content/canvas/src/WebGLProgram.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/content/canvas/src/WebGLProgram.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,243 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "WebGLContext.h"
    1.10 +#include "WebGLShader.h"
    1.11 +#include "WebGLProgram.h"
    1.12 +#include "mozilla/dom/WebGLRenderingContextBinding.h"
    1.13 +#include "GLContext.h"
    1.14 +
    1.15 +using namespace mozilla;
    1.16 +
    1.17 +/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
    1.18 +  * 
    1.19 +  * \param string input/output: the string to split, becomes the string without the bracket part
    1.20 +  * \param bracketPart output: gets the bracket part.
    1.21 +  * 
    1.22 +  * Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
    1.23 +  */
    1.24 +static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
    1.25 +{
    1.26 +    MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
    1.27 +
    1.28 +    if (string.IsEmpty())
    1.29 +        return false;
    1.30 +
    1.31 +    char *string_start = string.BeginWriting();
    1.32 +    char *s = string_start + string.Length() - 1;
    1.33 +
    1.34 +    if (*s != ']')
    1.35 +        return false;
    1.36 +
    1.37 +    while (*s != '[' && s != string_start)
    1.38 +        s--;
    1.39 +
    1.40 +    if (*s != '[')
    1.41 +        return false;
    1.42 +
    1.43 +    bracketPart.Assign(s);
    1.44 +    *s = 0;
    1.45 +    string.EndWriting();
    1.46 +    string.SetLength(s - string_start);
    1.47 +    return true;
    1.48 +}
    1.49 +
    1.50 +JSObject*
    1.51 +WebGLProgram::WrapObject(JSContext *cx) {
    1.52 +    return dom::WebGLProgramBinding::Wrap(cx, this);
    1.53 +}
    1.54 +
    1.55 +WebGLProgram::WebGLProgram(WebGLContext *context)
    1.56 +    : WebGLContextBoundObject(context)
    1.57 +    , mLinkStatus(false)
    1.58 +    , mGeneration(0)
    1.59 +    , mAttribMaxNameLength(0)
    1.60 +{
    1.61 +    SetIsDOMBinding();
    1.62 +    mContext->MakeContextCurrent();
    1.63 +    mGLName = mContext->gl->fCreateProgram();
    1.64 +    mContext->mPrograms.insertBack(this);
    1.65 +}
    1.66 +
    1.67 +void
    1.68 +WebGLProgram::Delete() {
    1.69 +    DetachShaders();
    1.70 +    mContext->MakeContextCurrent();
    1.71 +    mContext->gl->fDeleteProgram(mGLName);
    1.72 +    LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
    1.73 +}
    1.74 +
    1.75 +bool
    1.76 +WebGLProgram::AttachShader(WebGLShader *shader) {
    1.77 +    if (ContainsShader(shader))
    1.78 +        return false;
    1.79 +    mAttachedShaders.AppendElement(shader);
    1.80 +
    1.81 +    mContext->MakeContextCurrent();
    1.82 +    mContext->gl->fAttachShader(GLName(), shader->GLName());
    1.83 +
    1.84 +    return true;
    1.85 +}
    1.86 +
    1.87 +bool
    1.88 +WebGLProgram::DetachShader(WebGLShader *shader) {
    1.89 +    if (!mAttachedShaders.RemoveElement(shader))
    1.90 +        return false;
    1.91 +
    1.92 +    mContext->MakeContextCurrent();
    1.93 +    mContext->gl->fDetachShader(GLName(), shader->GLName());
    1.94 +
    1.95 +    return true;
    1.96 +}
    1.97 +
    1.98 +bool
    1.99 +WebGLProgram::HasAttachedShaderOfType(GLenum shaderType) {
   1.100 +    for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
   1.101 +        if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
   1.102 +            return true;
   1.103 +        }
   1.104 +    }
   1.105 +    return false;
   1.106 +}
   1.107 +
   1.108 +bool
   1.109 +WebGLProgram::HasBadShaderAttached() {
   1.110 +    for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
   1.111 +        if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
   1.112 +            return true;
   1.113 +        }
   1.114 +    }
   1.115 +    return false;
   1.116 +}
   1.117 +
   1.118 +size_t
   1.119 +WebGLProgram::UpperBoundNumSamplerUniforms() {
   1.120 +    size_t numSamplerUniforms = 0;
   1.121 +    for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
   1.122 +        const WebGLShader *shader = mAttachedShaders[i];
   1.123 +        if (!shader)
   1.124 +            continue;
   1.125 +        for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
   1.126 +            WebGLUniformInfo u = shader->mUniformInfos[j];
   1.127 +            if (u.type == SH_SAMPLER_2D ||
   1.128 +                u.type == SH_SAMPLER_CUBE)
   1.129 +            {
   1.130 +                numSamplerUniforms += u.arraySize;
   1.131 +            }
   1.132 +        }
   1.133 +    }
   1.134 +    return numSamplerUniforms;
   1.135 +}
   1.136 +
   1.137 +void
   1.138 +WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
   1.139 +    if (!mIdentifierMap) {
   1.140 +        // if the identifier map doesn't exist yet, build it now
   1.141 +        mIdentifierMap = new CStringMap;
   1.142 +        for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
   1.143 +            for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
   1.144 +                const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
   1.145 +                mIdentifierMap->Put(attrib.original, attrib.mapped);
   1.146 +            }
   1.147 +            for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
   1.148 +                const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
   1.149 +                mIdentifierMap->Put(uniform.original, uniform.mapped);
   1.150 +            }
   1.151 +        }
   1.152 +    }
   1.153 +
   1.154 +    nsCString mutableName(name);
   1.155 +    nsCString bracketPart;
   1.156 +    bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
   1.157 +    if (hadBracketPart)
   1.158 +        mutableName.AppendLiteral("[0]");
   1.159 +
   1.160 +    if (mIdentifierMap->Get(mutableName, mappedName)) {
   1.161 +        if (hadBracketPart) {
   1.162 +            nsCString mappedBracketPart;
   1.163 +            bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
   1.164 +            if (mappedHadBracketPart)
   1.165 +                mappedName->Append(bracketPart);
   1.166 +        }
   1.167 +        return;
   1.168 +    }
   1.169 +
   1.170 +    // not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
   1.171 +    // returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
   1.172 +    mutableName.AppendLiteral("[0]");
   1.173 +    if (mIdentifierMap->Get(mutableName, mappedName))
   1.174 +        return;
   1.175 +
   1.176 +    // not found? return name unchanged. This case happens e.g. on bad user input, or when
   1.177 +    // we're not using identifier mapping, or if we didn't store an identifier in the map because
   1.178 +    // e.g. its mapping is trivial (as happens for short identifiers)
   1.179 +    mappedName->Assign(name);
   1.180 +}
   1.181 +
   1.182 +void
   1.183 +WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
   1.184 +    if (!mIdentifierReverseMap) {
   1.185 +        // if the identifier reverse map doesn't exist yet, build it now
   1.186 +        mIdentifierReverseMap = new CStringMap;
   1.187 +        for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
   1.188 +            for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
   1.189 +                const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
   1.190 +                mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
   1.191 +            }
   1.192 +            for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
   1.193 +                const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
   1.194 +                mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
   1.195 +            }
   1.196 +        }
   1.197 +    }
   1.198 +
   1.199 +    nsCString mutableName(name);
   1.200 +    nsCString bracketPart;
   1.201 +    bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
   1.202 +    if (hadBracketPart)
   1.203 +        mutableName.AppendLiteral("[0]");
   1.204 +
   1.205 +    if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
   1.206 +        if (hadBracketPart) {
   1.207 +            nsCString reverseMappedBracketPart;
   1.208 +            bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
   1.209 +            if (reverseMappedHadBracketPart)
   1.210 +                reverseMappedName->Append(bracketPart);
   1.211 +        }
   1.212 +        return;
   1.213 +    }
   1.214 +
   1.215 +    // not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
   1.216 +    // returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
   1.217 +    mutableName.AppendLiteral("[0]");
   1.218 +    if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
   1.219 +        return;
   1.220 +
   1.221 +    // not found? return name unchanged. This case happens e.g. on bad user input, or when
   1.222 +    // we're not using identifier mapping, or if we didn't store an identifier in the map because
   1.223 +    // e.g. its mapping is trivial (as happens for short identifiers)
   1.224 +    reverseMappedName->Assign(name);
   1.225 +}
   1.226 +
   1.227 +WebGLUniformInfo
   1.228 +WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
   1.229 +    nsCString mutableName(name);
   1.230 +    nsCString bracketPart;
   1.231 +    bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
   1.232 +    // if there is a bracket, we're either an array or an entry in an array.
   1.233 +    if (hadBracketPart)
   1.234 +        mutableName.AppendLiteral("[0]");
   1.235 +
   1.236 +    WebGLUniformInfo info;
   1.237 +    mUniformInfoMap->Get(mutableName, &info);
   1.238 +    // we don't check if that Get failed, as if it did, it left info with default values
   1.239 +
   1.240 +    return info;
   1.241 +}
   1.242 +
   1.243 +NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_1(WebGLProgram, mAttachedShaders)
   1.244 +
   1.245 +NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
   1.246 +NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)

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