Bug 686732 - Implement minimal-capabilities WebGL mode - r=bjacob

This commit is contained in:
Christoph Diehl
2011-10-13 08:09:22 -04:00
parent b32e35c974
commit 00189075e7
5 changed files with 163 additions and 46 deletions

View File

@@ -63,7 +63,11 @@ WebGLProgram::UpdateInfo(gl::GLContext *gl)
gl->fGetProgramiv(mName, LOCAL_GL_ACTIVE_ATTRIBUTES, &mAttribCount);
GLint numVertexAttribs;
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &numVertexAttribs);
if (mContext->MinCapabilityMode()) {
numVertexAttribs = MINVALUE_GL_MAX_VERTEX_ATTRIBS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &numVertexAttribs);
}
mAttribsInUse.clear();
mAttribsInUse.resize(numVertexAttribs);
@@ -503,6 +507,9 @@ WebGLContext::InitAndValidateGL()
return PR_FALSE;
}
mMinCapability = Preferences::GetBool("webgl.min_capability_mode", false);
mDisableExtensions = Preferences::GetBool("webgl.disable-extensions", false);
mActiveTexture = 0;
mWebGLError = LOCAL_GL_NO_ERROR;
@@ -533,10 +540,14 @@ WebGLContext::InitAndValidateGL()
gl->fEnableVertexAttribArray(0);
}
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &mGLMaxVertexAttribs);
if (MinCapabilityMode()) {
mGLMaxVertexAttribs = MINVALUE_GL_MAX_VERTEX_ATTRIBS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &mGLMaxVertexAttribs);
}
if (mGLMaxVertexAttribs < 8) {
LogMessage("GL_MAX_VERTEX_ATTRIBS: %d is < 8!", mGLMaxVertexAttribs);
return PR_FALSE;
return false;
}
mAttribBuffers.SetLength(mGLMaxVertexAttribs);
@@ -544,17 +555,30 @@ WebGLContext::InitAndValidateGL()
// Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware,
// even though the hardware supports much more. The
// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value.
gl->fGetIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mGLMaxTextureUnits);
if (MinCapabilityMode()) {
mGLMaxTextureUnits = MINVALUE_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mGLMaxTextureUnits);
}
if (mGLMaxTextureUnits < 8) {
LogMessage("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d is < 8!", mGLMaxTextureUnits);
return PR_FALSE;
return false;
}
mBound2DTextures.SetLength(mGLMaxTextureUnits);
mBoundCubeMapTextures.SetLength(mGLMaxTextureUnits);
gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mGLMaxTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mGLMaxCubeMapTextureSize);
if (MinCapabilityMode()) {
mGLMaxTextureSize = MINVALUE_GL_MAX_TEXTURE_SIZE;
mGLMaxCubeMapTextureSize = MINVALUE_GL_MAX_CUBE_MAP_TEXTURE_SIZE;
mGLMaxTextureImageUnits = MINVALUE_GL_MAX_TEXTURE_IMAGE_UNITS;
mGLMaxVertexTextureImageUnits = MINVALUE_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &mGLMaxTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, &mGLMaxCubeMapTextureSize);
gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxTextureImageUnits);
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits);
}
#ifdef XP_MACOSX
if (gl->Vendor() == gl::GLContext::VendorIntel) {
@@ -564,48 +588,51 @@ WebGLContext::InitAndValidateGL()
}
#endif
gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, &mGLMaxTextureImageUnits);
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGLMaxVertexTextureImageUnits);
if (gl->HasES2Compatibility()) {
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGLMaxFragmentUniformVectors);
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, &mGLMaxVertexUniformVectors);
gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, &mGLMaxVaryingVectors);
if (MinCapabilityMode()) {
mGLMaxFragmentUniformVectors = MINVALUE_GL_MAX_FRAGMENT_UNIFORM_VECTORS;
mGLMaxVertexUniformVectors = MINVALUE_GL_MAX_VERTEX_UNIFORM_VECTORS;
mGLMaxVaryingVectors = MINVALUE_GL_MAX_VARYING_VECTORS;
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &mGLMaxFragmentUniformVectors);
mGLMaxFragmentUniformVectors /= 4;
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, &mGLMaxVertexUniformVectors);
mGLMaxVertexUniformVectors /= 4;
if (gl->HasES2Compatibility()) {
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGLMaxFragmentUniformVectors);
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, &mGLMaxVertexUniformVectors);
gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, &mGLMaxVaryingVectors);
} else {
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &mGLMaxFragmentUniformVectors);
mGLMaxFragmentUniformVectors /= 4;
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, &mGLMaxVertexUniformVectors);
mGLMaxVertexUniformVectors /= 4;
// we are now going to try to read GL_MAX_VERTEX_OUTPUT_COMPONENTS and GL_MAX_FRAGMENT_INPUT_COMPONENTS,
// however these constants only entered the OpenGL standard at OpenGL 3.2. So we will try reading,
// and check OpenGL error for INVALID_ENUM.
// we are now going to try to read GL_MAX_VERTEX_OUTPUT_COMPONENTS and GL_MAX_FRAGMENT_INPUT_COMPONENTS,
// however these constants only entered the OpenGL standard at OpenGL 3.2. So we will try reading,
// and check OpenGL error for INVALID_ENUM.
// before we start, we check that no error already occurred, to prevent hiding it in our subsequent error handling
error = gl->GetAndClearError();
if (error != LOCAL_GL_NO_ERROR) {
LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
return PR_FALSE;
}
// On the public_webgl list, "problematic GetParameter pnames" thread, the following formula was given:
// mGLMaxVaryingVectors = min (GL_MAX_VERTEX_OUTPUT_COMPONENTS, GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4
GLint maxVertexOutputComponents,
minFragmentInputComponents;
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &maxVertexOutputComponents);
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &minFragmentInputComponents);
error = gl->fGetError();
switch (error) {
case LOCAL_GL_NO_ERROR:
mGLMaxVaryingVectors = NS_MIN(maxVertexOutputComponents, minFragmentInputComponents) / 4;
break;
case LOCAL_GL_INVALID_ENUM:
mGLMaxVaryingVectors = 16; // = 64/4, 64 is the min value for maxVertexOutputComponents in OpenGL 3.2 spec
break;
default:
// before we start, we check that no error already occurred, to prevent hiding it in our subsequent error handling
error = gl->GetAndClearError();
if (error != LOCAL_GL_NO_ERROR) {
LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
return PR_FALSE;
return false;
}
// On the public_webgl list, "problematic GetParameter pnames" thread, the following formula was given:
// mGLMaxVaryingVectors = min (GL_MAX_VERTEX_OUTPUT_COMPONENTS, GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4
GLint maxVertexOutputComponents,
minFragmentInputComponents;
gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &maxVertexOutputComponents);
gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &minFragmentInputComponents);
error = gl->GetAndClearError();
switch (error) {
case LOCAL_GL_NO_ERROR:
mGLMaxVaryingVectors = NS_MIN(maxVertexOutputComponents, minFragmentInputComponents) / 4;
break;
case LOCAL_GL_INVALID_ENUM:
mGLMaxVaryingVectors = 16; // = 64/4, 64 is the min value for maxVertexOutputComponents in OpenGL 3.2 spec
break;
default:
LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
return false;
}
}
}