Beispiel #1
0
void
TexUnpackSurface::TexOrSubImage(bool isSubImage, bool needsRespec, const char* funcName,
                                WebGLTexture* tex, TexImageTarget target, GLint level,
                                const webgl::DriverUnpackInfo* dui, GLint xOffset,
                                GLint yOffset, GLint zOffset, GLenum* const out_glError)
{
    *out_glError = 0;

    WebGLContext* webgl = tex->mContext;

    // MakeCurrent is a big mess in here, because mapping (and presumably unmapping) on
    // OSX can lose our MakeCurrent. Therefore it's easiest to MakeCurrent just before we
    // call into GL, instead of trying to keep MakeCurrent-ed.

    RefPtr<gfx::DataSourceSurface> dataSurf = mSurf->GetDataSurface();

    if (!dataSurf) {
        // Since GetDataSurface didn't return error code, assume system
        // is out of memory
        *out_glError = LOCAL_GL_OUT_OF_MEMORY;
        return;
    }

    GLenum error;
    if (UploadDataSurface(isSubImage, webgl, target, level, dui, xOffset, yOffset,
                          zOffset, mWidth, mHeight, dataSurf, mIsAlphaPremult, &error))
    {
        return;
    }
    if (error == LOCAL_GL_OUT_OF_MEMORY) {
        *out_glError = LOCAL_GL_OUT_OF_MEMORY;
        return;
    }

    // CPU conversion. (++numCopies)

    UniqueBuffer convertedBuffer;
    uint8_t convertedAlignment;
    bool outOfMemory;
    if (!ConvertSurface(webgl, dui, dataSurf, mIsAlphaPremult, &convertedBuffer,
                        &convertedAlignment, &outOfMemory))
    {
        if (outOfMemory) {
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
        } else {
            NS_ERROR("Failed to convert surface.");
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
        }
        return;
    }

    MOZ_ALWAYS_TRUE( webgl->gl->MakeCurrent() );
    ScopedUnpackReset scopedReset(webgl);
    webgl->gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, convertedAlignment);

    error = DoTexOrSubImage(isSubImage, webgl->gl, target.get(), level, dui, xOffset,
                            yOffset, zOffset, mWidth, mHeight, mDepth,
                            convertedBuffer.get());
    *out_glError = error;
}
Beispiel #2
0
void
WebGLShader::ShaderSource(const nsAString& source)
{
    const char funcName[] = "shaderSource";
    nsString sourceWithoutComments;
    if (!TruncateComments(source, &sourceWithoutComments)) {
        mContext->ErrorOutOfMemory("%s: Failed to alloc for empting comment contents.",
                                   funcName);
        return;
    }

    if (!ValidateGLSLPreprocString(mContext, funcName, sourceWithoutComments))
        return;

    // We checked that the source stripped of comments is in the
    // 7-bit ASCII range, so we can skip the NS_IsAscii() check.
    const NS_LossyConvertUTF16toASCII cleanSource(sourceWithoutComments);

    if (PR_GetEnv("MOZ_WEBGL_DUMP_SHADERS")) {
        printf_stderr("////////////////////////////////////////\n");
        printf_stderr("// MOZ_WEBGL_DUMP_SHADERS:\n");

        // Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded
        // internal size, so long strings are truncated.

        const size_t maxChunkSize = 1024-1; // -1 for null-term.
        const UniqueBuffer buf(moz_xmalloc(maxChunkSize+1)); // +1 for null-term
        const auto bufBegin = (char*)buf.get();

        size_t chunkStart = 0;
        while (chunkStart != cleanSource.Length()) {
            const auto chunkEnd = std::min(chunkStart + maxChunkSize,
                                           size_t(cleanSource.Length()));
            const auto chunkSize = chunkEnd - chunkStart;

            memcpy(bufBegin, cleanSource.BeginReading() + chunkStart, chunkSize);
            bufBegin[chunkSize + 1] = '\0';

            printf_stderr("%s", bufBegin);
            chunkStart += chunkSize;
        }

        printf_stderr("////////////////////////////////////////\n");
    }

    mSource = source;
    mCleanSource = cleanSource;
}
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.");
    }
}
void
WebGLContext::BufferData(GLenum target, WebGLsizeiptr size, GLenum usage)
{
    const char funcName[] = "bufferData";
    if (IsContextLost())
        return;

    if (!ValidateNonNegative(funcName, "size", size))
        return;

    ////

    const UniqueBuffer zeroBuffer(calloc(size, 1));
    if (!zeroBuffer)
        return ErrorOutOfMemory("%s: Failed to allocate zeros.", funcName);

    BufferDataImpl(target, size_t(size), (const uint8_t*)zeroBuffer.get(), usage);
}
Beispiel #5
0
void WebGLContext::BufferData(GLenum target, WebGLsizeiptr size, GLenum usage) {
  const FuncScope funcScope(*this, "bufferData");
  if (IsContextLost()) return;

  if (!ValidateNonNegative("size", size)) return;

  ////

  const auto checkedSize = CheckedInt<size_t>(size);
  if (!checkedSize.isValid())
    return ErrorOutOfMemory("size too large for platform.");

  const UniqueBuffer zeroBuffer(calloc(checkedSize.value(), 1u));
  if (!zeroBuffer) return ErrorOutOfMemory("Failed to allocate zeros.");

  BufferDataImpl(target, uint64_t{checkedSize.value()},
                 (const uint8_t*)zeroBuffer.get(), usage);
}
Beispiel #6
0
bool
TexUnpackBlob::ConvertIfNeeded(WebGLContext* webgl, const char* funcName,
                               const uint32_t rowLength, const uint32_t rowCount,
                               WebGLTexelFormat srcFormat,
                               const uint8_t* const srcBegin, const ptrdiff_t srcStride,
                               WebGLTexelFormat dstFormat, const ptrdiff_t dstStride,
                               const uint8_t** const out_begin,
                               UniqueBuffer* const out_anchoredBuffer) const
{
    MOZ_ASSERT(srcFormat != WebGLTexelFormat::FormatNotSupportingAnyConversion);
    MOZ_ASSERT(dstFormat != WebGLTexelFormat::FormatNotSupportingAnyConversion);

    *out_begin = srcBegin;

    if (!rowLength || !rowCount)
        return true;

    const auto srcIsPremult = (mSrcAlphaType == gfxAlphaType::Premult);
    const auto& dstIsPremult = webgl->mPixelStore_PremultiplyAlpha;
    const auto fnHasPremultMismatch = [&]() {
        if (mSrcAlphaType == gfxAlphaType::Opaque)
            return false;

        if (!HasColorAndAlpha(srcFormat))
            return false;

        return srcIsPremult != dstIsPremult;
    };

    const auto srcOrigin = (webgl->mPixelStore_FlipY ? gl::OriginPos::TopLeft
                                                     : gl::OriginPos::BottomLeft);
    const auto dstOrigin = gl::OriginPos::BottomLeft;

    if (srcFormat != dstFormat) {
        webgl->GeneratePerfWarning("%s: Conversion requires pixel reformatting. (%u->%u)",
                                   funcName, uint32_t(srcFormat),
                                   uint32_t(dstFormat));
    } else if (fnHasPremultMismatch()) {
        webgl->GeneratePerfWarning("%s: Conversion requires change in"
                                   " alpha-premultiplication.",
                                   funcName);
    } else if (srcOrigin != dstOrigin) {
        webgl->GeneratePerfWarning("%s: Conversion requires y-flip.", funcName);
    } else if (srcStride != dstStride) {
        webgl->GeneratePerfWarning("%s: Conversion requires change in stride. (%u->%u)",
                                   funcName, uint32_t(srcStride), uint32_t(dstStride));
    } else {
        return true;
    }

    ////

    const auto dstTotalBytes = CheckedUint32(rowCount) * dstStride;
    if (!dstTotalBytes.isValid()) {
        webgl->ErrorOutOfMemory("%s: Calculation failed.", funcName);
        return false;
    }

    UniqueBuffer dstBuffer = calloc(1, dstTotalBytes.value());
    if (!dstBuffer.get()) {
        webgl->ErrorOutOfMemory("%s: Failed to allocate dest buffer.", funcName);
        return false;
    }
    const auto dstBegin = static_cast<uint8_t*>(dstBuffer.get());

    ////

    // And go!:
    bool wasTrivial;
    if (!ConvertImage(rowLength, rowCount,
                      srcBegin, srcStride, srcOrigin, srcFormat, srcIsPremult,
                      dstBegin, dstStride, dstOrigin, dstFormat, dstIsPremult,
                      &wasTrivial))
    {
        webgl->ErrorImplementationBug("%s: ConvertImage failed.", funcName);
        return false;
    }

    *out_begin = dstBegin;
    *out_anchoredBuffer = Move(dstBuffer);
    return true;
}
Beispiel #7
0
static bool
ZeroTextureData(WebGLContext* webgl, const char* funcName, GLuint tex,
                TexImageTarget target, uint32_t level,
                const webgl::FormatUsageInfo* usage, uint32_t width, uint32_t height,
                uint32_t depth)
{
    // This has two usecases:
    // 1. Lazy zeroing of uninitialized textures:
    //    a. Before draw, when FakeBlack isn't viable. (TexStorage + Draw*)
    //    b. Before partial upload. (TexStorage + TexSubImage)
    // 2. Zero subrects from out-of-bounds blits. (CopyTex(Sub)Image)

    // We have no sympathy for any of these cases.

    // "Doctor, it hurts when I do this!" "Well don't do that!"
    webgl->GenerateWarning("%s: This operation requires zeroing texture data. This is"
                           " slow.",
                           funcName);

    gl::GLContext* gl = webgl->GL();
    gl->MakeCurrent();

    GLenum scopeBindTarget;
    switch (target.get()) {
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
        scopeBindTarget = LOCAL_GL_TEXTURE_CUBE_MAP;
        break;
    default:
        scopeBindTarget = target.get();
        break;
    }
    const gl::ScopedBindTexture scopeBindTexture(gl, tex, scopeBindTarget);
    auto compression = usage->format->compression;
    if (compression) {
        auto sizedFormat = usage->format->sizedFormat;
        MOZ_RELEASE_ASSERT(sizedFormat, "GFX: texture sized format not set");

        const auto fnSizeInBlocks = [](CheckedUint32 pixels, uint8_t pixelsPerBlock) {
            return RoundUpToMultipleOf(pixels, pixelsPerBlock) / pixelsPerBlock;
        };

        const auto widthBlocks = fnSizeInBlocks(width, compression->blockWidth);
        const auto heightBlocks = fnSizeInBlocks(height, compression->blockHeight);

        CheckedUint32 checkedByteCount = compression->bytesPerBlock;
        checkedByteCount *= widthBlocks;
        checkedByteCount *= heightBlocks;
        checkedByteCount *= depth;

        if (!checkedByteCount.isValid())
            return false;

        const size_t byteCount = checkedByteCount.value();

        UniqueBuffer zeros = calloc(1, byteCount);
        if (!zeros)
            return false;

        ScopedUnpackReset scopedReset(webgl);
        gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); // Don't bother with striding it
                                                        // well.

        const auto error = DoCompressedTexSubImage(gl, target.get(), level, 0, 0, 0,
                                                   width, height, depth, sizedFormat,
                                                   byteCount, zeros.get());
        return !error;
    }

    const auto driverUnpackInfo = usage->idealUnpack;
    MOZ_RELEASE_ASSERT(driverUnpackInfo, "GFX: ideal unpack info not set.");

    if (webgl->IsExtensionEnabled(WebGLExtensionID::WEBGL_depth_texture) &&
        gl->IsANGLE() &&
        usage->format->d)
    {
        // ANGLE_depth_texture does not allow uploads, so we have to clear.
        // (Restriction because of D3D9)
        MOZ_ASSERT(target == LOCAL_GL_TEXTURE_2D);
        MOZ_ASSERT(level == 0);
        ZeroANGLEDepthTexture(webgl, tex, usage, width, height);
        return true;
    }

    const webgl::PackingInfo packing = driverUnpackInfo->ToPacking();

    const auto bytesPerPixel = webgl::BytesPerPixel(packing);

    CheckedUint32 checkedByteCount = bytesPerPixel;
    checkedByteCount *= width;
    checkedByteCount *= height;
    checkedByteCount *= depth;

    if (!checkedByteCount.isValid())
        return false;

    const size_t byteCount = checkedByteCount.value();

    UniqueBuffer zeros = calloc(1, byteCount);
    if (!zeros)
        return false;

    ScopedUnpackReset scopedReset(webgl);
    gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1); // Don't bother with striding it well.
    const auto error = DoTexSubImage(gl, target, level, 0, 0, 0, width, height, depth,
                                     packing, zeros.get());
    return !error;
}
Beispiel #8
0
/*static*/ bool
TexUnpackSurface::ConvertSurface(WebGLContext* webgl, const webgl::DriverUnpackInfo* dui,
                                 gfx::DataSourceSurface* surf, bool isSurfAlphaPremult,
                                 UniqueBuffer* const out_convertedBuffer,
                                 uint8_t* const out_convertedAlignment,
                                 bool* const out_outOfMemory)
{
    *out_outOfMemory = false;

    const size_t width = surf->GetSize().width;
    const size_t height = surf->GetSize().height;

    // Source args:

    // After we call this, on OSX, our GLContext will no longer be current.
    gfx::DataSourceSurface::ScopedMap srcMap(surf, gfx::DataSourceSurface::MapType::READ);
    if (!srcMap.IsMapped())
        return false;

    const void* const srcBegin = srcMap.GetData();
    const size_t srcStride = srcMap.GetStride();

    WebGLTexelFormat srcFormat;
    if (!GetFormatForSurf(surf, &srcFormat))
        return false;

    const bool srcPremultiplied = isSurfAlphaPremult;

    // Dest args:

    WebGLTexelFormat dstFormat;
    if (!GetFormatForPackingTuple(dui->unpackFormat, dui->unpackType, &dstFormat))
        return false;

    const auto bytesPerPixel = webgl::BytesPerPixel({dui->unpackFormat, dui->unpackType});
    const size_t dstRowBytes = bytesPerPixel * width;

    const size_t dstAlignment = 8; // Just use the max!
    const size_t dstStride = RoundUpToMultipleOf(dstRowBytes, dstAlignment);

    CheckedUint32 checkedDstSize = dstStride;
    checkedDstSize *= height;
    if (!checkedDstSize.isValid()) {
        *out_outOfMemory = true;
        return false;
    }

    const size_t dstSize = checkedDstSize.value();

    UniqueBuffer dstBuffer = malloc(dstSize);
    if (!dstBuffer) {
        *out_outOfMemory = true;
        return false;
    }
    void* const dstBegin = dstBuffer.get();

    gl::OriginPos srcOrigin, dstOrigin;
    OriginsForDOM(webgl, &srcOrigin, &dstOrigin);

    const bool dstPremultiplied = webgl->mPixelStore_PremultiplyAlpha;

    // And go!:
    if (!ConvertImage(width, height,
                      srcBegin, srcStride, srcOrigin, srcFormat, srcPremultiplied,
                      dstBegin, dstStride, dstOrigin, dstFormat, dstPremultiplied))
    {
        MOZ_ASSERT(false, "ConvertImage failed unexpectedly.");
        NS_ERROR("ConvertImage failed unexpectedly.");
        *out_outOfMemory = true;
        return false;
    }

    *out_convertedBuffer = Move(dstBuffer);
    *out_convertedAlignment = dstAlignment;
    return true;
}
Beispiel #9
0
void
TexUnpackBytes::TexOrSubImage(bool isSubImage, bool needsRespec, const char* funcName,
                              WebGLTexture* tex, TexImageTarget target, GLint level,
                              const webgl::DriverUnpackInfo* dui, GLint xOffset,
                              GLint yOffset, GLint zOffset, GLenum* const out_glError)
{
    WebGLContext* webgl = tex->mContext;
    gl::GLContext* gl = webgl->gl;

    const void* uploadBytes = mBytes;
    UniqueBuffer tempBuffer;

    do {
        if (!webgl->mPixelStore_FlipY && !webgl->mPixelStore_PremultiplyAlpha)
            break;

        if (!mBytes || !mWidth || !mHeight || !mDepth)
            break;

        if (webgl->IsWebGL2())
            break;
        MOZ_ASSERT(mDepth == 1);

        // This is literally the worst.
        webgl->GenerateWarning("%s: Uploading ArrayBuffers with FLIP_Y or"
                               " PREMULTIPLY_ALPHA is slow.",
                               funcName);

        tempBuffer = malloc(mByteCount);
        if (!tempBuffer) {
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
            return;
        }

        const webgl::PackingInfo pi = { dui->unpackFormat, dui->unpackType };

        const auto bytesPerPixel           = webgl::BytesPerPixel(pi);
        const auto rowByteAlignment        = webgl->mPixelStore_UnpackAlignment;

        const size_t bytesPerRow = bytesPerPixel * mWidth;
        const size_t rowStride = RoundUpToMultipleOf(bytesPerRow, rowByteAlignment);

        const bool needsYFlip = webgl->mPixelStore_FlipY;

        bool needsAlphaPremult = webgl->mPixelStore_PremultiplyAlpha;
        if (!UnpackFormatHasAlpha(pi.format))
            needsAlphaPremult = false;

        if (!needsAlphaPremult) {
            if (!webgl->mPixelStore_FlipY)
                break;

            const uint8_t* src = (const uint8_t*)mBytes;
            const uint8_t* const srcEnd = src + rowStride * mHeight;

            uint8_t* dst = (uint8_t*)tempBuffer.get() + rowStride * (mHeight - 1);

            while (src != srcEnd) {
                memcpy(dst, src, bytesPerRow);
                src += rowStride;
                dst -= rowStride;
            }

            uploadBytes = tempBuffer.get();
            break;
        }

        const auto texelFormat = FormatFromPacking(pi);
        if (texelFormat == WebGLTexelFormat::FormatNotSupportingAnyConversion) {
            MOZ_ASSERT(false, "Bad texelFormat from pi.");
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
            return;
        }

        const auto srcOrigin = gl::OriginPos::BottomLeft;
        const auto dstOrigin = (needsYFlip ? gl::OriginPos::TopLeft
                                           : gl::OriginPos::BottomLeft);

        const bool srcPremultiplied = false;
        const bool dstPremultiplied = needsAlphaPremult; // Always true here.
        // And go!:
        if (!ConvertImage(mWidth, mHeight,
                          mBytes, rowStride, srcOrigin, texelFormat, srcPremultiplied,
                          tempBuffer.get(), rowStride, dstOrigin, texelFormat,
                          dstPremultiplied))
        {
            MOZ_ASSERT(false, "ConvertImage failed unexpectedly.");
            *out_glError = LOCAL_GL_OUT_OF_MEMORY;
            return;
        }

        uploadBytes = tempBuffer.get();
    } while (false);

    GLenum error = DoTexOrSubImage(isSubImage, gl, target, level, dui, xOffset, yOffset,
                                   zOffset, mWidth, mHeight, mDepth, uploadBytes);
    *out_glError = error;
}
Beispiel #10
0
static bool ZeroTextureData(const WebGLContext* webgl, GLuint tex,
                            TexImageTarget target, uint32_t level,
                            const webgl::FormatUsageInfo* usage, uint32_t width,
                            uint32_t height, uint32_t depth) {
  // This has two usecases:
  // 1. Lazy zeroing of uninitialized textures:
  //    a. Before draw.
  //    b. Before partial upload. (TexStorage + TexSubImage)
  // 2. Zero subrects from out-of-bounds blits. (CopyTex(Sub)Image)

  // We have no sympathy for any of these cases.

  // "Doctor, it hurts when I do this!" "Well don't do that!"
  const auto targetStr = EnumString(target.get());
  webgl->GeneratePerfWarning(
      "Tex image %s level %u is incurring lazy initialization.",
      targetStr.c_str(), level);

  gl::GLContext* gl = webgl->GL();

  GLenum scopeBindTarget;
  switch (target.get()) {
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
    case LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
    case LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
      scopeBindTarget = LOCAL_GL_TEXTURE_CUBE_MAP;
      break;
    default:
      scopeBindTarget = target.get();
      break;
  }
  const gl::ScopedBindTexture scopeBindTexture(gl, tex, scopeBindTarget);
  const auto& compression = usage->format->compression;
  if (compression) {
    auto sizedFormat = usage->format->sizedFormat;
    MOZ_RELEASE_ASSERT(sizedFormat, "GFX: texture sized format not set");

    const auto fnSizeInBlocks = [](CheckedUint32 pixels,
                                   uint8_t pixelsPerBlock) {
      return RoundUpToMultipleOf(pixels, pixelsPerBlock) / pixelsPerBlock;
    };

    const auto widthBlocks = fnSizeInBlocks(width, compression->blockWidth);
    const auto heightBlocks = fnSizeInBlocks(height, compression->blockHeight);

    CheckedUint32 checkedByteCount = compression->bytesPerBlock;
    checkedByteCount *= widthBlocks;
    checkedByteCount *= heightBlocks;
    checkedByteCount *= depth;

    if (!checkedByteCount.isValid()) return false;

    const size_t byteCount = checkedByteCount.value();

    UniqueBuffer zeros = calloc(1, byteCount);
    if (!zeros) return false;

    ScopedUnpackReset scopedReset(webgl);
    gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 1);  // Don't bother with
                                                     // striding it well.

    const auto error =
        DoCompressedTexSubImage(gl, target.get(), level, 0, 0, 0, width, height,
                                depth, sizedFormat, byteCount, zeros.get());
    return !error;
  }

  const auto driverUnpackInfo = usage->idealUnpack;
  MOZ_RELEASE_ASSERT(driverUnpackInfo, "GFX: ideal unpack info not set.");

  if (usage->format->d) {
    // ANGLE_depth_texture does not allow uploads, so we have to clear.
    // (Restriction because of D3D9)
    // Also, depth resources are cleared to 1.0f and are always renderable, so
    // just use FB clears.
    return ClearDepthTexture(*webgl, tex, target, level, usage, depth);
  }

  const webgl::PackingInfo packing = driverUnpackInfo->ToPacking();

  const auto bytesPerPixel = webgl::BytesPerPixel(packing);

  CheckedUint32 checkedByteCount = bytesPerPixel;
  checkedByteCount *= width;
  checkedByteCount *= height;
  checkedByteCount *= depth;

  if (!checkedByteCount.isValid()) return false;

  const size_t byteCount = checkedByteCount.value();

  UniqueBuffer zeros = calloc(1, byteCount);
  if (!zeros) return false;

  ScopedUnpackReset scopedReset(webgl);
  gl->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT,
                   1);  // Don't bother with striding it well.
  const auto error = DoTexSubImage(gl, target, level, 0, 0, 0, width, height,
                                   depth, packing, zeros.get());
  return !error;
}
Beispiel #11
0
void
WebGLBuffer::BufferData(GLenum target, size_t size, const void* data, GLenum usage)
{
    // Careful: data.Length() could conceivably be any uint32_t, but GLsizeiptr
    // is like intptr_t.
    if (!CheckedInt<GLsizeiptr>(size).isValid())
        return mContext->ErrorOutOfMemory("bad size");

    if (!ValidateBufferUsageEnum(mContext, usage))
        return;

#ifdef XP_MACOSX
    // bug 790879
    if (mContext->gl->WorkAroundDriverBugs() &&
        size > INT32_MAX)
    {
        mContext->ErrorOutOfMemory("Allocation size too large.");
        return;
    }
#endif

    const void* uploadData = data;

    UniqueBuffer newIndexCache;
    if (target == LOCAL_GL_ELEMENT_ARRAY_BUFFER &&
        mContext->mNeedsIndexValidation)
    {
        newIndexCache = malloc(size);
        if (!newIndexCache) {
            mContext->ErrorOutOfMemory("Failed to alloc index cache.");
            return;
        }
        memcpy(newIndexCache.get(), data, size);
        uploadData = newIndexCache.get();
    }

    const auto& gl = mContext->gl;
    const ScopedLazyBind lazyBind(gl, target, this);

    const bool sizeChanges = (size != ByteLength());
    if (sizeChanges) {
        gl::GLContext::LocalErrorScope errorScope(*gl);
        gl->fBufferData(target, size, uploadData, usage);
        const auto error = errorScope.GetError();

        if (error) {
            MOZ_ASSERT(error == LOCAL_GL_OUT_OF_MEMORY);
            mContext->ErrorOutOfMemory("Error from driver: 0x%04x", error);
            return;
        }
    } else {
        gl->fBufferData(target, size, uploadData, usage);
    }

    mContext->OnDataAllocCall();

    mUsage = usage;
    mByteLength = size;
    mFetchInvalidator.InvalidateCaches();
    mIndexCache = std::move(newIndexCache);

    if (mIndexCache) {
        if (!mIndexRanges.empty()) {
            mContext->GeneratePerfWarning("[%p] Invalidating %u ranges.", this,
                                          uint32_t(mIndexRanges.size()));
            mIndexRanges.clear();
        }
    }

    ResetLastUpdateFenceId();
}