void
WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
                            const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
    if (maybeData.IsNull()) {
        // see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
        return;
    }
    BufferSubDataT(target, byteOffset, maybeData.Value());
}
void WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
                                     const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
    // If returnedData is null then an INVALID_VALUE error is
    // generated.
    if (maybeData.IsNull())
        return ErrorInvalidValue("getBufferSubData: returnedData is null");

    const dom::ArrayBuffer& data = maybeData.Value();
    GetBufferSubDataT(target, offset, data);
}
void
WebGLContext::BufferData(GLenum target,
                         const dom::Nullable<dom::ArrayBuffer>& maybeData,
                         GLenum usage)
{
    if (maybeData.IsNull()) {
        // see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
        return ErrorInvalidValue("bufferData: null object passed");
    }
    BufferDataT(target, maybeData.Value(), usage);
}
Esempio n. 4
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void
DominatorTree::GetImmediatelyDominated(uint64_t aNodeId,
                                       dom::Nullable<nsTArray<uint64_t>>& aOutResult,
                                       ErrorResult& aRv)
{
    MOZ_ASSERT(aOutResult.IsNull());

    JS::ubi::Node::Id id(aNodeId);
    Maybe<JS::ubi::Node> node = mHeapSnapshot->getNodeById(id);
    if (node.isNothing())
        return;

    // Get all immediately dominated nodes and their retained sizes.
    MallocSizeOf mallocSizeOf = getCurrentThreadDebuggerMallocSizeOf();
    Maybe<JS::ubi::DominatorTree::DominatedSetRange> range = mDominatorTree.getDominatedSet(*node);
    MOZ_ASSERT(range.isSome(), "The node should be known, since we got it from the heap snapshot.");
    size_t length = range->length();
    nsTArray<NodeAndRetainedSize> dominatedNodes(length);
    for (const JS::ubi::Node& dominatedNode : *range) {
        JS::ubi::Node::Size retainedSize = 0;
        if (NS_WARN_IF(!mDominatorTree.getRetainedSize(dominatedNode, mallocSizeOf, retainedSize))) {
            aRv.Throw(NS_ERROR_OUT_OF_MEMORY);
            return;
        }
        MOZ_ASSERT(retainedSize != 0,
                   "retainedSize should not be zero since we know the node is in the dominator tree.");

        dominatedNodes.AppendElement(NodeAndRetainedSize(dominatedNode, retainedSize));
    }

    // Sort them by retained size.
    NodeAndRetainedSize::Comparator comparator;
    dominatedNodes.Sort(comparator);

    // Fill the result with the nodes' ids.
    JS::ubi::Node root = mDominatorTree.root();
    aOutResult.SetValue(nsTArray<uint64_t>(length));
    for (const NodeAndRetainedSize& entry : dominatedNodes) {
        // The root dominates itself, but we don't want to expose that to JS.
        if (entry.mNode == root)
            continue;

        aOutResult.Value().AppendElement(entry.mNode.identifier());
    }
}
Esempio n. 5
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void
WebGL2Context::GetBufferSubData(GLenum target, GLintptr offset,
                                const dom::Nullable<dom::ArrayBuffer>& maybeData)
{
    if (IsContextLost())
        return;

    // For the WebGLBuffer bound to the passed target, read
    // returnedData.byteLength bytes from the buffer starting at byte
    // offset offset and write them to returnedData.

    // If zero is bound to target, an INVALID_OPERATION error is
    // generated.
    if (!ValidateBufferTarget(target, "getBufferSubData"))
        return;

    // If offset is less than zero, an INVALID_VALUE error is
    // generated.
    if (offset < 0)
        return ErrorInvalidValue("getBufferSubData: negative offset");

    // If returnedData is null then an INVALID_VALUE error is
    // generated.
    if (maybeData.IsNull())
        return ErrorInvalidValue("getBufferSubData: returnedData is null");

    WebGLRefPtr<WebGLBuffer>& bufferSlot = GetBufferSlotByTarget(target);
    WebGLBuffer* boundBuffer = bufferSlot.get();
    if (!boundBuffer)
        return ErrorInvalidOperation("getBufferSubData: no buffer bound");

    // If offset + returnedData.byteLength would extend beyond the end
    // of the buffer an INVALID_VALUE error is generated.
    const dom::ArrayBuffer& data = maybeData.Value();
    data.ComputeLengthAndData();

    CheckedInt<WebGLsizeiptr> neededByteLength = CheckedInt<WebGLsizeiptr>(offset) + data.Length();
    if (!neededByteLength.isValid()) {
        ErrorInvalidValue("getBufferSubData: Integer overflow computing the needed"
                          " byte length.");
        return;
    }

    if (neededByteLength.value() > boundBuffer->ByteLength()) {
        ErrorInvalidValue("getBufferSubData: Not enough data. Operation requires"
                          " %d bytes, but buffer only has %d bytes.",
                          neededByteLength.value(), boundBuffer->ByteLength());
        return;
    }

    // If target is TRANSFORM_FEEDBACK_BUFFER, and any transform
    // feedback object is currently active, an INVALID_OPERATION error
    // is generated.
    WebGLTransformFeedback* currentTF = mBoundTransformFeedback;
    if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
        if (currentTF->mIsActive)
            return ErrorInvalidOperation("getBufferSubData: Currently bound transform"
                                         " feedback is active");

        // https://github.com/NVIDIA/WebGL/commit/63aff5e58c1d79825a596f0f4aa46174b9a5f72c
        // Performing reads and writes on a buffer that is currently
        // bound for transform feedback causes undefined results in
        // GLES3.0 and OpenGL 4.5. In practice results of reads and
        // writes might be consistent as long as transform feedback
        // objects are not active, but neither GLES3.0 nor OpenGL 4.5
        // spec guarantees this - just being bound for transform
        // feedback is sufficient to cause undefined results.

        BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, nullptr);
    }

    /* If the buffer is written and read sequentially by other
     * operations and getBufferSubData, it is the responsibility of
     * the WebGL API to ensure that data are access
     * consistently. This applies even if the buffer is currently
     * bound to a transform feedback binding point.
     */

    void* ptr = gl->fMapBufferRange(target, offset, data.Length(), LOCAL_GL_MAP_READ_BIT);
    memcpy(data.Data(), ptr, data.Length());
    gl->fUnmapBuffer(target);

    if (target == LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER && currentTF) {
        BindTransformFeedback(LOCAL_GL_TRANSFORM_FEEDBACK, currentTF);
    }
}