toolkit/devtools/server/actors/canvas.js

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/toolkit/devtools/server/actors/canvas.js	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,759 @@
     1.4 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.5 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.6 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.7 +"use strict";
     1.8 +
     1.9 +const {Cc, Ci, Cu, Cr} = require("chrome");
    1.10 +const events = require("sdk/event/core");
    1.11 +const {Promise: promise} = Cu.import("resource://gre/modules/Promise.jsm", {});
    1.12 +const protocol = require("devtools/server/protocol");
    1.13 +const {CallWatcherActor, CallWatcherFront} = require("devtools/server/actors/call-watcher");
    1.14 +const DevToolsUtils = require("devtools/toolkit/DevToolsUtils.js");
    1.15 +
    1.16 +const {on, once, off, emit} = events;
    1.17 +const {method, custom, Arg, Option, RetVal} = protocol;
    1.18 +
    1.19 +const CANVAS_CONTEXTS = [
    1.20 +  "CanvasRenderingContext2D",
    1.21 +  "WebGLRenderingContext"
    1.22 +];
    1.23 +
    1.24 +const ANIMATION_GENERATORS = [
    1.25 +  "requestAnimationFrame",
    1.26 +  "mozRequestAnimationFrame"
    1.27 +];
    1.28 +
    1.29 +const DRAW_CALLS = [
    1.30 +  // 2D canvas
    1.31 +  "fill",
    1.32 +  "stroke",
    1.33 +  "clearRect",
    1.34 +  "fillRect",
    1.35 +  "strokeRect",
    1.36 +  "fillText",
    1.37 +  "strokeText",
    1.38 +  "drawImage",
    1.39 +
    1.40 +  // WebGL
    1.41 +  "clear",
    1.42 +  "drawArrays",
    1.43 +  "drawElements",
    1.44 +  "finish",
    1.45 +  "flush"
    1.46 +];
    1.47 +
    1.48 +const INTERESTING_CALLS = [
    1.49 +  // 2D canvas
    1.50 +  "save",
    1.51 +  "restore",
    1.52 +
    1.53 +  // WebGL
    1.54 +  "useProgram"
    1.55 +];
    1.56 +
    1.57 +exports.register = function(handle) {
    1.58 +  handle.addTabActor(CanvasActor, "canvasActor");
    1.59 +};
    1.60 +
    1.61 +exports.unregister = function(handle) {
    1.62 +  handle.removeTabActor(CanvasActor);
    1.63 +};
    1.64 +
    1.65 +/**
    1.66 + * Type representing an Uint32Array buffer, serialized fast(er).
    1.67 + *
    1.68 + * XXX: It would be nice if on local connections (only), we could just *give*
    1.69 + * the buffer directly to the front, instead of going through all this
    1.70 + * serialization redundancy.
    1.71 + */
    1.72 +protocol.types.addType("uint32-array", {
    1.73 +  write: (v) => "[" + Array.join(v, ",") + "]",
    1.74 +  read: (v) => new Uint32Array(JSON.parse(v))
    1.75 +});
    1.76 +
    1.77 +/**
    1.78 + * Type describing a thumbnail or screenshot in a recorded animation frame.
    1.79 + */
    1.80 +protocol.types.addDictType("snapshot-image", {
    1.81 +  index: "number",
    1.82 +  width: "number",
    1.83 +  height: "number",
    1.84 +  flipped: "boolean",
    1.85 +  pixels: "uint32-array"
    1.86 +});
    1.87 +
    1.88 +/**
    1.89 + * Type describing an overview of a recorded animation frame.
    1.90 + */
    1.91 +protocol.types.addDictType("snapshot-overview", {
    1.92 +  calls: "array:function-call",
    1.93 +  thumbnails: "array:snapshot-image",
    1.94 +  screenshot: "snapshot-image"
    1.95 +});
    1.96 +
    1.97 +/**
    1.98 + * This actor represents a recorded animation frame snapshot, along with
    1.99 + * all the corresponding canvas' context methods invoked in that frame,
   1.100 + * thumbnails for each draw call and a screenshot of the end result.
   1.101 + */
   1.102 +let FrameSnapshotActor = protocol.ActorClass({
   1.103 +  typeName: "frame-snapshot",
   1.104 +
   1.105 +  /**
   1.106 +   * Creates the frame snapshot call actor.
   1.107 +   *
   1.108 +   * @param DebuggerServerConnection conn
   1.109 +   *        The server connection.
   1.110 +   * @param HTMLCanvasElement canvas
   1.111 +   *        A reference to the content canvas.
   1.112 +   * @param array calls
   1.113 +   *        An array of "function-call" actor instances.
   1.114 +   * @param object screenshot
   1.115 +   *        A single "snapshot-image" type instance.
   1.116 +   */
   1.117 +  initialize: function(conn, { canvas, calls, screenshot }) {
   1.118 +    protocol.Actor.prototype.initialize.call(this, conn);
   1.119 +    this._contentCanvas = canvas;
   1.120 +    this._functionCalls = calls;
   1.121 +    this._lastDrawCallScreenshot = screenshot;
   1.122 +  },
   1.123 +
   1.124 +  /**
   1.125 +   * Gets as much data about this snapshot without computing anything costly.
   1.126 +   */
   1.127 +  getOverview: method(function() {
   1.128 +    return {
   1.129 +      calls: this._functionCalls,
   1.130 +      thumbnails: this._functionCalls.map(e => e._thumbnail).filter(e => !!e),
   1.131 +      screenshot: this._lastDrawCallScreenshot
   1.132 +    };
   1.133 +  }, {
   1.134 +    response: { overview: RetVal("snapshot-overview") }
   1.135 +  }),
   1.136 +
   1.137 +  /**
   1.138 +   * Gets a screenshot of the canvas's contents after the specified
   1.139 +   * function was called.
   1.140 +   */
   1.141 +  generateScreenshotFor: method(function(functionCall) {
   1.142 +    let caller = functionCall.details.caller;
   1.143 +    let global = functionCall.meta.global;
   1.144 +
   1.145 +    let canvas = this._contentCanvas;
   1.146 +    let calls = this._functionCalls;
   1.147 +    let index = calls.indexOf(functionCall);
   1.148 +
   1.149 +    // To get a screenshot, replay all the steps necessary to render the frame,
   1.150 +    // by invoking the context calls up to and including the specified one.
   1.151 +    // This will be done in a custom framebuffer in case of a WebGL context.
   1.152 +    let { replayContext, lastDrawCallIndex } = ContextUtils.replayAnimationFrame({
   1.153 +      contextType: global,
   1.154 +      canvas: canvas,
   1.155 +      calls: calls,
   1.156 +      first: 0,
   1.157 +      last: index
   1.158 +    });
   1.159 +
   1.160 +    // To keep things fast, generate an image that's relatively small.
   1.161 +    let dimensions = Math.min(CanvasFront.SCREENSHOT_HEIGHT_MAX, canvas.height);
   1.162 +    let screenshot;
   1.163 +
   1.164 +    // Depending on the canvas' context, generating a screenshot is done
   1.165 +    // in different ways. In case of the WebGL context, we also need to reset
   1.166 +    // the framebuffer binding to the default value.
   1.167 +    if (global == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
   1.168 +      screenshot = ContextUtils.getPixelsForWebGL(replayContext);
   1.169 +      replayContext.bindFramebuffer(replayContext.FRAMEBUFFER, null);
   1.170 +      screenshot.flipped = true;
   1.171 +    }
   1.172 +    // In case of 2D contexts, no additional special treatment is necessary.
   1.173 +    else if (global == CallWatcherFront.CANVAS_2D_CONTEXT) {
   1.174 +      screenshot = ContextUtils.getPixelsFor2D(replayContext);
   1.175 +      screenshot.flipped = false;
   1.176 +    }
   1.177 +
   1.178 +    screenshot.index = lastDrawCallIndex;
   1.179 +    return screenshot;
   1.180 +  }, {
   1.181 +    request: { call: Arg(0, "function-call") },
   1.182 +    response: { screenshot: RetVal("snapshot-image") }
   1.183 +  })
   1.184 +});
   1.185 +
   1.186 +/**
   1.187 + * The corresponding Front object for the FrameSnapshotActor.
   1.188 + */
   1.189 +let FrameSnapshotFront = protocol.FrontClass(FrameSnapshotActor, {
   1.190 +  initialize: function(client, form) {
   1.191 +    protocol.Front.prototype.initialize.call(this, client, form);
   1.192 +    this._lastDrawCallScreenshot = null;
   1.193 +    this._cachedScreenshots = new WeakMap();
   1.194 +  },
   1.195 +
   1.196 +  /**
   1.197 +   * This implementation caches the last draw call screenshot to optimize
   1.198 +   * frontend requests to `generateScreenshotFor`.
   1.199 +   */
   1.200 +  getOverview: custom(function() {
   1.201 +    return this._getOverview().then(data => {
   1.202 +      this._lastDrawCallScreenshot = data.screenshot;
   1.203 +      return data;
   1.204 +    });
   1.205 +  }, {
   1.206 +    impl: "_getOverview"
   1.207 +  }),
   1.208 +
   1.209 +  /**
   1.210 +   * This implementation saves a roundtrip to the backend if the screenshot
   1.211 +   * was already generated and retrieved once.
   1.212 +   */
   1.213 +  generateScreenshotFor: custom(function(functionCall) {
   1.214 +    if (CanvasFront.ANIMATION_GENERATORS.has(functionCall.name)) {
   1.215 +      return promise.resolve(this._lastDrawCallScreenshot);
   1.216 +    }
   1.217 +    let cachedScreenshot = this._cachedScreenshots.get(functionCall);
   1.218 +    if (cachedScreenshot) {
   1.219 +      return cachedScreenshot;
   1.220 +    }
   1.221 +    let screenshot = this._generateScreenshotFor(functionCall);
   1.222 +    this._cachedScreenshots.set(functionCall, screenshot);
   1.223 +    return screenshot;
   1.224 +  }, {
   1.225 +    impl: "_generateScreenshotFor"
   1.226 +  })
   1.227 +});
   1.228 +
   1.229 +/**
   1.230 + * This Canvas Actor handles simple instrumentation of all the methods
   1.231 + * of a 2D or WebGL context, to provide information regarding all the calls
   1.232 + * made when drawing frame inside an animation loop.
   1.233 + */
   1.234 +let CanvasActor = exports.CanvasActor = protocol.ActorClass({
   1.235 +  typeName: "canvas",
   1.236 +  initialize: function(conn, tabActor) {
   1.237 +    protocol.Actor.prototype.initialize.call(this, conn);
   1.238 +    this.tabActor = tabActor;
   1.239 +    this._onContentFunctionCall = this._onContentFunctionCall.bind(this);
   1.240 +  },
   1.241 +  destroy: function(conn) {
   1.242 +    protocol.Actor.prototype.destroy.call(this, conn);
   1.243 +    this.finalize();
   1.244 +  },
   1.245 +
   1.246 +  /**
   1.247 +   * Starts listening for function calls.
   1.248 +   */
   1.249 +  setup: method(function({ reload }) {
   1.250 +    if (this._initialized) {
   1.251 +      return;
   1.252 +    }
   1.253 +    this._initialized = true;
   1.254 +
   1.255 +    this._callWatcher = new CallWatcherActor(this.conn, this.tabActor);
   1.256 +    this._callWatcher.onCall = this._onContentFunctionCall;
   1.257 +    this._callWatcher.setup({
   1.258 +      tracedGlobals: CANVAS_CONTEXTS,
   1.259 +      tracedFunctions: ANIMATION_GENERATORS,
   1.260 +      performReload: reload
   1.261 +    });
   1.262 +  }, {
   1.263 +    request: { reload: Option(0, "boolean") },
   1.264 +    oneway: true
   1.265 +  }),
   1.266 +
   1.267 +  /**
   1.268 +   * Stops listening for function calls.
   1.269 +   */
   1.270 +  finalize: method(function() {
   1.271 +    if (!this._initialized) {
   1.272 +      return;
   1.273 +    }
   1.274 +    this._initialized = false;
   1.275 +
   1.276 +    this._callWatcher.finalize();
   1.277 +    this._callWatcher = null;
   1.278 +  }, {
   1.279 +    oneway: true
   1.280 +  }),
   1.281 +
   1.282 +  /**
   1.283 +   * Returns whether this actor has been set up.
   1.284 +   */
   1.285 +  isInitialized: method(function() {
   1.286 +    return !!this._initialized;
   1.287 +  }, {
   1.288 +    response: { initialized: RetVal("boolean") }
   1.289 +  }),
   1.290 +
   1.291 +  /**
   1.292 +   * Records a snapshot of all the calls made during the next animation frame.
   1.293 +   * The animation should be implemented via the de-facto requestAnimationFrame
   1.294 +   * utility, not inside a `setInterval` or recursive `setTimeout`.
   1.295 +   *
   1.296 +   * XXX: Currently only supporting requestAnimationFrame. When this isn't used,
   1.297 +   * it'd be a good idea to display a huge red flashing banner telling people to
   1.298 +   * STOP USING `setInterval` OR `setTimeout` FOR ANIMATION. Bug 978948.
   1.299 +   */
   1.300 +  recordAnimationFrame: method(function() {
   1.301 +    if (this._callWatcher.isRecording()) {
   1.302 +      return this._currentAnimationFrameSnapshot.promise;
   1.303 +    }
   1.304 +
   1.305 +    this._callWatcher.eraseRecording();
   1.306 +    this._callWatcher.resumeRecording();
   1.307 +
   1.308 +    let deferred = this._currentAnimationFrameSnapshot = promise.defer();
   1.309 +    return deferred.promise;
   1.310 +  }, {
   1.311 +    response: { snapshot: RetVal("frame-snapshot") }
   1.312 +  }),
   1.313 +
   1.314 +  /**
   1.315 +   * Invoked whenever an instrumented function is called, be it on a
   1.316 +   * 2d or WebGL context, or an animation generator like requestAnimationFrame.
   1.317 +   */
   1.318 +  _onContentFunctionCall: function(functionCall) {
   1.319 +    let { window, name, args } = functionCall.details;
   1.320 +
   1.321 +    // The function call arguments are required to replay animation frames,
   1.322 +    // in order to generate screenshots. However, simply storing references to
   1.323 +    // every kind of object is a bad idea, since their properties may change.
   1.324 +    // Consider transformation matrices for example, which are typically
   1.325 +    // Float32Arrays whose values can easily change across context calls.
   1.326 +    // They need to be cloned.
   1.327 +    inplaceShallowCloneArrays(args, window);
   1.328 +
   1.329 +    if (CanvasFront.ANIMATION_GENERATORS.has(name)) {
   1.330 +      this._handleAnimationFrame(functionCall);
   1.331 +      return;
   1.332 +    }
   1.333 +    if (CanvasFront.DRAW_CALLS.has(name) && this._animationStarted) {
   1.334 +      this._handleDrawCall(functionCall);
   1.335 +      return;
   1.336 +    }
   1.337 +  },
   1.338 +
   1.339 +  /**
   1.340 +   * Handle animations generated using requestAnimationFrame.
   1.341 +   */
   1.342 +  _handleAnimationFrame: function(functionCall) {
   1.343 +    if (!this._animationStarted) {
   1.344 +      this._handleAnimationFrameBegin();
   1.345 +    } else {
   1.346 +      this._handleAnimationFrameEnd(functionCall);
   1.347 +    }
   1.348 +  },
   1.349 +
   1.350 +  /**
   1.351 +   * Called whenever an animation frame rendering begins.
   1.352 +   */
   1.353 +  _handleAnimationFrameBegin: function() {
   1.354 +    this._callWatcher.eraseRecording();
   1.355 +    this._animationStarted = true;
   1.356 +  },
   1.357 +
   1.358 +  /**
   1.359 +   * Called whenever an animation frame rendering ends.
   1.360 +   */
   1.361 +  _handleAnimationFrameEnd: function() {
   1.362 +    // Get a hold of all the function calls made during this animation frame.
   1.363 +    // Since only one snapshot can be recorded at a time, erase all the
   1.364 +    // previously recorded calls.
   1.365 +    let functionCalls = this._callWatcher.pauseRecording();
   1.366 +    this._callWatcher.eraseRecording();
   1.367 +
   1.368 +    // Since the animation frame finished, get a hold of the (already retrieved)
   1.369 +    // canvas pixels to conveniently create a screenshot of the final rendering.
   1.370 +    let index = this._lastDrawCallIndex;
   1.371 +    let width = this._lastContentCanvasWidth;
   1.372 +    let height = this._lastContentCanvasHeight;
   1.373 +    let flipped = this._lastThumbnailFlipped;
   1.374 +    let pixels = ContextUtils.getPixelStorage()["32bit"];
   1.375 +    let lastDrawCallScreenshot = {
   1.376 +      index: index,
   1.377 +      width: width,
   1.378 +      height: height,
   1.379 +      flipped: flipped,
   1.380 +      pixels: pixels.subarray(0, width * height)
   1.381 +    };
   1.382 +
   1.383 +    // Wrap the function calls and screenshot in a FrameSnapshotActor instance,
   1.384 +    // which will resolve the promise returned by `recordAnimationFrame`.
   1.385 +    let frameSnapshot = new FrameSnapshotActor(this.conn, {
   1.386 +      canvas: this._lastDrawCallCanvas,
   1.387 +      calls: functionCalls,
   1.388 +      screenshot: lastDrawCallScreenshot
   1.389 +    });
   1.390 +
   1.391 +    this._currentAnimationFrameSnapshot.resolve(frameSnapshot);
   1.392 +    this._currentAnimationFrameSnapshot = null;
   1.393 +    this._animationStarted = false;
   1.394 +  },
   1.395 +
   1.396 +  /**
   1.397 +   * Invoked whenever a draw call is detected in the animation frame which is
   1.398 +   * currently being recorded.
   1.399 +   */
   1.400 +  _handleDrawCall: function(functionCall) {
   1.401 +    let functionCalls = this._callWatcher.pauseRecording();
   1.402 +    let caller = functionCall.details.caller;
   1.403 +    let global = functionCall.meta.global;
   1.404 +
   1.405 +    let contentCanvas = this._lastDrawCallCanvas = caller.canvas;
   1.406 +    let index = this._lastDrawCallIndex = functionCalls.indexOf(functionCall);
   1.407 +    let w = this._lastContentCanvasWidth = contentCanvas.width;
   1.408 +    let h = this._lastContentCanvasHeight = contentCanvas.height;
   1.409 +
   1.410 +    // To keep things fast, generate images of small and fixed dimensions.
   1.411 +    let dimensions = CanvasFront.THUMBNAIL_HEIGHT;
   1.412 +    let thumbnail;
   1.413 +
   1.414 +    // Create a thumbnail on every draw call on the canvas context, to augment
   1.415 +    // the respective function call actor with this additional data.
   1.416 +    if (global == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
   1.417 +      // Check if drawing to a custom framebuffer (when rendering to texture).
   1.418 +      // Don't create a thumbnail in this particular case.
   1.419 +      let framebufferBinding = caller.getParameter(caller.FRAMEBUFFER_BINDING);
   1.420 +      if (framebufferBinding == null) {
   1.421 +        thumbnail = ContextUtils.getPixelsForWebGL(caller, 0, 0, w, h, dimensions);
   1.422 +        thumbnail.flipped = this._lastThumbnailFlipped = true;
   1.423 +        thumbnail.index = index;
   1.424 +      }
   1.425 +    } else if (global == CallWatcherFront.CANVAS_2D_CONTEXT) {
   1.426 +      thumbnail = ContextUtils.getPixelsFor2D(caller, 0, 0, w, h, dimensions);
   1.427 +      thumbnail.flipped = this._lastThumbnailFlipped = false;
   1.428 +      thumbnail.index = index;
   1.429 +    }
   1.430 +
   1.431 +    functionCall._thumbnail = thumbnail;
   1.432 +    this._callWatcher.resumeRecording();
   1.433 +  }
   1.434 +});
   1.435 +
   1.436 +/**
   1.437 + * A collection of methods for manipulating canvas contexts.
   1.438 + */
   1.439 +let ContextUtils = {
   1.440 +  /**
   1.441 +   * WebGL contexts are sensitive to how they're queried. Use this function
   1.442 +   * to make sure the right context is always retrieved, if available.
   1.443 +   *
   1.444 +   * @param HTMLCanvasElement canvas
   1.445 +   *        The canvas element for which to get a WebGL context.
   1.446 +   * @param WebGLRenderingContext gl
   1.447 +   *        The queried WebGL context, or null if unavailable.
   1.448 +   */
   1.449 +  getWebGLContext: function(canvas) {
   1.450 +    return canvas.getContext("webgl") ||
   1.451 +           canvas.getContext("experimental-webgl");
   1.452 +  },
   1.453 +
   1.454 +  /**
   1.455 +   * Gets a hold of the rendered pixels in the most efficient way possible for
   1.456 +   * a canvas with a WebGL context.
   1.457 +   *
   1.458 +   * @param WebGLRenderingContext gl
   1.459 +   *        The WebGL context to get a screenshot from.
   1.460 +   * @param number srcX [optional]
   1.461 +   *        The first left pixel that is read from the framebuffer.
   1.462 +   * @param number srcY [optional]
   1.463 +   *        The first top pixel that is read from the framebuffer.
   1.464 +   * @param number srcWidth [optional]
   1.465 +   *        The number of pixels to read on the X axis.
   1.466 +   * @param number srcHeight [optional]
   1.467 +   *        The number of pixels to read on the Y axis.
   1.468 +   * @param number dstHeight [optional]
   1.469 +   *        The desired generated screenshot height.
   1.470 +   * @return object
   1.471 +   *         An objet containing the screenshot's width, height and pixel data.
   1.472 +   */
   1.473 +  getPixelsForWebGL: function(gl,
   1.474 +    srcX = 0, srcY = 0,
   1.475 +    srcWidth = gl.canvas.width,
   1.476 +    srcHeight = gl.canvas.height,
   1.477 +    dstHeight = srcHeight)
   1.478 +  {
   1.479 +    let contentPixels = ContextUtils.getPixelStorage(srcWidth, srcHeight);
   1.480 +    let { "8bit": charView, "32bit": intView } = contentPixels;
   1.481 +    gl.readPixels(srcX, srcY, srcWidth, srcHeight, gl.RGBA, gl.UNSIGNED_BYTE, charView);
   1.482 +    return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
   1.483 +  },
   1.484 +
   1.485 +  /**
   1.486 +   * Gets a hold of the rendered pixels in the most efficient way possible for
   1.487 +   * a canvas with a 2D context.
   1.488 +   *
   1.489 +   * @param CanvasRenderingContext2D ctx
   1.490 +   *        The 2D context to get a screenshot from.
   1.491 +   * @param number srcX [optional]
   1.492 +   *        The first left pixel that is read from the canvas.
   1.493 +   * @param number srcY [optional]
   1.494 +   *        The first top pixel that is read from the canvas.
   1.495 +   * @param number srcWidth [optional]
   1.496 +   *        The number of pixels to read on the X axis.
   1.497 +   * @param number srcHeight [optional]
   1.498 +   *        The number of pixels to read on the Y axis.
   1.499 +   * @param number dstHeight [optional]
   1.500 +   *        The desired generated screenshot height.
   1.501 +   * @return object
   1.502 +   *         An objet containing the screenshot's width, height and pixel data.
   1.503 +   */
   1.504 +  getPixelsFor2D: function(ctx,
   1.505 +    srcX = 0, srcY = 0,
   1.506 +    srcWidth = ctx.canvas.width,
   1.507 +    srcHeight = ctx.canvas.height,
   1.508 +    dstHeight = srcHeight)
   1.509 +  {
   1.510 +    let { data } = ctx.getImageData(srcX, srcY, srcWidth, srcHeight);
   1.511 +    let { "32bit": intView } = ContextUtils.usePixelStorage(data.buffer);
   1.512 +    return this.resizePixels(intView, srcWidth, srcHeight, dstHeight);
   1.513 +  },
   1.514 +
   1.515 +  /**
   1.516 +   * Resizes the provided pixels to fit inside a rectangle with the specified
   1.517 +   * height and the same aspect ratio as the source.
   1.518 +   *
   1.519 +   * @param Uint32Array srcPixels
   1.520 +   *        The source pixel data, assuming 32bit/pixel and 4 color components.
   1.521 +   * @param number srcWidth
   1.522 +   *        The source pixel data width.
   1.523 +   * @param number srcHeight
   1.524 +   *        The source pixel data height.
   1.525 +   * @param number dstHeight [optional]
   1.526 +   *        The desired resized pixel data height.
   1.527 +   * @return object
   1.528 +   *         An objet containing the resized pixels width, height and data.
   1.529 +   */
   1.530 +  resizePixels: function(srcPixels, srcWidth, srcHeight, dstHeight) {
   1.531 +    let screenshotRatio = dstHeight / srcHeight;
   1.532 +    let dstWidth = Math.floor(srcWidth * screenshotRatio);
   1.533 +
   1.534 +    // Use a plain array instead of a Uint32Array to make serializing faster.
   1.535 +    let dstPixels = new Array(dstWidth * dstHeight);
   1.536 +
   1.537 +    // If the resized image ends up being completely transparent, returning
   1.538 +    // an empty array will skip some redundant serialization cycles.
   1.539 +    let isTransparent = true;
   1.540 +
   1.541 +    for (let dstX = 0; dstX < dstWidth; dstX++) {
   1.542 +      for (let dstY = 0; dstY < dstHeight; dstY++) {
   1.543 +        let srcX = Math.floor(dstX / screenshotRatio);
   1.544 +        let srcY = Math.floor(dstY / screenshotRatio);
   1.545 +        let cPos = srcX + srcWidth * srcY;
   1.546 +        let dPos = dstX + dstWidth * dstY;
   1.547 +        let color = dstPixels[dPos] = srcPixels[cPos];
   1.548 +        if (color) {
   1.549 +          isTransparent = false;
   1.550 +        }
   1.551 +      }
   1.552 +    }
   1.553 +
   1.554 +    return {
   1.555 +      width: dstWidth,
   1.556 +      height: dstHeight,
   1.557 +      pixels: isTransparent ? [] : dstPixels
   1.558 +    };
   1.559 +  },
   1.560 +
   1.561 +  /**
   1.562 +   * Invokes a series of canvas context calls, to "replay" an animation frame
   1.563 +   * and generate a screenshot.
   1.564 +   *
   1.565 +   * In case of a WebGL context, an offscreen framebuffer is created for
   1.566 +   * the respective canvas, and the rendering will be performed into it.
   1.567 +   * This is necessary because some state (like shaders, textures etc.) can't
   1.568 +   * be shared between two different WebGL contexts.
   1.569 +   * Hopefully, once SharedResources are a thing this won't be necessary:
   1.570 +   * http://www.khronos.org/webgl/wiki/SharedResouces
   1.571 +   *
   1.572 +   * In case of a 2D context, a new canvas is created, since there's no
   1.573 +   * intrinsic state that can't be easily duplicated.
   1.574 +   *
   1.575 +   * @param number contexType
   1.576 +   *        The type of context to use. See the CallWatcherFront scope types.
   1.577 +   * @param HTMLCanvasElement canvas
   1.578 +   *        The canvas element which is the source of all context calls.
   1.579 +   * @param array calls
   1.580 +   *        An array of function call actors.
   1.581 +   * @param number first
   1.582 +   *        The first function call to start from.
   1.583 +   * @param number last
   1.584 +   *        The last (inclusive) function call to end at.
   1.585 +   * @return object
   1.586 +   *         The context on which the specified calls were invoked and the
   1.587 +   *         last registered draw call's index.
   1.588 +   */
   1.589 +  replayAnimationFrame: function({ contextType, canvas, calls, first, last }) {
   1.590 +    let w = canvas.width;
   1.591 +    let h = canvas.height;
   1.592 +
   1.593 +    let replayCanvas;
   1.594 +    let replayContext;
   1.595 +    let customFramebuffer;
   1.596 +    let lastDrawCallIndex = -1;
   1.597 +
   1.598 +    // In case of WebGL contexts, rendering will be done offscreen, in a
   1.599 +    // custom framebuffer, but on the provided canvas context.
   1.600 +    if (contextType == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
   1.601 +      replayCanvas = canvas;
   1.602 +      replayContext = this.getWebGLContext(replayCanvas);
   1.603 +      customFramebuffer = this.createBoundFramebuffer(replayContext, w, h);
   1.604 +    }
   1.605 +    // In case of 2D contexts, draw everything on a separate canvas context.
   1.606 +    else if (contextType == CallWatcherFront.CANVAS_2D_CONTEXT) {
   1.607 +      let contentDocument = canvas.ownerDocument;
   1.608 +      replayCanvas = contentDocument.createElement("canvas");
   1.609 +      replayCanvas.width = w;
   1.610 +      replayCanvas.height = h;
   1.611 +      replayContext = replayCanvas.getContext("2d");
   1.612 +      replayContext.clearRect(0, 0, w, h);
   1.613 +    }
   1.614 +
   1.615 +    // Replay all the context calls up to and including the specified one.
   1.616 +    for (let i = first; i <= last; i++) {
   1.617 +      let { type, name, args } = calls[i].details;
   1.618 +
   1.619 +      // Prevent WebGL context calls that try to reset the framebuffer binding
   1.620 +      // to the default value, since we want to perform the rendering offscreen.
   1.621 +      if (name == "bindFramebuffer" && args[1] == null) {
   1.622 +        replayContext.bindFramebuffer(replayContext.FRAMEBUFFER, customFramebuffer);
   1.623 +      } else {
   1.624 +        if (type == CallWatcherFront.METHOD_FUNCTION) {
   1.625 +          replayContext[name].apply(replayContext, args);
   1.626 +        } else if (type == CallWatcherFront.SETTER_FUNCTION) {
   1.627 +          replayContext[name] = args;
   1.628 +        } else {
   1.629 +          // Ignore getter calls.
   1.630 +        }
   1.631 +        if (CanvasFront.DRAW_CALLS.has(name)) {
   1.632 +          lastDrawCallIndex = i;
   1.633 +        }
   1.634 +      }
   1.635 +    }
   1.636 +
   1.637 +    return {
   1.638 +      replayContext: replayContext,
   1.639 +      lastDrawCallIndex: lastDrawCallIndex
   1.640 +    };
   1.641 +  },
   1.642 +
   1.643 +  /**
   1.644 +   * Gets an object containing a buffer large enough to hold width * height
   1.645 +   * pixels, assuming 32bit/pixel and 4 color components.
   1.646 +   *
   1.647 +   * This method avoids allocating memory and tries to reuse a common buffer
   1.648 +   * as much as possible.
   1.649 +   *
   1.650 +   * @param number w
   1.651 +   *        The desired pixel array storage width.
   1.652 +   * @param number h
   1.653 +   *        The desired pixel array storage height.
   1.654 +   * @return object
   1.655 +   *         The requested pixel array buffer.
   1.656 +   */
   1.657 +  getPixelStorage: function(w = 0, h = 0) {
   1.658 +    let storage = this._currentPixelStorage;
   1.659 +    if (storage && storage["32bit"].length >= w * h) {
   1.660 +      return storage;
   1.661 +    }
   1.662 +    return this.usePixelStorage(new ArrayBuffer(w * h * 4));
   1.663 +  },
   1.664 +
   1.665 +  /**
   1.666 +   * Creates and saves the array buffer views used by `getPixelStorage`.
   1.667 +   *
   1.668 +   * @param ArrayBuffer buffer
   1.669 +   *        The raw buffer used as storage for various array buffer views.
   1.670 +   */
   1.671 +  usePixelStorage: function(buffer) {
   1.672 +    let array8bit = new Uint8Array(buffer);
   1.673 +    let array32bit = new Uint32Array(buffer);
   1.674 +    return this._currentPixelStorage = {
   1.675 +      "8bit": array8bit,
   1.676 +      "32bit": array32bit
   1.677 +    };
   1.678 +  },
   1.679 +
   1.680 +  /**
   1.681 +   * Creates a framebuffer of the specified dimensions for a WebGL context,
   1.682 +   * assuming a RGBA color buffer, a depth buffer and no stencil buffer.
   1.683 +   *
   1.684 +   * @param WebGLRenderingContext gl
   1.685 +   *        The WebGL context to create and bind a framebuffer for.
   1.686 +   * @param number width
   1.687 +   *        The desired width of the renderbuffers.
   1.688 +   * @param number height
   1.689 +   *        The desired height of the renderbuffers.
   1.690 +   * @return WebGLFramebuffer
   1.691 +   *         The generated framebuffer object.
   1.692 +   */
   1.693 +  createBoundFramebuffer: function(gl, width, height) {
   1.694 +    let framebuffer = gl.createFramebuffer();
   1.695 +    gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
   1.696 +
   1.697 +    // Use a texture as the color rendebuffer attachment, since consumenrs of
   1.698 +    // this function will most likely want to read the rendered pixels back.
   1.699 +    let colorBuffer = gl.createTexture();
   1.700 +    gl.bindTexture(gl.TEXTURE_2D, colorBuffer);
   1.701 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
   1.702 +    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
   1.703 +    gl.generateMipmap(gl.TEXTURE_2D);
   1.704 +    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
   1.705 +
   1.706 +    let depthBuffer = gl.createRenderbuffer();
   1.707 +    gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
   1.708 +    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
   1.709 +
   1.710 +    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, colorBuffer, 0);
   1.711 +    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
   1.712 +
   1.713 +    gl.bindTexture(gl.TEXTURE_2D, null);
   1.714 +    gl.bindRenderbuffer(gl.RENDERBUFFER, null);
   1.715 +
   1.716 +    return framebuffer;
   1.717 +  }
   1.718 +};
   1.719 +
   1.720 +/**
   1.721 + * The corresponding Front object for the CanvasActor.
   1.722 + */
   1.723 +let CanvasFront = exports.CanvasFront = protocol.FrontClass(CanvasActor, {
   1.724 +  initialize: function(client, { canvasActor }) {
   1.725 +    protocol.Front.prototype.initialize.call(this, client, { actor: canvasActor });
   1.726 +    client.addActorPool(this);
   1.727 +    this.manage(this);
   1.728 +  }
   1.729 +});
   1.730 +
   1.731 +/**
   1.732 + * Constants.
   1.733 + */
   1.734 +CanvasFront.CANVAS_CONTEXTS = new Set(CANVAS_CONTEXTS);
   1.735 +CanvasFront.ANIMATION_GENERATORS = new Set(ANIMATION_GENERATORS);
   1.736 +CanvasFront.DRAW_CALLS = new Set(DRAW_CALLS);
   1.737 +CanvasFront.INTERESTING_CALLS = new Set(INTERESTING_CALLS);
   1.738 +CanvasFront.THUMBNAIL_HEIGHT = 50; // px
   1.739 +CanvasFront.SCREENSHOT_HEIGHT_MAX = 256; // px
   1.740 +CanvasFront.INVALID_SNAPSHOT_IMAGE = {
   1.741 +  index: -1,
   1.742 +  width: 0,
   1.743 +  height: 0,
   1.744 +  pixels: []
   1.745 +};
   1.746 +
   1.747 +/**
   1.748 + * Goes through all the arguments and creates a one-level shallow copy
   1.749 + * of all arrays and array buffers.
   1.750 + */
   1.751 +function inplaceShallowCloneArrays(functionArguments, contentWindow) {
   1.752 +  let { Object, Array, ArrayBuffer } = contentWindow;
   1.753 +
   1.754 +  functionArguments.forEach((arg, index, store) => {
   1.755 +    if (arg instanceof Array) {
   1.756 +      store[index] = arg.slice();
   1.757 +    }
   1.758 +    if (arg instanceof Object && arg.buffer instanceof ArrayBuffer) {
   1.759 +      store[index] = new arg.constructor(arg);
   1.760 +    }
   1.761 +  });
   1.762 +}

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