrawFBO(mOffscreenDrawFBO);
}
void BindOffscreenReadBuffer() {
BindReadFBO(mOffscreenReadFBO);
}
void BindOffscreenBuffers() {
BindOffscreenDrawBuffer();
BindOffscreenReadBuffer();
}
private:
GLuint mPrevDrawFBOBinding;
GLuint mPrevReadFBOBinding;
bool mOffscreenFBOsDirty;
void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
// Assume IEEE 754 precision
range[0] = 127;
range[1] = 127;
*precision = 0;
break;
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
// Some (most) hardware only supports single-precision floating-point numbers,
// which can accurately represent integers up to +/-16777216
range[0] = 24;
range[1] = 24;
*precision = 0;
break;
}
}
void BeforeGLDrawCall() {
// Record and rebind if necessary
mPrevDrawFBOBinding = GetBoundDrawFBO();
if (mPrevDrawFBOBinding == 0) {
BindDrawFBO(mOffscreenDrawFBO);
} else if (mPrevDrawFBOBinding != mOffscreenDrawFBO)
return;
// Must be after binding the proper FBO
if (mOffscreenDrawFBO == mOffscreenReadFBO)
return;
// If we're already dirty, no need to set it again
if (mOffscreenFBOsDirty)
return;
mOffscreenFBOsDirty = true;
}
void AfterGLDrawCall() {
if (mPrevDrawFBOBinding == 0) {
BindDrawFBO(0);
}
}
void BeforeGLReadCall() {
// Record and rebind if necessary
mPrevReadFBOBinding = GetBoundReadFBO();
if (mPrevReadFBOBinding == 0) {
BindReadFBO(mOffscreenReadFBO);
} else if (mPrevReadFBOBinding != mOffscreenReadFBO)
return;
// Must be after binding the proper FBO
if (mOffscreenDrawFBO == mOffscreenReadFBO)
return;
// If we're not dirty, there's no need to blit
if (!mOffscreenFBOsDirty)
return;
const bool scissor = fIsEnabled(LOCAL_GL_SCISSOR_TEST);
if (scissor)
fDisable(LOCAL_GL_SCISSOR_TEST);
// flip read/draw for blitting
GLuint prevDraw = SwapBoundDrawFBO(mOffscreenReadFBO);
BindReadFBO(mOffscreenDrawFBO); // We know that Read must already be mOffscreenRead, so no need to write that down
GLint width = mOffscreenActualSize.width;
GLint height = mOffscreenActualSize.height;
raw_fBlitFramebuffer(0, 0, width, height,
0, 0, width, height,
LOCAL_GL_COLOR_BUFFER_BIT,
LOCAL_GL_NEAREST);
BindDrawFBO(prevDraw);
BindReadFBO(mOffscreenReadFBO);
if (scissor)
fEnable(LOCAL_GL_SCISSOR_TEST);
mOffscreenFBOsDirty = false;
}
void AfterGLReadCall() {
if (mPrevReadFBOBinding == 0) {
BindReadFBO(0);
}
}
public:
// Draw call hooks:
void fClear(GLbitfield mask) {
BeforeGLDrawCall();
raw_fClear(mask);
AfterGLDrawCall();
}
void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BeforeGLDrawCall();
raw_fDrawArrays(mode, first, count);
AfterGLDrawCall();
}
void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
BeforeGLDrawCall();
raw_fDrawElements(mode, count, type, indices);
AfterGLDrawCall();
}
// Read call hooks:
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
BeforeGLReadCall();
raw_fReadPixels(x, y, width, height, format, type, pixels);
AfterGLReadCall();
}
void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
BeforeGLReadCall();
raw_fCopyTexImage2D(target, level, internalformat,
x, y, width, height, border);
AfterGLReadCall();
}
void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BeforeGLReadCall();
raw_fCopyTexSubImage2D(target, level, xoffset, yoffset,
x, y, width, height);
AfterGLReadCall();
}
void ForceDirtyFBOs() {
GLuint draw = SwapBoundReadFBO(mOffscreenDrawFBO);
BeforeGLDrawCall();
// no-op; just pretend we did something
AfterGLDrawCall();
BindDrawFBO(draw);
}
void BlitDirtyFBOs() {
GLuint read = SwapBoundReadFBO(mOffscreenReadFBO);
BeforeGLReadCall();
// no-op; we just want to make sure the Read FBO is updated if it needs to be
AfterGLReadCall();
BindReadFBO(read);
}
void fFinish() {
BeforeGLReadCall();
raw_fFinish();
AfterGLReadCall();
}
// Draw/Read
void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BeforeGLDrawCall();
BeforeGLReadCall();
raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AfterGLReadCall();
AfterGLDrawCall();
}
#if defined(MOZ_X11) && defined(MOZ_EGL_XRENDER_COMPOSITE)
virtual gfxASurface* GetOffscreenPixmapSurface()
{
return 0;
};
virtual bool WaitNative() { return false; }
#endif
virtual bool TextureImageSupportsGetBackingSurface() {
return false;
}
virtual bool RenewSurface() { return false; }
/**`
* Return a valid, allocated TextureImage of |aSize| with
* |aContentType|. The TextureImage's texture is configured to
* use |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
* default, GL_LINEAR filtering. Specify
* |aUseNearestFilter=true| for GL_NEAREST filtering. Return
* NULL if creating the TextureImage fails.
*
* The returned TextureImage may only be used with this GLContext.
* Attempting to use the returned TextureImage after this
* GLContext is destroyed will result in undefined (and likely
* crashy) behavior.
*/
virtual already_AddRefed<TextureImage>
CreateTextureImage(const nsIntSize& aSize,
TextureImage::ContentType aContentType,
GLenum aWrapMode,
bool aUseNearestFilter=false);
/**
* In EGL we want to use Tiled Texture Images, which we return
* from CreateTextureImage above.
* Inside TiledTextureImage we need to create actual images and to
* prevent infinite recursion we need to differentiate the two
* functions.
**/
virtual already_AddRefed<TextureImage>
TileGenFunc(const nsIntSize& aSize,
TextureImage::ContentType aContentType,
bool aUseNearestFilter = false)
{
return nsnull;
};
/**
* Read the image data contained in aTexture, and return it as an ImageSurface.
* If GL_RGBA is given as the format, a ImageFormatARGB32 surface is returned.
* Not implemented yet:
* If GL_RGB is given as the format, a ImageFormatRGB24 surface is returned.
* If GL_LUMINANCE is given as the format, a ImageFormatA8 surface is returned.
*
* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
* if you absolutely positively must, and never in any performance
* critical path.
*/
already_AddRefed<gfxImageSurface> ReadTextureImage(GLuint aTexture,
const gfxIntSize& aSize,
GLenum aTextureFormat);
/**
* Call ReadPixels into an existing gfxImageSurface for the given bounds.
* The image surface must be using image format RGBA32 or RGB24.
*/
void THEBES_API ReadPixelsIntoImageSurface(GLint aX, GLint aY,
GLsizei aWidth, GLsizei aHeight,
gfxImageSurface *aDest);
/**
* Copy a rectangle from one TextureImage into another. The
* source and destination are given in integer coordinates, and
* will be converted to texture coordinates.
*
* For the source texture, the wrap modes DO apply -- it's valid
* to use REPEAT or PAD and expect appropriate behaviour if the source
* rectangle extends beyond its bounds.
*
* For the destination texture, the wrap modes DO NOT apply -- the
* destination will be clipped by the bounds of the texture.
*
* Note: calling this function will cause the following OpenGL state
* to be changed:
*
* - current program
* - framebuffer binding
* - viewport
* - blend state (will be enabled at end)
* - scissor state (will be enabled at end)
* - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
* - array buffer binding (will be 0)
* - active texture (will be 0)
* - texture 0 binding
*/
void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
TextureImage *aDst, const nsIntRect& aDstRect);
/**
* Creates a RGB/RGBA texture (or uses one provided) and uploads the surface
* contents to it within aSrcRect.
*
* aSrcRect.x/y will be uploaded to 0/0 in the texture, and the size
* of the texture with be aSrcRect.width/height.
*
* If an existing texture is passed through aTexture, it is assumed it
* has already been initialised with glTexImage2D (or this function),
* and that its size is equal to or greater than aSrcRect + aDstPoint.
* You can alternatively set the overwrite flag to true and have a new
* texture memory block allocated.
*
* The aDstPoint parameter is ignored if no texture was provided
* or aOverwrite is true.
*
* \param aSurface Surface to upload.
* \param aDstRegion Region of texture to upload to.
* \param aTexture Texture to use, or 0 to have one created for you.
* \param aOverwrite Over an existing texture with a new one.
* \param aSrcPoint Offset into aSrc where the region's bound's
* TopLeft() sits.
* \param aPixelBuffer Pass true to upload texture data with an
* offset from the base data (generally for pixel buffer objects),
* otherwise textures are upload with an absolute pointer to the data.
* \return Shader program needed to render this texture.
*/
ShaderProgramType UploadSurfaceToTexture(gfxASurface *aSurface,
const nsIntRegion& aDstRegion,
GLuint& aTexture,
bool aOverwrite = false,
const nsIntPoint& aSrcPoint = nsIntPoint(0, 0),
bool aPixelBuffer = false);
void TexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLsizei stride,
GLint pixelsize, GLint border, GLenum format,
GLenum type, const GLvoid *pixels);
void TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLsizei stride,
GLint pixelsize, GLenum format,
GLenum type, const GLvoid* pixels);
/**
* Uses the Khronos GL_EXT_unpack_subimage extension, working around
* quirks in the Tegra implementation of this extension.
*/
void TexSubImage2DWithUnpackSubimageGLES(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLsizei stride, GLint pixelsize,
GLenum format, GLenum type,
const GLvoid* pixels);
void TexSubImage2DWithoutUnpackSubimage(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLsizei stride, GLint pixelsize,
GLenum format, GLenum type,
const GLvoid* pixels);
/** Helper for DecomposeIntoNoRepeatTriangles
*/
struct RectTriangles {
RectTriangles() { }
void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1);
/**
* these return a float pointer to the start of each array respectively.
* Use it for glVertexAttribPointer calls.
* We can return NULL if we choose to use Vertex Buffer Objects here.
*/
float* vertexPointer() {
return &vertexCoords[0].x;
};
float* texCoordPointer() {
return &texCoords[0].u;
};
unsigned int elements() {
return vertexCoords.Length();
};
typedef struct { GLfloat x,y; } vert_coord;
typedef struct { GLfloat u,v; } tex_coord;
private:
// default is 4 rectangles, each made up of 2 triangles (3 coord vertices each)
nsAutoTArray<vert_coord, 6> vertexCoords;
nsAutoTArray<tex_coord, 6> texCoords;
};
/**
* Decompose drawing the possibly-wrapped aTexCoordRect rectangle
* of a texture of aTexSize into one or more rectangles (represented
* as 2 triangles) and associated tex coordinates, such that
* we don't have to use the REPEAT wrap mode.
*
* The resulting triangle vertex coordinates will be in the space of
* (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
* if you need a different space.
*
* The resulting vertex coordinates should be drawn using GL_TRIANGLES,
* and rects.numRects * 3 * 6
*/
static void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
RectTriangles& aRects);
/**
* Known GL extensions that can be queried by
* IsExtensionSupported. The results of this are cached, and as
* such it's safe to use this even in performance critical code.
* If you add to this array, remember to add to the string names
* in GLContext.cpp.
*/
enum GLExtensions {
EXT_framebuffer_object,
ARB_framebuffer_object,
ARB_texture_rectangle,
EXT_bgra,
EXT_texture_format_BGRA8888,
OES_depth24,
OES_depth32,
OES_stencil8,
OES_texture_npot,
OES_depth_texture,
OES_packed_depth_stencil,
IMG_read_format,
EXT_read_format_bgra,
APPLE_client_storage,
ARB_texture_non_power_of_two,
ARB_pixel_buffer_object,
ARB_ES2_compatibility,
OES_texture_float,
ARB_texture_float,
EXT_unpack_subimage,
OES_standard_derivatives,
EXT_framebuffer_blit,
ANGLE_framebuffer_blit,
EXT_framebuffer_multisample,
ANGLE_framebuffer_multisample,
OES_rgb8_rgba8,
ARB_robustness,
EXT_robustness,
Extensions_Max
};
bool IsExtensionSupported(GLExtensions aKnownExtension) {
return mAvailableExtensions[aKnownExtension];
}
// for unknown extensions
bool IsExtensionSupported(const char *extension);
// Shared code for GL extensions and GLX extensions.
static bool ListHasExtension(const GLubyte *extensions,
const char *extension);
GLint GetMaxTextureSize() { return mMaxTextureSize; }
GLint GetMaxTextureImageSize() { return mMaxTextureImageSize; }
void SetFlipped(bool aFlipped) { mFlipped = aFlipped; }
// this should just be a std::bitset, but that ended up breaking
// MacOS X builds; see bug 584919. We can replace this with one
// later on. This is handy to use in WebGL contexts as well,
// so making it public.
template<size_t setlen>
struct ExtensionBitset {
ExtensionBitset() {
for (size_t i = 0; i < setlen; ++i)
values[i] = false;
}
bool& operator[](size_t index) {
NS_ASSERTION(index < setlen, "out of range");
return values[index];
}
bool values[setlen];
};
/**
* Context reset constants.
* These are used to determine who is guilty when a context reset
* happens.
*/
enum ContextResetARB {
CONTEXT_NO_ERROR = 0,
CONTEXT_GUILTY_CONTEXT_RESET_ARB = 0x8253,
CONTEXT_INNOCENT_CONTEXT_RESET_ARB = 0x8254,
CONTEXT_UNKNOWN_CONTEXT_RESET_ARB = 0x8255
};
bool HasRobustness() {
return mHasRobustness;
}
protected:
bool mInitialized;
bool mIsOffscreen;
bool mIsGLES2;
bool mIsGlobalSharedContext;
bool mHasRobustness;
bool mContextLost;
PRInt32 mVendor;
enum {
DebugEnabled = 1 << 0,
DebugTrace = 1 << 1,
DebugAbortOnError = 1 << 2
};
PRUint32 mDebugMode;
inline PRUint32 DebugMode() {
#ifdef DEBUG
return mDebugMode;
#else
return 0;
#endif
}
ContextFormat mCreationFormat;
nsRefPtr<GLContext> mSharedContext;
GLContextSymbols mSymbols;
#ifdef DEBUG
// this should be thread-local, but that is slightly annoying to implement because on Mac
// we don't have any __thread-like keyword. So for now, MOZ_GL_DEBUG assumes (and asserts)
// that only the main thread is doing OpenGL calls.
static THEBES_API GLContext* sCurrentGLContext;
#endif
void UpdateActualFormat();
ContextFormat mActualFormat;
gfxIntSize mOffscreenSize;
gfxIntSize mOffscreenActualSize;
GLuint mOffscreenTexture;
bool mFlipped;
// lazy-initialized things
GLuint mBlitProgram, mBlitFramebuffer;
void UseBlitProgram();
void SetBlitFramebufferForDestTexture(GLuint aTexture);
// Helper to create/resize an offscreen FBO,
// for offscreen implementations that use FBOs.
// Note that it does -not- clear the resized buffers.
bool ResizeOffscreenFBO(const gfxIntSize& aSize, const bool aUseReadFBO, const bool aDisableAA);
bool ResizeOffscreenFBO(const gfxIntSize& aSize, const bool aUseReadFBO) {
if (ResizeOffscreenFBO(aSize, aUseReadFBO, false))
return true;
if (!mCreationFormat.samples)
return false;
if (DebugMode()) {
printf_stderr("Requested level of multisampling is unavailable, continuing without multisampling\n");
}
return ResizeOffscreenFBO(aSize, aUseReadFBO, true);
}
void DeleteOffscreenFBO();
GLuint mOffscreenDrawFBO;
GLuint mOffscreenReadFBO;
GLuint mOffscreenColorRB;
GLuint mOffscreenDepthRB;
GLuint mOffscreenStencilRB;
ExtensionBitset<Extensions_Max> mAvailableExtensions;
// Clear to transparent black, with 0 depth and stencil,
// while preserving current ClearColor etc. values.
// Useful for resizing offscreen buffers.
public:
void ClearSafely();
protected:
nsDataHashtable<nsVoidPtrHashKey, void*> mUserData;
void SetIsGLES2(bool aIsGLES2) {
NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!");
mIsGLES2 = aIsGLES2;
}
bool InitWithPrefix(const char *prefix, bool trygl);
void InitExtensions();
virtual already_AddRefed<TextureImage>
CreateBasicTextureImage(GLuint aTexture,
const nsIntSize& aSize,
GLenum aWrapMode,
TextureImage::ContentType aContentType,
GLContext* aContext)
{
nsRefPtr<BasicTextureImage> teximage(
new BasicTextureImage(aTexture, aSize, aWrapMode, aContentType, aContext));
return teximage.forget();
}
bool IsOffscreenSizeAllowed(const gfxIntSize& aSize) const {
PRInt32 biggerDimension = NS_MAX(aSize.width, aSize.height);
PRInt32 maxAllowed = NS_MIN(mMaxRenderbufferSize, mMaxTextureSize);
return biggerDimension <= maxAllowed;
}
protected:
nsTArray<nsIntRect> mViewportStack;
nsTArray<nsIntRect> mScissorStack;
GLint mMaxTextureSize;
GLint mMaxTextureImageSize;
GLint mMaxRenderbufferSize;
public:
/** \returns the first GL error, and guarantees that all GL error flags are cleared,
* i.e. that a subsequent GetError call will return NO_ERROR
*/
GLenum GetAndClearError() {
// the first error is what we want to return
GLenum error = fGetError();
if (error) {
// clear all pending errors
while(fGetError()) {}
}
return error;
}
#ifdef DEBUG
#ifndef MOZ_FUNCTION_NAME
# ifdef __GNUC__
# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
# elif defined(_MSC_VER)
# define MOZ_FUNCTION_NAME __FUNCTION__
# else
# define MOZ_FUNCTION_NAME __func__ // defined in C99, supported in various C++ compilers. Just raw function name.
# endif
#endif
protected:
GLenum mGLError;
public:
void BeforeGLCall(const char* glFunction) {
if (DebugMode()) {
// since the static member variable sCurrentGLContext is not thread-local as it should,
// we have to assert that we're in the main thread. Note that sCurrentGLContext is only used
// for the OpenGL debug mode.
if (!NS_IsMainThread()) {
NS_ERROR("OpenGL call from non-main thread. While this is fine in itself, "
"the OpenGL debug mode, which is currently enabled, doesn't support this. "
"It needs to be patched by making GLContext::sCurrentGLContext be thread-local.\n");
NS_ABORT();
}
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] > %s\n", this, glFunction);
if (this != sCurrentGLContext) {
printf_stderr("Fatal: %s called on non-current context %p. "
"The current context for this thread is %p.\n",
glFunction, this, sCurrentGLContext);
NS_ABORT();
}
}
}
void AfterGLCall(const char* glFunction) {
if (DebugMode()) {
// calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
// the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
// tend to be meaningless
mSymbols.fFinish();
mGLError = mSymbols.fGetError();
if (DebugMode() & DebugTrace)
printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, mGLError);
if (mGLError != LOCAL_GL_NO_ERROR) {
printf_stderr("GL ERROR: %s generated GL error %s(0x%04x)\n",
glFunction,
GLErrorToString(mGLError),
mGLError);
if (DebugMode() & DebugAbortOnError)
NS_ABORT();
}
}
}
const char* GLErrorToString(GLenum aError)
{
switch (aError) {
case LOCAL_GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case LOCAL_GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case LOCAL_GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case LOCAL_GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case LOCAL_GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case LOCAL_GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case LOCAL_GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "";
}
}
#define BEFORE_GL_CALL do { \
BeforeGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#define AFTER_GL_CALL do { \
AfterGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#else
#define BEFORE_GL_CALL do { } while (0)
#define AFTER_GL_CALL do { } while (0)
#endif
/*** In GL debug mode, we completely override glGetError ***/
GLenum fGetError() {
#ifdef DEBUG
// debug mode ends up eating the error in AFTER_GL_CALL
if (DebugMode()) {
GLenum err = mGLError;
mGLError = LOCAL_GL_NO_ERROR;
return err;
}
#endif
return mSymbols.fGetError();
}
/*** Scissor functions ***/
protected:
GLint FixYValue(GLint y, GLint height)
{
return mFlipped ? ViewportRect().height - (height + y) : y;
}
// only does the glScissor call, no ScissorRect business
void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
// GL's coordinate system is flipped compared to ours (in the Y axis),
// so we may need to flip our rectangle.
mSymbols.fScissor(x,
FixYValue(y, height),
width,
height);
AFTER_GL_CALL;
}
public:
// but let GL-using code use that instead, updating the ScissorRect
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
ScissorRect().SetRect(x, y, width, height);
raw_fScissor(x, y, width, height);
}
nsIntRect& ScissorRect() {
return mScissorStack[mScissorStack.Length()-1];
}
void PushScissorRect() {
nsIntRect copy(ScissorRect());
mScissorStack.AppendElement(copy);
}
void PushScissorRect(const nsIntRect& aRect) {
mScissorStack.AppendElement(aRect);
raw_fScissor(aRect.x, aRect.y, aRect.width, aRect.height);
}
void PopScissorRect() {
if (mScissorStack.Length() < 2) {
NS_WARNING("PopScissorRect with Length < 2!");
return;
}
nsIntRect thisRect = ScissorRect();
mScissorStack.TruncateLength(mScissorStack.Length() - 1);
if (!thisRect.IsEqualInterior(ScissorRect())) {
raw_fScissor(ScissorRect().x, ScissorRect().y,
ScissorRect().width, ScissorRect().height);
}
}
/*** Viewport functions ***/
protected:
// only does the glViewport call, no ViewportRect business
void raw_fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
// XXX: Flipping should really happen using the destination height, but
// we use viewport instead and assume viewport size matches the
// destination. If we ever try use partial viewports for layers we need
// to fix this, and remove the assertion.
NS_ASSERTION(!mFlipped || (x == 0 && y == 0), "TODO: Need to flip the viewport rect");
mSymbols.fViewport(x, y, width, height);
AFTER_GL_CALL;
}
public:
void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
ViewportRect().SetRect(x, y, width, height);
raw_fViewport(x, y, width, height);
}
nsIntRect& ViewportRect() {
return mViewportStack[mViewportStack.Length()-1];
}
void PushViewportRect() {
nsIntRect copy(ViewportRect());
mViewportStack.AppendElement(copy);
}
void PushViewportRect(const nsIntRect& aRect) {
mViewportStack.AppendElement(aRect);
raw_fViewport(aRect.x, aRect.y, aRect.width, aRect.height);
}
void PopViewportRect() {
if (mViewportStack.Length() < 2) {
NS_WARNING("PopViewportRect with Length < 2!");
return;
}
nsIntRect thisRect = ViewportRect();
mViewportStack.TruncateLength(mViewportStack.Length() - 1);
if (!thisRect.IsEqualInterior(ViewportRect())) {
raw_fViewport(ViewportRect().x, ViewportRect().y,
ViewportRect().width, ViewportRect().height);
}
}
/*** other GL functions ***/
void fActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fActiveTexture(texture);
AFTER_GL_CALL;
}
void fAttachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fAttachShader(program, shader);
AFTER_GL_CALL;
}
void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fBindAttribLocation(program, index, name);
AFTER_GL_CALL;
}
void fBindBuffer(GLenum target, GLuint buffer) {
BEFORE_GL_CALL;
mSymbols.fBindBuffer(target, buffer);
AFTER_GL_CALL;
}
void fBindTexture(GLenum target, GLuint texture) {
BEFORE_GL_CALL;
mSymbols.fBindTexture(target, texture);
AFTER_GL_CALL;
}
void fBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
BEFORE_GL_CALL;
mSymbols.fBlendColor(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fBlendEquation(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fBlendEquation(mode);
AFTER_GL_CALL;
}
void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
AFTER_GL_CALL;
}
void fBlendFunc(GLenum sfactor, GLenum dfactor) {
BEFORE_GL_CALL;
mSymbols.fBlendFunc(sfactor, dfactor);
AFTER_GL_CALL;
}
void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
AFTER_GL_CALL;
}
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
BEFORE_GL_CALL;
mSymbols.fBufferData(target, size, data, usage);
AFTER_GL_CALL;
}
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
BEFORE_GL_CALL;
mSymbols.fBufferSubData(target, offset, size, data);
AFTER_GL_CALL;
}
void raw_fClear(GLbitfield mask) {
BEFORE_GL_CALL;
mSymbols.fClear(mask);
AFTER_GL_CALL;
}
void fClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) {
BEFORE_GL_CALL;
mSymbols.fClearColor(r, g, b, a);
AFTER_GL_CALL;
}
void fClearStencil(GLint s) {
BEFORE_GL_CALL;
mSymbols.fClearStencil(s);
AFTER_GL_CALL;
}
void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) {
BEFORE_GL_CALL;
mSymbols.fColorMask(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fCullFace(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fCullFace(mode);
AFTER_GL_CALL;
}
void fDetachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDetachShader(program, shader);
AFTER_GL_CALL;
}
void fDepthFunc(GLenum func) {
BEFORE_GL_CALL;
mSymbols.fDepthFunc(func);
AFTER_GL_CALL;
}
void fDepthMask(realGLboolean flag) {
BEFORE_GL_CALL;
mSymbols.fDepthMask(flag);
AFTER_GL_CALL;
}
void fDisable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisable(capability);
AFTER_GL_CALL;
}
void fDisableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fDisableVertexAttribArray(index);
AFTER_GL_CALL;
}
void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BEFORE_GL_CALL;
mSymbols.fDrawArrays(mode, first, count);
AFTER_GL_CALL;
}
void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
BEFORE_GL_CALL;
mSymbols.fDrawElements(mode, count, type, indices);
AFTER_GL_CALL;
}
void fEnable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnable(capability);
AFTER_GL_CALL;
}
void fEnableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fEnableVertexAttribArray(index);
AFTER_GL_CALL;
}
void raw_fFinish() {
BEFORE_GL_CALL;
mSymbols.fFinish();
AFTER_GL_CALL;
}
void fFlush() {
BEFORE_GL_CALL;
mSymbols.fFlush();
AFTER_GL_CALL;
}
void fFrontFace(GLenum face) {
BEFORE_GL_CALL;
mSymbols.fFrontFace(face);
AFTER_GL_CALL;
}
void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
BEFORE_GL_CALL;
mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
AFTER_GL_CALL;
}
GLint fGetAttribLocation (GLuint program, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetAttribLocation(program, name);
AFTER_GL_CALL;
return retval;
}
void fGetIntegerv(GLenum pname, GLint *params) {
BEFORE_GL_CALL;
mSymbols.fGetIntegerv(pname, params);
AFTER_GL_CALL;
}
void fGetFloatv(GLenum pname, GLfloat *params) {
BEFORE_GL_CALL;
mSymbols.fGetFloatv(pname, params);
AFTER_GL_CALL;
}
void fGetBooleanv(GLenum pname, realGLboolean *params) {
BEFORE_GL_CALL;
mSymbols.fGetBooleanv(pname, params);
AFTER_GL_CALL;
}
void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetBufferParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fGenerateMipmap(GLenum target) {
BEFORE_GL_CALL;
mSymbols.fGenerateMipmap(target);
AFTER_GL_CALL;
}
void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetProgramiv(program, pname, param);
AFTER_GL_CALL;
}
void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
AFTER_GL_CALL;
}
void fTexParameteri(GLenum target, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexParameteri(target, pname, param);
AFTER_GL_CALL;
}
void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexParameterf(target, pname, param);
AFTER_GL_CALL;
}
const GLubyte* fGetString(GLenum name) {
BEFORE_GL_CALL;
const GLubyte *result = mSymbols.fGetString(name);
AFTER_GL_CALL;
return result;
}
void fGetTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameterfv(target, pname, params);
AFTER_GL_CALL;
}
void fGetTexParameteriv(GLenum target, GLenum pname, const GLint *params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformfv(program, location, params);
AFTER_GL_CALL;
}
void fGetUniformiv(GLuint program, GLint location, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformiv(program, location, params);
AFTER_GL_CALL;
}
GLint fGetUniformLocation (GLint programObj, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetUniformLocation(programObj, name);
AFTER_GL_CALL;
return retval;
}
void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribfv(index, pname, retval);
AFTER_GL_CALL;
}
void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribiv(index, pname, retval);
AFTER_GL_CALL;
}
void fHint(GLenum target, GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fHint(target, mode);
AFTER_GL_CALL;
}
realGLboolean fIsBuffer(GLuint buffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsBuffer(buffer);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsEnabled (GLenum capability) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsEnabled(capability);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsProgram (GLuint program) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsProgram(program);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsShader (GLuint shader) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsShader(shader);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsTexture (GLuint texture) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsTexture(texture);
AFTER_GL_CALL;
return retval;
}
void fLineWidth(GLfloat width) {
BEFORE_GL_CALL;
mSymbols.fLineWidth(width);
AFTER_GL_CALL;
}
void fLinkProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fLinkProgram(program);
AFTER_GL_CALL;
}
void fPixelStorei(GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fPixelStorei(pname, param);
AFTER_GL_CALL;
}
void fPolygonOffset(GLfloat factor, GLfloat bias) {
BEFORE_GL_CALL;
mSymbols.fPolygonOffset(factor, bias);
AFTER_GL_CALL;
}
void fReadBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fReadBuffer(mode);
AFTER_GL_CALL;
}
void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
AFTER_GL_CALL;
}
void fSampleCoverage(GLclampf value, realGLboolean invert) {
BEFORE_GL_CALL;
mSymbols.fSampleCoverage(value, invert);
AFTER_GL_CALL;
}
void fStencilFunc(GLenum func, GLint ref, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFunc(func, ref, mask);
AFTER_GL_CALL;
}
void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFuncSeparate(frontfunc, backfunc, ref, mask);
AFTER_GL_CALL;
}
void fStencilMask(GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMask(mask);
AFTER_GL_CALL;
}
void fStencilMaskSeparate(GLenum face, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMaskSeparate(face, mask);
AFTER_GL_CALL;
}
void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
BEFORE_GL_CALL;
mSymbols.fStencilOp(fail, zfail, zpass);
AFTER_GL_CALL;
}
void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
BEFORE_GL_CALL;
mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
AFTER_GL_CALL;
}
void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {
BEFORE_GL_CALL;
mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
AFTER_GL_CALL;
}
void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) {
BEFORE_GL_CALL;
mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
AFTER_GL_CALL;
}
void fUniform1f(GLint location, GLfloat v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1f(location, v0);
AFTER_GL_CALL;
}
void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform1i(GLint location, GLint v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1i(location, v0);
AFTER_GL_CALL;
}
void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2f(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2i(GLint location, GLint v0, GLint v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2i(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3f(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3i(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4f(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4i(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4iv(location, count, value);
AFTER_GL_CALL;
}
void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUseProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fUseProgram(program);
AFTER_GL_CALL;
}
void fValidateProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fValidateProgram(program);
AFTER_GL_CALL;
}
void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer);
AFTER_GL_CALL;
}
void fVertexAttrib1f(GLuint index, GLfloat x) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1f(index, x);
AFTER_GL_CALL;
}
void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2f(index, x, y);
AFTER_GL_CALL;
}
void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3f(index, x, y, z);
AFTER_GL_CALL;
}
void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4f(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4fv(index, v);
AFTER_GL_CALL;
}
void fCompileShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fCompileShader(shader);
AFTER_GL_CALL;
}
void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
BEFORE_GL_CALL;
mSymbols.fCopyTexImage2D(target, level, internalformat,
x, FixYValue(y, height),
width, height, border);
AFTER_GL_CALL;
}
void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset,
x, FixYValue(y, height),
width, height);
AFTER_GL_CALL;
}
void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetShaderiv(shader, pname, param);
AFTER_GL_CALL;
}
void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
AFTER_GL_CALL;
}
void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
BEFORE_GL_CALL;
if (mIsGLES2) {
mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
} else {
// Fall back to automatic values because almost all desktop hardware supports the OpenGL standard precisions.
GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range, precision);
}
AFTER_GL_CALL;
}
void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) {
BEFORE_GL_CALL;
mSymbols.fGetShaderSource(obj, maxLength, length, source);
AFTER_GL_CALL;
}
void fShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths) {
BEFORE_GL_CALL;
mSymbols.fShaderSource(shader, count, strings, lengths);
AFTER_GL_CALL;
}
void fBindFramebuffer(GLenum target, GLuint framebuffer) {
BEFORE_GL_CALL;
mSymbols.fBindFramebuffer(target, framebuffer);
AFTER_GL_CALL;
}
void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fBindRenderbuffer(target, renderbuffer);
AFTER_GL_CALL;
}
GLenum fCheckFramebufferStatus (GLenum target) {
BEFORE_GL_CALL;
GLenum retval = mSymbols.fCheckFramebufferStatus(target);
AFTER_GL_CALL;
return retval;
}
void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer);
AFTER_GL_CALL;
}
void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) {
BEFORE_GL_CALL;
mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level);
AFTER_GL_CALL;
}
void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value);
AFTER_GL_CALL;
}
void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetRenderbufferParameteriv(target, pname, value);
AFTER_GL_CALL;
}
realGLboolean fIsFramebuffer (GLuint framebuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer);
AFTER_GL_CALL;
return retval;
}
void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BEFORE_GL_CALL;
mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AFTER_GL_CALL;
}
realGLboolean fIsRenderbuffer (GLuint renderbuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer);
AFTER_GL_CALL;
return retval;
}
void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
AFTER_GL_CALL;
}
void fRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
AFTER_GL_CALL;
}
void fDepthRange(GLclampf a, GLclampf b) {
BEFORE_GL_CALL;
if (mIsGLES2) {
mSymbols.fDepthRangef(a, b);
} else {
mSymbols.fDepthRange(a, b);
}
AFTER_GL_CALL;
}
void fClearDepth(GLclampf v) {
BEFORE_GL_CALL;
if (mIsGLES2) {
mSymbols.fClearDepthf(v);
} else {
mSymbols.fClearDepth(v);
}
AFTER_GL_CALL;
}
void* fMapBuffer(GLenum target, GLenum access) {
BEFORE_GL_CALL;
void *ret = mSymbols.fMapBuffer(target, access);
AFTER_GL_CALL;
return ret;
}
realGLboolean fUnmapBuffer(GLenum target) {
BEFORE_GL_CALL;
realGLboolean ret = mSymbols.fUnmapBuffer(target);
AFTER_GL_CALL;
return ret;
}
#ifdef DEBUG
GLContext *TrackingContext() {
GLContext *tip = this;
while (tip->mSharedContext)
tip = tip->mSharedContext;
return tip;
}
#define TRACKING_CONTEXT(a) do { TrackingContext()->a; } while (0)
#else
#define TRACKING_CONTEXT(a) do {} while (0)
#endif
GLuint GLAPIENTRY fCreateProgram() {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateProgram();
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedProgram(this, ret));
return ret;
}
GLuint GLAPIENTRY fCreateShader(GLenum t) {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateShader(t);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedShader(this, ret));
return ret;
}
void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenBuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedBuffers(this, n, names));
}
void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenTextures(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedTextures(this, n, names));
}
void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenFramebuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
}
void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenRenderbuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
}
void GLAPIENTRY fDeleteProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fDeleteProgram(program);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedProgram(this, program));
}
void GLAPIENTRY fDeleteShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDeleteShader(shader);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedShader(this, shader));
}
void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteBuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedBuffers(this, n, names));
}
void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteTextures(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedTextures(this, n, names));
}
void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
if (n == 1 && *names == 0) {
/* Deleting framebuffer 0 causes hangs on the DROID. See bug 623228 */
} else {
mSymbols.fDeleteFramebuffers(n, names);
}
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedFramebuffers(this, n, names));
}
void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) {
BEFORE_GL_CALL;
mSymbols.fDeleteRenderbuffers(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
}
GLenum GLAPIENTRY fGetGraphicsResetStatus() {
BEFORE_GL_CALL;
GLenum ret = mHasRobustness ? mSymbols.fGetGraphicsResetStatus() : 0;
AFTER_GL_CALL;
return ret;
}
#ifdef DEBUG
void THEBES_API CreatedProgram(GLContext *aOrigin, GLuint aName);
void THEBES_API CreatedShader(GLContext *aOrigin, GLuint aName);
void THEBES_API CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedProgram(GLContext *aOrigin, GLuint aName);
void THEBES_API DeletedShader(GLContext *aOrigin, GLuint aName);
void THEBES_API DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void THEBES_API DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
void SharedContextDestroyed(GLContext *aChild);
void ReportOutstandingNames();
struct NamedResource {
NamedResource()
: origin(nsnull), name(0), originDeleted(false)
{ }
NamedResource(GLContext *aOrigin, GLuint aName)
: origin(aOrigin), name(aName), originDeleted(false)
{ }
GLContext *origin;
GLuint name;
bool originDeleted;
// for sorting
bool operator<(const NamedResource& aOther) const {
if (intptr_t(origin) < intptr_t(aOther.origin))
return true;
if (name < aOther.name)
return true;
return false;
}
bool operator==(const NamedResource& aOther) const {
return origin == aOther.origin &&
name == aOther.name &&
originDeleted == aOther.originDeleted;
}
};
nsTArray<NamedResource> mTrackedPrograms;
nsTArray<NamedResource> mTrackedShaders;
nsTArray<NamedResource> mTrackedTextures;
nsTArray<NamedResource> mTrackedFramebuffers;
nsTArray<NamedResource> mTrackedRenderbuffers;
nsTArray<NamedResource> mTrackedBuffers;
#endif
};
inline bool
DoesVendorStringMatch(const char* aVendorString, const char *aWantedVendor)
{
if (!aVendorString || !aWantedVendor)
return false;
const char *occurrence = strstr(aVendorString, aWantedVendor);
// aWantedVendor not found
if (!occurrence)
return false;
// aWantedVendor preceded by alpha character
if (occurrence != aVendorString && isalpha(*(occurrence-1)))
return false;
// aWantedVendor followed by alpha character
const char *afterOccurrence = occurrence + strlen(aWantedVendor);
if (isalpha(*afterOccurrence))
return false;
return true;
}
} /* namespace gl */
} /* namespace mozilla */
#endif /* GLCONTEXT_H_ */
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