Bug 1099427 - Reformat WebGL. - r=kamidphish

This commit is contained in:
Jeff Gilbert
2014-11-13 20:03:50 -08:00
parent 80163f5ae6
commit d9b9968e9c
89 changed files with 4181 additions and 3707 deletions

View File

@@ -3,32 +3,38 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLProgram.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "MurmurHash3.h"
#include "WebGLContext.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "GLContext.h"
#include "MurmurHash3.h"
namespace mozilla {
using namespace mozilla;
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]"
* in bracketPart.
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
* \param string input/output: The string to split, becomes the string without
* the bracket part.
* \param bracketPart output: Gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the
* last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
static bool
SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
{
MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
MOZ_ASSERT(bracketPart.IsEmpty(),
"SplitLastSquareBracket must be called with empty bracketPart"
" string.");
if (string.IsEmpty())
return false;
char *string_start = string.BeginWriting();
char *s = string_start + string.Length() - 1;
char* string_start = string.BeginWriting();
char* s = string_start + string.Length() - 1;
if (*s != ']')
return false;
@@ -47,12 +53,12 @@ static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
}
JSObject*
WebGLProgram::WrapObject(JSContext *cx) {
WebGLProgram::WrapObject(JSContext* cx) {
return dom::WebGLProgramBinding::Wrap(cx, this);
}
WebGLProgram::WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
WebGLProgram::WebGLProgram(WebGLContext* webgl)
: WebGLContextBoundObject(webgl)
, mLinkStatus(false)
, mGeneration(0)
, mIdentifierMap(new CStringMap)
@@ -66,7 +72,8 @@ WebGLProgram::WebGLProgram(WebGLContext *context)
}
void
WebGLProgram::Delete() {
WebGLProgram::Delete()
{
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
@@ -74,9 +81,11 @@ WebGLProgram::Delete() {
}
bool
WebGLProgram::AttachShader(WebGLShader *shader) {
WebGLProgram::AttachShader(WebGLShader* shader)
{
if (ContainsShader(shader))
return false;
mAttachedShaders.AppendElement(shader);
mContext->MakeContextCurrent();
@@ -86,7 +95,8 @@ WebGLProgram::AttachShader(WebGLShader *shader) {
}
bool
WebGLProgram::DetachShader(WebGLShader *shader) {
WebGLProgram::DetachShader(WebGLShader* shader)
{
if (!mAttachedShaders.RemoveElement(shader))
return false;
@@ -97,32 +107,37 @@ WebGLProgram::DetachShader(WebGLShader *shader) {
}
bool
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType) {
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType)
{
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType)
return true;
}
}
return false;
}
bool
WebGLProgram::HasBadShaderAttached() {
WebGLProgram::HasBadShaderAttached()
{
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus())
return true;
}
}
return false;
}
size_t
WebGLProgram::UpperBoundNumSamplerUniforms() {
WebGLProgram::UpperBoundNumSamplerUniforms()
{
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader *shader = mAttachedShaders[i];
const WebGLShader* shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == LOCAL_GL_SAMPLER_2D ||
@@ -132,11 +147,14 @@ WebGLProgram::UpperBoundNumSamplerUniforms() {
}
}
}
return numSamplerUniforms;
}
void
WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
WebGLProgram::MapIdentifier(const nsACString& name,
nsCString* const out_mappedName)
{
MOZ_ASSERT(mIdentifierMap);
nsCString mutableName(name);
@@ -145,30 +163,36 @@ WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName)) {
if (mIdentifierMap->Get(mutableName, out_mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
bool mappedHadBracketPart = SplitLastSquareBracket(*out_mappedName,
mappedBracketPart);
if (mappedHadBracketPart)
mappedName->Append(bracketPart);
out_mappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
// Not found? We might be in the situation we have a uniform array name and
// the GL's glGetActiveUniform returned its name without [0], as is allowed
// by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName))
if (mIdentifierMap->Get(mutableName, out_mappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
mappedName->Assign(name);
/* Not found? Return name unchanged. This case happens e.g. on bad user
* input, or when we're not using identifier mapping, or if we didn't store
* an identifier in the map because e.g. its mapping is trivial. (as happens
* for short identifiers)
*/
out_mappedName->Assign(name);
}
void
WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
WebGLProgram::ReverseMapIdentifier(const nsACString& name,
nsCString* const out_reverseMappedName)
{
MOZ_ASSERT(mIdentifierReverseMap);
nsCString mutableName(name);
@@ -177,42 +201,48 @@ WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMap
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*out_reverseMappedName,
reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
reverseMappedName->Append(bracketPart);
out_reverseMappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
// Not found? We might be in the situation we have a uniform array name and
// the GL's glGetActiveUniform returned its name without [0], as is allowed
// by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
reverseMappedName->Assign(name);
/* Not found? Return name unchanged. This case happens e.g. on bad user
* input, or when we're not using identifier mapping, or if we didn't store
* an identifier in the map because e.g. its mapping is trivial. (as happens
* for short identifiers)
*/
out_reverseMappedName->Assign(name);
}
WebGLUniformInfo
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name)
{
MOZ_ASSERT(mUniformInfoMap);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// if there is a bracket, we're either an array or an entry in an array.
// If there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// we don't check if that Get failed, as if it did, it left info with default values
// We don't check if that Get failed, as if it did, it left info with
// default values.
return info;
}
@@ -221,14 +251,17 @@ bool
WebGLProgram::UpdateInfo()
{
mAttribMaxNameLength = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); i++)
mAttribMaxNameLength = std::max(mAttribMaxNameLength, mAttachedShaders[i]->mAttribMaxNameLength);
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
mAttribMaxNameLength = std::max(mAttribMaxNameLength,
mAttachedShaders[i]->mAttribMaxNameLength);
}
GLint attribCount;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
mContext->ErrorOutOfMemory("updateInfo: out of memory to allocate %d attribs", mContext->mGLMaxVertexAttribs);
mContext->ErrorOutOfMemory("updateInfo: Out of memory to allocate %d"
" attribs.", mContext->mGLMaxVertexAttribs);
return false;
}
@@ -241,14 +274,17 @@ WebGLProgram::UpdateInfo()
GLint attrnamelen;
GLint attrsize;
GLenum attrtype;
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength, &attrnamelen, &attrsize, &attrtype, nameBuf);
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength,
&attrnamelen, &attrsize, &attrtype,
nameBuf);
if (attrnamelen > 0) {
GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
MOZ_ASSERT(loc >= 0, "major oops in managing the attributes of a WebGL program");
MOZ_ASSERT(loc >= 0, "Major oops in managing the attributes of a"
" WebGL program.");
if (loc < mContext->mGLMaxVertexAttribs) {
mAttribsInUse[loc] = true;
} else {
mContext->GenerateWarning("program exceeds MAX_VERTEX_ATTRIBS");
mContext->GenerateWarning("Program exceeds MAX_VERTEX_ATTRIBS.");
return false;
}
}
@@ -262,16 +298,22 @@ WebGLProgram::UpdateInfo()
// Loop through ATTRIBUTES
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
mIdentifierMap->Put(attrib.original, attrib.mapped); // FORWARD MAPPING
mIdentifierReverseMap->Put(attrib.mapped, attrib.original); // REVERSE MAPPING
// FORWARD MAPPING
mIdentifierMap->Put(attrib.original, attrib.mapped);
// REVERSE MAPPING
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
}
// Loop through UNIFORMS
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
// Add the uniforms name mapping to mIdentifier[Reverse]Map
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
mIdentifierMap->Put(uniform.original, uniform.mapped); // FOWARD MAPPING
mIdentifierReverseMap->Put(uniform.mapped, uniform.original); // REVERSE MAPPING
// FOWARD MAPPING
mIdentifierMap->Put(uniform.original, uniform.mapped);
// REVERSE MAPPING
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
// Add uniform info to mUniformInfoMap
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
@@ -301,8 +343,8 @@ WebGLProgram::UpdateInfo()
return true;
}
/* static */ uint64_t
WebGLProgram::IdentifierHashFunction(const char *ident, size_t size)
/*static*/ uint64_t
WebGLProgram::IdentifierHashFunction(const char* ident, size_t size)
{
uint64_t outhash[2];
// NB: we use the x86 function everywhere, even though it's suboptimal perf
@@ -311,16 +353,20 @@ WebGLProgram::IdentifierHashFunction(const char *ident, size_t size)
return outhash[0];
}
/* static */ void
WebGLProgram::HashMapIdentifier(const nsACString& name, nsCString *hashedName)
/*static*/ void
WebGLProgram::HashMapIdentifier(const nsACString& name,
nsCString* const out_hashedName)
{
uint64_t hash = IdentifierHashFunction(name.BeginReading(), name.Length());
hashedName->Truncate();
// This MUST MATCH angle/src/compiler/translator/HashNames.h HASHED_NAME_PREFIX
hashedName->AppendPrintf("webgl_%llx", hash);
out_hashedName->Truncate();
// This MUST MATCH HASHED_NAME_PREFIX from
// angle/src/compiler/translator/HashNames.h .
out_hashedName->AppendPrintf("webgl_%llx", hash);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mAttachedShaders)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)
} // namespace mozilla