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WebGL2Context.cpp
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGL2Context.h"
#include "GLContext.h"
#include "WebGLBuffer.h"
#include "WebGLTransformFeedback.h"
#include "mozilla/dom/WebGL2RenderingContextBinding.h"
#include "mozilla/ArrayUtils.h"
#include "mozilla/Preferences.h"
#include "mozilla/Telemetry.h"
namespace mozilla {
WebGL2Context::WebGL2Context()
: WebGLContext()
{
MOZ_ASSERT(IsSupported(), "not supposed to create a WebGL2Context"
"context when not supported");
}
WebGL2Context::~WebGL2Context()
{
}
/*static*/ bool
WebGL2Context::IsSupported()
{
return Preferences::GetBool("webgl.enable-prototype-webgl2", false);
}
/*static*/ WebGL2Context*
WebGL2Context::Create()
{
return new WebGL2Context();
}
JSObject*
WebGL2Context::WrapObject(JSContext* cx)
{
return dom::WebGL2RenderingContextBinding::Wrap(cx, this);
}
////////////////////////////////////////////////////////////////////////////////
// WebGL 2 initialisation
// These WebGL 1 extensions are natively supported by WebGL 2.
static const WebGLExtensionID kNativelySupportedExtensions[] = {
WebGLExtensionID::ANGLE_instanced_arrays,
WebGLExtensionID::EXT_blend_minmax,
WebGLExtensionID::EXT_sRGB,
WebGLExtensionID::OES_element_index_uint,
WebGLExtensionID::OES_standard_derivatives,
WebGLExtensionID::OES_texture_float,
WebGLExtensionID::OES_texture_float_linear,
WebGLExtensionID::OES_texture_half_float,
WebGLExtensionID::OES_texture_half_float_linear,
WebGLExtensionID::OES_vertex_array_object,
WebGLExtensionID::WEBGL_depth_texture,
WebGLExtensionID::WEBGL_draw_buffers
};
static const gl::GLFeature kRequiredFeatures[] = {
gl::GLFeature::blend_minmax,
gl::GLFeature::clear_buffers,
gl::GLFeature::copy_buffer,
gl::GLFeature::depth_texture,
gl::GLFeature::draw_instanced,
gl::GLFeature::draw_range_elements,
gl::GLFeature::element_index_uint,
gl::GLFeature::frag_color_float,
gl::GLFeature::frag_depth,
gl::GLFeature::framebuffer_blit,
gl::GLFeature::framebuffer_multisample,
gl::GLFeature::get_integer_indexed,
gl::GLFeature::get_integer64_indexed,
gl::GLFeature::gpu_shader4,
gl::GLFeature::instanced_arrays,
gl::GLFeature::instanced_non_arrays,
gl::GLFeature::invalidate_framebuffer,
gl::GLFeature::map_buffer_range,
gl::GLFeature::occlusion_query2,
gl::GLFeature::packed_depth_stencil,
gl::GLFeature::query_objects,
gl::GLFeature::renderbuffer_color_float,
gl::GLFeature::renderbuffer_color_half_float,
gl::GLFeature::sRGB,
gl::GLFeature::sampler_objects,
gl::GLFeature::standard_derivatives,
gl::GLFeature::texture_3D,
gl::GLFeature::texture_3D_compressed,
gl::GLFeature::texture_3D_copy,
gl::GLFeature::texture_float,
gl::GLFeature::texture_float_linear,
gl::GLFeature::texture_half_float,
gl::GLFeature::texture_half_float_linear,
gl::GLFeature::texture_non_power_of_two,
gl::GLFeature::texture_storage,
gl::GLFeature::transform_feedback2,
gl::GLFeature::uniform_buffer_object,
gl::GLFeature::uniform_matrix_nonsquare,
gl::GLFeature::vertex_array_object
};
bool
WebGLContext::InitWebGL2()
{
MOZ_ASSERT(IsWebGL2(), "WebGLContext is not a WebGL 2 context!");
// check OpenGL features
if (!gl->IsSupported(gl::GLFeature::occlusion_query) &&
!gl->IsSupported(gl::GLFeature::occlusion_query_boolean))
{
// On desktop, we fake occlusion_query_boolean with occlusion_query if
// necessary. (See WebGL2ContextQueries.cpp)
GenerateWarning("WebGL 2 unavailable. Requires occlusion queries.");
return false;
}
for (size_t i = 0; i < ArrayLength(kRequiredFeatures); i++) {
if (!gl->IsSupported(kRequiredFeatures[i])) {
GenerateWarning("WebGL 2 unavailable. Requires feature %s.",
gl::GLContext::GetFeatureName(kRequiredFeatures[i]));
return false;
}
}
// ok WebGL 2 is compatible, we can enable natively supported extensions.
for (size_t i = 0; i < ArrayLength(kNativelySupportedExtensions); i++) {
EnableExtension(kNativelySupportedExtensions[i]);
MOZ_ASSERT(IsExtensionEnabled(kNativelySupportedExtensions[i]));
}
// we initialise WebGL 2 related stuff.
gl->GetUIntegerv(LOCAL_GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
&mGLMaxTransformFeedbackSeparateAttribs);
gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
&mGLMaxUniformBufferBindings);
mBoundTransformFeedbackBuffers =
MakeUnique<WebGLRefPtr<WebGLBuffer>[]>(mGLMaxTransformFeedbackSeparateAttribs);
mBoundUniformBuffers =
MakeUnique<WebGLRefPtr<WebGLBuffer>[]>(mGLMaxUniformBufferBindings);
mDefaultTransformFeedback = new WebGLTransformFeedback(this, 0);
mBoundTransformFeedback = mDefaultTransformFeedback;
auto xfBuffers = new WebGLRefPtr<WebGLBuffer>[mGLMaxTransformFeedbackSeparateAttribs];
mBoundTransformFeedbackBuffers.reset(xfBuffers);
mBypassShaderValidation = true;
return true;
}
} // namespace mozilla