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- /*
- ** Copyright (c) 2012 The Khronos Group Inc.
- **
- ** Permission is hereby granted, free of charge, to any person obtaining a
- ** copy of this software and/or associated documentation files (the
- ** "Materials"), to deal in the Materials without restriction, including
- ** without limitation the rights to use, copy, modify, merge, publish,
- ** distribute, sublicense, and/or sell copies of the Materials, and to
- ** permit persons to whom the Materials are furnished to do so, subject to
- ** the following conditions:
- **
- ** The above copyright notice and this permission notice shall be included
- ** in all copies or substantial portions of the Materials.
- **
- ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
- ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
- ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
- */
- // Various functions for helping debug WebGL apps.
- WebGLDebugUtils = function() {
- /**
- * Wrapped logging function.
- * @param {string} msg Message to log.
- */
- var log = function(msg) {
- if (window.console && window.console.log) {
- window.console.log(msg);
- }
- };
- /**
- * Wrapped error logging function.
- * @param {string} msg Message to log.
- */
- var error = function(msg) {
- if (window.console && window.console.error) {
- window.console.error(msg);
- } else {
- log(msg);
- }
- };
- /**
- * Which arguments are enums based on the number of arguments to the function.
- * So
- * 'texImage2D': {
- * 9: { 0:true, 2:true, 6:true, 7:true },
- * 6: { 0:true, 2:true, 3:true, 4:true },
- * },
- *
- * means if there are 9 arguments then 6 and 7 are enums, if there are 6
- * arguments 3 and 4 are enums
- *
- * @type {!Object.<number, !Object.<number, string>}
- */
- var glValidEnumContexts = {
- // Generic setters and getters
- 'enable': {1: { 0:true }},
- 'disable': {1: { 0:true }},
- 'getParameter': {1: { 0:true }},
- // Rendering
- 'drawArrays': {3:{ 0:true }},
- 'drawElements': {4:{ 0:true, 2:true }},
- // Shaders
- 'createShader': {1: { 0:true }},
- 'getShaderParameter': {2: { 1:true }},
- 'getProgramParameter': {2: { 1:true }},
- 'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
- // Vertex attributes
- 'getVertexAttrib': {2: { 1:true }},
- 'vertexAttribPointer': {6: { 2:true }},
- // Textures
- 'bindTexture': {2: { 0:true }},
- 'activeTexture': {1: { 0:true }},
- 'getTexParameter': {2: { 0:true, 1:true }},
- 'texParameterf': {3: { 0:true, 1:true }},
- 'texParameteri': {3: { 0:true, 1:true, 2:true }},
- // texImage2D and texSubImage2D are defined below with WebGL 2 entrypoints
- 'copyTexImage2D': {8: { 0:true, 2:true }},
- 'copyTexSubImage2D': {8: { 0:true }},
- 'generateMipmap': {1: { 0:true }},
- // compressedTexImage2D and compressedTexSubImage2D are defined below with WebGL 2 entrypoints
- // Buffer objects
- 'bindBuffer': {2: { 0:true }},
- // bufferData and bufferSubData are defined below with WebGL 2 entrypoints
- 'getBufferParameter': {2: { 0:true, 1:true }},
- // Renderbuffers and framebuffers
- 'pixelStorei': {2: { 0:true, 1:true }},
- // readPixels is defined below with WebGL 2 entrypoints
- 'bindRenderbuffer': {2: { 0:true }},
- 'bindFramebuffer': {2: { 0:true }},
- 'checkFramebufferStatus': {1: { 0:true }},
- 'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
- 'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
- 'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
- 'getRenderbufferParameter': {2: { 0:true, 1:true }},
- 'renderbufferStorage': {4: { 0:true, 1:true }},
- // Frame buffer operations (clear, blend, depth test, stencil)
- 'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},
- 'depthFunc': {1: { 0:true }},
- 'blendFunc': {2: { 0:true, 1:true }},
- 'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
- 'blendEquation': {1: { 0:true }},
- 'blendEquationSeparate': {2: { 0:true, 1:true }},
- 'stencilFunc': {3: { 0:true }},
- 'stencilFuncSeparate': {4: { 0:true, 1:true }},
- 'stencilMaskSeparate': {2: { 0:true }},
- 'stencilOp': {3: { 0:true, 1:true, 2:true }},
- 'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
- // Culling
- 'cullFace': {1: { 0:true }},
- 'frontFace': {1: { 0:true }},
- // ANGLE_instanced_arrays extension
- 'drawArraysInstancedANGLE': {4: { 0:true }},
- 'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
- // EXT_blend_minmax extension
- 'blendEquationEXT': {1: { 0:true }},
- // WebGL 2 Buffer objects
- 'bufferData': {
- 3: { 0:true, 2:true }, // WebGL 1
- 4: { 0:true, 2:true }, // WebGL 2
- 5: { 0:true, 2:true } // WebGL 2
- },
- 'bufferSubData': {
- 3: { 0:true }, // WebGL 1
- 4: { 0:true }, // WebGL 2
- 5: { 0:true } // WebGL 2
- },
- 'copyBufferSubData': {5: { 0:true, 1:true }},
- 'getBufferSubData': {3: { 0:true }, 4: { 0:true }, 5: { 0:true }},
- // WebGL 2 Framebuffer objects
- 'blitFramebuffer': {10: { 8: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }, 9:true }},
- 'framebufferTextureLayer': {5: { 0:true, 1:true }},
- 'invalidateFramebuffer': {2: { 0:true }},
- 'invalidateSubFramebuffer': {6: { 0:true }},
- 'readBuffer': {1: { 0:true }},
- // WebGL 2 Renderbuffer objects
- 'getInternalformatParameter': {3: { 0:true, 1:true, 2:true }},
- 'renderbufferStorageMultisample': {5: { 0:true, 2:true }},
- // WebGL 2 Texture objects
- 'texStorage2D': {5: { 0:true, 2:true }},
- 'texStorage3D': {6: { 0:true, 2:true }},
- 'texImage2D': {
- 9: { 0:true, 2:true, 6:true, 7:true }, // WebGL 1 & 2
- 6: { 0:true, 2:true, 3:true, 4:true }, // WebGL 1
- 10: { 0:true, 2:true, 6:true, 7:true } // WebGL 2
- },
- 'texImage3D': {
- 10: { 0:true, 2:true, 7:true, 8:true },
- 11: { 0:true, 2:true, 7:true, 8:true }
- },
- 'texSubImage2D': {
- 9: { 0:true, 6:true, 7:true }, // WebGL 1 & 2
- 7: { 0:true, 4:true, 5:true }, // WebGL 1
- 10: { 0:true, 6:true, 7:true } // WebGL 2
- },
- 'texSubImage3D': {
- 11: { 0:true, 8:true, 9:true },
- 12: { 0:true, 8:true, 9:true }
- },
- 'copyTexSubImage3D': {9: { 0:true }},
- 'compressedTexImage2D': {
- 7: { 0: true, 2:true }, // WebGL 1 & 2
- 8: { 0: true, 2:true }, // WebGL 2
- 9: { 0: true, 2:true } // WebGL 2
- },
- 'compressedTexImage3D': {
- 8: { 0: true, 2:true },
- 9: { 0: true, 2:true },
- 10: { 0: true, 2:true }
- },
- 'compressedTexSubImage2D': {
- 8: { 0: true, 6:true }, // WebGL 1 & 2
- 9: { 0: true, 6:true }, // WebGL 2
- 10: { 0: true, 6:true } // WebGL 2
- },
- 'compressedTexSubImage3D': {
- 10: { 0: true, 8:true },
- 11: { 0: true, 8:true },
- 12: { 0: true, 8:true }
- },
- // WebGL 2 Vertex attribs
- 'vertexAttribIPointer': {5: { 2:true }},
- // WebGL 2 Writing to the drawing buffer
- 'drawArraysInstanced': {4: { 0:true }},
- 'drawElementsInstanced': {5: { 0:true, 2:true }},
- 'drawRangeElements': {6: { 0:true, 4:true }},
- // WebGL 2 Reading back pixels
- 'readPixels': {
- 7: { 4:true, 5:true }, // WebGL 1 & 2
- 8: { 4:true, 5:true } // WebGL 2
- },
- // WebGL 2 Multiple Render Targets
- 'clearBufferfv': {3: { 0:true }, 4: { 0:true }},
- 'clearBufferiv': {3: { 0:true }, 4: { 0:true }},
- 'clearBufferuiv': {3: { 0:true }, 4: { 0:true }},
- 'clearBufferfi': {4: { 0:true }},
- // WebGL 2 Query objects
- 'beginQuery': {2: { 0:true }},
- 'endQuery': {1: { 0:true }},
- 'getQuery': {2: { 0:true, 1:true }},
- 'getQueryParameter': {2: { 1:true }},
- // WebGL 2 Sampler objects
- 'samplerParameteri': {3: { 1:true, 2:true }},
- 'samplerParameterf': {3: { 1:true }},
- 'getSamplerParameter': {2: { 1:true }},
- // WebGL 2 Sync objects
- 'fenceSync': {2: { 0:true, 1: { 'enumBitwiseOr': [] } }},
- 'clientWaitSync': {3: { 1: { 'enumBitwiseOr': ['SYNC_FLUSH_COMMANDS_BIT'] } }},
- 'waitSync': {3: { 1: { 'enumBitwiseOr': [] } }},
- 'getSyncParameter': {2: { 1:true }},
- // WebGL 2 Transform Feedback
- 'bindTransformFeedback': {2: { 0:true }},
- 'beginTransformFeedback': {1: { 0:true }},
- 'transformFeedbackVaryings': {3: { 2:true }},
- // WebGL2 Uniform Buffer Objects and Transform Feedback Buffers
- 'bindBufferBase': {3: { 0:true }},
- 'bindBufferRange': {5: { 0:true }},
- 'getIndexedParameter': {2: { 0:true }},
- 'getActiveUniforms': {3: { 2:true }},
- 'getActiveUniformBlockParameter': {3: { 2:true }}
- };
- /**
- * Map of numbers to names.
- * @type {Object}
- */
- var glEnums = null;
- /**
- * Map of names to numbers.
- * @type {Object}
- */
- var enumStringToValue = null;
- /**
- * Initializes this module. Safe to call more than once.
- * @param {!WebGLRenderingContext} ctx A WebGL context. If
- * you have more than one context it doesn't matter which one
- * you pass in, it is only used to pull out constants.
- */
- function init(ctx) {
- if (glEnums == null) {
- glEnums = { };
- enumStringToValue = { };
- for (var propertyName in ctx) {
- if (typeof ctx[propertyName] == 'number') {
- glEnums[ctx[propertyName]] = propertyName;
- enumStringToValue[propertyName] = ctx[propertyName];
- }
- }
- }
- }
- /**
- * Checks the utils have been initialized.
- */
- function checkInit() {
- if (glEnums == null) {
- throw 'WebGLDebugUtils.init(ctx) not called';
- }
- }
- /**
- * Returns true or false if value matches any WebGL enum
- * @param {*} value Value to check if it might be an enum.
- * @return {boolean} True if value matches one of the WebGL defined enums
- */
- function mightBeEnum(value) {
- checkInit();
- return (glEnums[value] !== undefined);
- }
- /**
- * Gets an string version of an WebGL enum.
- *
- * Example:
- * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
- *
- * @param {number} value Value to return an enum for
- * @return {string} The string version of the enum.
- */
- function glEnumToString(value) {
- checkInit();
- var name = glEnums[value];
- return (name !== undefined) ? ("gl." + name) :
- ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
- }
- /**
- * Returns the string version of a WebGL argument.
- * Attempts to convert enum arguments to strings.
- * @param {string} functionName the name of the WebGL function.
- * @param {number} numArgs the number of arguments passed to the function.
- * @param {number} argumentIndx the index of the argument.
- * @param {*} value The value of the argument.
- * @return {string} The value as a string.
- */
- function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
- var funcInfo = glValidEnumContexts[functionName];
- if (funcInfo !== undefined) {
- var funcInfo = funcInfo[numArgs];
- if (funcInfo !== undefined) {
- if (funcInfo[argumentIndex]) {
- if (typeof funcInfo[argumentIndex] === 'object' &&
- funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {
- var enums = funcInfo[argumentIndex]['enumBitwiseOr'];
- var orResult = 0;
- var orEnums = [];
- for (var i = 0; i < enums.length; ++i) {
- var enumValue = enumStringToValue[enums[i]];
- if ((value & enumValue) !== 0) {
- orResult |= enumValue;
- orEnums.push(glEnumToString(enumValue));
- }
- }
- if (orResult === value) {
- return orEnums.join(' | ');
- } else {
- return glEnumToString(value);
- }
- } else {
- return glEnumToString(value);
- }
- }
- }
- }
- if (value === null) {
- return "null";
- } else if (value === undefined) {
- return "undefined";
- } else if (ArrayBuffer.isView(value)) {
- // Large typed array views are common in WebGL APIs and create
- // huge strings in logs.
- return "<" + value.constructor.name + ">";
- } else {
- return value.toString();
- }
- }
- /**
- * Converts the arguments of a WebGL function to a string.
- * Attempts to convert enum arguments to strings.
- *
- * @param {string} functionName the name of the WebGL function.
- * @param {number} args The arguments.
- * @return {string} The arguments as a string.
- */
- function glFunctionArgsToString(functionName, args) {
- // apparently we can't do args.join(",");
- var argStr = "";
- var numArgs = args.length;
- for (var ii = 0; ii < numArgs; ++ii) {
- argStr += ((ii == 0) ? '' : ', ') +
- glFunctionArgToString(functionName, numArgs, ii, args[ii]);
- }
- return argStr;
- };
- function makePropertyWrapper(wrapper, original, propertyName) {
- //log("wrap prop: " + propertyName);
- wrapper.__defineGetter__(propertyName, function() {
- return original[propertyName];
- });
- // TODO(gmane): this needs to handle properties that take more than
- // one value?
- wrapper.__defineSetter__(propertyName, function(value) {
- //log("set: " + propertyName);
- original[propertyName] = value;
- });
- }
- // Makes a function that calls a function on another object.
- function makeFunctionWrapper(original, functionName) {
- //log("wrap fn: " + functionName);
- var f = original[functionName];
- return function() {
- //log("call: " + functionName);
- var result = f.apply(original, arguments);
- return result;
- };
- }
- /**
- * Given a WebGL context returns a wrapped context that calls
- * gl.getError after every command and calls a function if the
- * result is not gl.NO_ERROR.
- *
- * @param {!WebGLRenderingContext} ctx The webgl context to
- * wrap.
- * @param {!function(err, funcName, args): void} opt_onErrorFunc
- * The function to call when gl.getError returns an
- * error. If not specified the default function calls
- * console.log with a message.
- * @param {!function(funcName, args): void} opt_onFunc The
- * function to call when each webgl function is called.
- * You can use this to log all calls for example.
- * @param {!WebGLRenderingContext} opt_err_ctx The webgl context
- * to call getError on if different than ctx.
- */
- function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {
- opt_err_ctx = opt_err_ctx || ctx;
- init(ctx);
- opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
- // apparently we can't do args.join(",");
- var argStr = "";
- var numArgs = args.length;
- for (var ii = 0; ii < numArgs; ++ii) {
- argStr += ((ii == 0) ? '' : ', ') +
- glFunctionArgToString(functionName, numArgs, ii, args[ii]);
- }
- error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
- "(" + argStr + ")");
- };
- // Holds booleans for each GL error so after we get the error ourselves
- // we can still return it to the client app.
- var glErrorShadow = { };
- // Makes a function that calls a WebGL function and then calls getError.
- function makeErrorWrapper(ctx, functionName) {
- return function() {
- if (opt_onFunc) {
- opt_onFunc(functionName, arguments);
- }
- var result = ctx[functionName].apply(ctx, arguments);
- var err = opt_err_ctx.getError();
- if (err != 0) {
- glErrorShadow[err] = true;
- opt_onErrorFunc(err, functionName, arguments);
- }
- return result;
- };
- }
- // Make a an object that has a copy of every property of the WebGL context
- // but wraps all functions.
- var wrapper = {};
- for (var propertyName in ctx) {
- if (typeof ctx[propertyName] == 'function') {
- if (propertyName != 'getExtension') {
- wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
- } else {
- var wrapped = makeErrorWrapper(ctx, propertyName);
- wrapper[propertyName] = function () {
- var result = wrapped.apply(ctx, arguments);
- if (!result) {
- return null;
- }
- return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);
- };
- }
- } else {
- makePropertyWrapper(wrapper, ctx, propertyName);
- }
- }
- // Override the getError function with one that returns our saved results.
- wrapper.getError = function() {
- for (var err in glErrorShadow) {
- if (glErrorShadow.hasOwnProperty(err)) {
- if (glErrorShadow[err]) {
- glErrorShadow[err] = false;
- return err;
- }
- }
- }
- return ctx.NO_ERROR;
- };
- return wrapper;
- }
- function resetToInitialState(ctx) {
- var isWebGL2RenderingContext = !!ctx.createTransformFeedback;
- if (isWebGL2RenderingContext) {
- ctx.bindVertexArray(null);
- }
- var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
- var tmp = ctx.createBuffer();
- ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
- for (var ii = 0; ii < numAttribs; ++ii) {
- ctx.disableVertexAttribArray(ii);
- ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
- ctx.vertexAttrib1f(ii, 0);
- if (isWebGL2RenderingContext) {
- ctx.vertexAttribDivisor(ii, 0);
- }
- }
- ctx.deleteBuffer(tmp);
- var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
- for (var ii = 0; ii < numTextureUnits; ++ii) {
- ctx.activeTexture(ctx.TEXTURE0 + ii);
- ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
- ctx.bindTexture(ctx.TEXTURE_2D, null);
- if (isWebGL2RenderingContext) {
- ctx.bindTexture(ctx.TEXTURE_2D_ARRAY, null);
- ctx.bindTexture(ctx.TEXTURE_3D, null);
- ctx.bindSampler(ii, null);
- }
- }
- ctx.activeTexture(ctx.TEXTURE0);
- ctx.useProgram(null);
- ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
- ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
- ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
- ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
- ctx.disable(ctx.BLEND);
- ctx.disable(ctx.CULL_FACE);
- ctx.disable(ctx.DEPTH_TEST);
- ctx.disable(ctx.DITHER);
- ctx.disable(ctx.SCISSOR_TEST);
- ctx.blendColor(0, 0, 0, 0);
- ctx.blendEquation(ctx.FUNC_ADD);
- ctx.blendFunc(ctx.ONE, ctx.ZERO);
- ctx.clearColor(0, 0, 0, 0);
- ctx.clearDepth(1);
- ctx.clearStencil(-1);
- ctx.colorMask(true, true, true, true);
- ctx.cullFace(ctx.BACK);
- ctx.depthFunc(ctx.LESS);
- ctx.depthMask(true);
- ctx.depthRange(0, 1);
- ctx.frontFace(ctx.CCW);
- ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
- ctx.lineWidth(1);
- ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
- ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
- ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
- ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
- // TODO: Delete this IF.
- if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
- ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
- }
- ctx.polygonOffset(0, 0);
- ctx.sampleCoverage(1, false);
- ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
- ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
- ctx.stencilMask(0xFFFFFFFF);
- ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
- ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
- ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
- if (isWebGL2RenderingContext) {
- ctx.drawBuffers([ctx.BACK]);
- ctx.readBuffer(ctx.BACK);
- ctx.bindBuffer(ctx.COPY_READ_BUFFER, null);
- ctx.bindBuffer(ctx.COPY_WRITE_BUFFER, null);
- ctx.bindBuffer(ctx.PIXEL_PACK_BUFFER, null);
- ctx.bindBuffer(ctx.PIXEL_UNPACK_BUFFER, null);
- var numTransformFeedbacks = ctx.getParameter(ctx.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
- for (var ii = 0; ii < numTransformFeedbacks; ++ii) {
- ctx.bindBufferBase(ctx.TRANSFORM_FEEDBACK_BUFFER, ii, null);
- }
- var numUBOs = ctx.getParameter(ctx.MAX_UNIFORM_BUFFER_BINDINGS);
- for (var ii = 0; ii < numUBOs; ++ii) {
- ctx.bindBufferBase(ctx.UNIFORM_BUFFER, ii, null);
- }
- ctx.disable(ctx.RASTERIZER_DISCARD);
- ctx.pixelStorei(ctx.UNPACK_IMAGE_HEIGHT, 0);
- ctx.pixelStorei(ctx.UNPACK_SKIP_IMAGES, 0);
- ctx.pixelStorei(ctx.UNPACK_ROW_LENGTH, 0);
- ctx.pixelStorei(ctx.UNPACK_SKIP_ROWS, 0);
- ctx.pixelStorei(ctx.UNPACK_SKIP_PIXELS, 0);
- ctx.pixelStorei(ctx.PACK_ROW_LENGTH, 0);
- ctx.pixelStorei(ctx.PACK_SKIP_ROWS, 0);
- ctx.pixelStorei(ctx.PACK_SKIP_PIXELS, 0);
- ctx.hint(ctx.FRAGMENT_SHADER_DERIVATIVE_HINT, ctx.DONT_CARE);
- }
- // TODO: This should NOT be needed but Firefox fails with 'hint'
- while(ctx.getError());
- }
- function makeLostContextSimulatingCanvas(canvas) {
- var unwrappedContext_;
- var wrappedContext_;
- var onLost_ = [];
- var onRestored_ = [];
- var wrappedContext_ = {};
- var contextId_ = 1;
- var contextLost_ = false;
- var resourceId_ = 0;
- var resourceDb_ = [];
- var numCallsToLoseContext_ = 0;
- var numCalls_ = 0;
- var canRestore_ = false;
- var restoreTimeout_ = 0;
- var isWebGL2RenderingContext;
- // Holds booleans for each GL error so can simulate errors.
- var glErrorShadow_ = { };
- canvas.getContext = function(f) {
- return function() {
- var ctx = f.apply(canvas, arguments);
- // Did we get a context and is it a WebGL context?
- if ((ctx instanceof WebGLRenderingContext) || (window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext))) {
- if (ctx != unwrappedContext_) {
- if (unwrappedContext_) {
- throw "got different context"
- }
- isWebGL2RenderingContext = window.WebGL2RenderingContext && (ctx instanceof WebGL2RenderingContext);
- unwrappedContext_ = ctx;
- wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
- }
- return wrappedContext_;
- }
- return ctx;
- }
- }(canvas.getContext);
- function wrapEvent(listener) {
- if (typeof(listener) == "function") {
- return listener;
- } else {
- return function(info) {
- listener.handleEvent(info);
- }
- }
- }
- var addOnContextLostListener = function(listener) {
- onLost_.push(wrapEvent(listener));
- };
- var addOnContextRestoredListener = function(listener) {
- onRestored_.push(wrapEvent(listener));
- };
- function wrapAddEventListener(canvas) {
- var f = canvas.addEventListener;
- canvas.addEventListener = function(type, listener, bubble) {
- switch (type) {
- case 'webglcontextlost':
- addOnContextLostListener(listener);
- break;
- case 'webglcontextrestored':
- addOnContextRestoredListener(listener);
- break;
- default:
- f.apply(canvas, arguments);
- }
- };
- }
- wrapAddEventListener(canvas);
- canvas.loseContext = function() {
- if (!contextLost_) {
- contextLost_ = true;
- numCallsToLoseContext_ = 0;
- ++contextId_;
- while (unwrappedContext_.getError());
- clearErrors();
- glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
- var event = makeWebGLContextEvent("context lost");
- var callbacks = onLost_.slice();
- setTimeout(function() {
- //log("numCallbacks:" + callbacks.length);
- for (var ii = 0; ii < callbacks.length; ++ii) {
- //log("calling callback:" + ii);
- callbacks[ii](event);
- }
- if (restoreTimeout_ >= 0) {
- setTimeout(function() {
- canvas.restoreContext();
- }, restoreTimeout_);
- }
- }, 0);
- }
- };
- canvas.restoreContext = function() {
- if (contextLost_) {
- if (onRestored_.length) {
- setTimeout(function() {
- if (!canRestore_) {
- throw "can not restore. webglcontestlost listener did not call event.preventDefault";
- }
- freeResources();
- resetToInitialState(unwrappedContext_);
- contextLost_ = false;
- numCalls_ = 0;
- canRestore_ = false;
- var callbacks = onRestored_.slice();
- var event = makeWebGLContextEvent("context restored");
- for (var ii = 0; ii < callbacks.length; ++ii) {
- callbacks[ii](event);
- }
- }, 0);
- }
- }
- };
- canvas.loseContextInNCalls = function(numCalls) {
- if (contextLost_) {
- throw "You can not ask a lost contet to be lost";
- }
- numCallsToLoseContext_ = numCalls_ + numCalls;
- };
- canvas.getNumCalls = function() {
- return numCalls_;
- };
- canvas.setRestoreTimeout = function(timeout) {
- restoreTimeout_ = timeout;
- };
- function isWebGLObject(obj) {
- //return false;
- return (obj instanceof WebGLBuffer ||
- obj instanceof WebGLFramebuffer ||
- obj instanceof WebGLProgram ||
- obj instanceof WebGLRenderbuffer ||
- obj instanceof WebGLShader ||
- obj instanceof WebGLTexture);
- }
- function checkResources(args) {
- for (var ii = 0; ii < args.length; ++ii) {
- var arg = args[ii];
- if (isWebGLObject(arg)) {
- return arg.__webglDebugContextLostId__ == contextId_;
- }
- }
- return true;
- }
- function clearErrors() {
- var k = Object.keys(glErrorShadow_);
- for (var ii = 0; ii < k.length; ++ii) {
- delete glErrorShadow_[k[ii]];
- }
- }
- function loseContextIfTime() {
- ++numCalls_;
- if (!contextLost_) {
- if (numCallsToLoseContext_ == numCalls_) {
- canvas.loseContext();
- }
- }
- }
- // Makes a function that simulates WebGL when out of context.
- function makeLostContextFunctionWrapper(ctx, functionName) {
- var f = ctx[functionName];
- return function() {
- // log("calling:" + functionName);
- // Only call the functions if the context is not lost.
- loseContextIfTime();
- if (!contextLost_) {
- //if (!checkResources(arguments)) {
- // glErrorShadow_[wrappedContext_.INVALID_OPERATION] = true;
- // return;
- //}
- var result = f.apply(ctx, arguments);
- return result;
- }
- };
- }
- function freeResources() {
- for (var ii = 0; ii < resourceDb_.length; ++ii) {
- var resource = resourceDb_[ii];
- if (resource instanceof WebGLBuffer) {
- unwrappedContext_.deleteBuffer(resource);
- } else if (resource instanceof WebGLFramebuffer) {
- unwrappedContext_.deleteFramebuffer(resource);
- } else if (resource instanceof WebGLProgram) {
- unwrappedContext_.deleteProgram(resource);
- } else if (resource instanceof WebGLRenderbuffer) {
- unwrappedContext_.deleteRenderbuffer(resource);
- } else if (resource instanceof WebGLShader) {
- unwrappedContext_.deleteShader(resource);
- } else if (resource instanceof WebGLTexture) {
- unwrappedContext_.deleteTexture(resource);
- }
- else if (isWebGL2RenderingContext) {
- if (resource instanceof WebGLQuery) {
- unwrappedContext_.deleteQuery(resource);
- } else if (resource instanceof WebGLSampler) {
- unwrappedContext_.deleteSampler(resource);
- } else if (resource instanceof WebGLSync) {
- unwrappedContext_.deleteSync(resource);
- } else if (resource instanceof WebGLTransformFeedback) {
- unwrappedContext_.deleteTransformFeedback(resource);
- } else if (resource instanceof WebGLVertexArrayObject) {
- unwrappedContext_.deleteVertexArray(resource);
- }
- }
- }
- }
- function makeWebGLContextEvent(statusMessage) {
- return {
- statusMessage: statusMessage,
- preventDefault: function() {
- canRestore_ = true;
- }
- };
- }
- return canvas;
- function makeLostContextSimulatingContext(ctx) {
- // copy all functions and properties to wrapper
- for (var propertyName in ctx) {
- if (typeof ctx[propertyName] == 'function') {
- wrappedContext_[propertyName] = makeLostContextFunctionWrapper(
- ctx, propertyName);
- } else {
- makePropertyWrapper(wrappedContext_, ctx, propertyName);
- }
- }
- // Wrap a few functions specially.
- wrappedContext_.getError = function() {
- loseContextIfTime();
- if (!contextLost_) {
- var err;
- while (err = unwrappedContext_.getError()) {
- glErrorShadow_[err] = true;
- }
- }
- for (var err in glErrorShadow_) {
- if (glErrorShadow_[err]) {
- delete glErrorShadow_[err];
- return err;
- }
- }
- return wrappedContext_.NO_ERROR;
- };
- var creationFunctions = [
- "createBuffer",
- "createFramebuffer",
- "createProgram",
- "createRenderbuffer",
- "createShader",
- "createTexture"
- ];
- if (isWebGL2RenderingContext) {
- creationFunctions.push(
- "createQuery",
- "createSampler",
- "fenceSync",
- "createTransformFeedback",
- "createVertexArray"
- );
- }
- for (var ii = 0; ii < creationFunctions.length; ++ii) {
- var functionName = creationFunctions[ii];
- wrappedContext_[functionName] = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return null;
- }
- var obj = f.apply(ctx, arguments);
- obj.__webglDebugContextLostId__ = contextId_;
- resourceDb_.push(obj);
- return obj;
- };
- }(ctx[functionName]);
- }
- var functionsThatShouldReturnNull = [
- "getActiveAttrib",
- "getActiveUniform",
- "getBufferParameter",
- "getContextAttributes",
- "getAttachedShaders",
- "getFramebufferAttachmentParameter",
- "getParameter",
- "getProgramParameter",
- "getProgramInfoLog",
- "getRenderbufferParameter",
- "getShaderParameter",
- "getShaderInfoLog",
- "getShaderSource",
- "getTexParameter",
- "getUniform",
- "getUniformLocation",
- "getVertexAttrib"
- ];
- if (isWebGL2RenderingContext) {
- functionsThatShouldReturnNull.push(
- "getInternalformatParameter",
- "getQuery",
- "getQueryParameter",
- "getSamplerParameter",
- "getSyncParameter",
- "getTransformFeedbackVarying",
- "getIndexedParameter",
- "getUniformIndices",
- "getActiveUniforms",
- "getActiveUniformBlockParameter",
- "getActiveUniformBlockName"
- );
- }
- for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
- var functionName = functionsThatShouldReturnNull[ii];
- wrappedContext_[functionName] = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return null;
- }
- return f.apply(ctx, arguments);
- }
- }(wrappedContext_[functionName]);
- }
- var isFunctions = [
- "isBuffer",
- "isEnabled",
- "isFramebuffer",
- "isProgram",
- "isRenderbuffer",
- "isShader",
- "isTexture"
- ];
- if (isWebGL2RenderingContext) {
- isFunctions.push(
- "isQuery",
- "isSampler",
- "isSync",
- "isTransformFeedback",
- "isVertexArray"
- );
- }
- for (var ii = 0; ii < isFunctions.length; ++ii) {
- var functionName = isFunctions[ii];
- wrappedContext_[functionName] = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return false;
- }
- return f.apply(ctx, arguments);
- }
- }(wrappedContext_[functionName]);
- }
- wrappedContext_.checkFramebufferStatus = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return wrappedContext_.FRAMEBUFFER_UNSUPPORTED;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.checkFramebufferStatus);
- wrappedContext_.getAttribLocation = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return -1;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.getAttribLocation);
- wrappedContext_.getVertexAttribOffset = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return 0;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.getVertexAttribOffset);
- wrappedContext_.isContextLost = function() {
- return contextLost_;
- };
- if (isWebGL2RenderingContext) {
- wrappedContext_.getFragDataLocation = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return -1;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.getFragDataLocation);
- wrappedContext_.clientWaitSync = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return wrappedContext_.WAIT_FAILED;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.clientWaitSync);
- wrappedContext_.getUniformBlockIndex = function(f) {
- return function() {
- loseContextIfTime();
- if (contextLost_) {
- return wrappedContext_.INVALID_INDEX;
- }
- return f.apply(ctx, arguments);
- };
- }(wrappedContext_.getUniformBlockIndex);
- }
- return wrappedContext_;
- }
- }
- return {
- /**
- * Initializes this module. Safe to call more than once.
- * @param {!WebGLRenderingContext} ctx A WebGL context. If
- * you have more than one context it doesn't matter which one
- * you pass in, it is only used to pull out constants.
- */
- 'init': init,
- /**
- * Returns true or false if value matches any WebGL enum
- * @param {*} value Value to check if it might be an enum.
- * @return {boolean} True if value matches one of the WebGL defined enums
- */
- 'mightBeEnum': mightBeEnum,
- /**
- * Gets an string version of an WebGL enum.
- *
- * Example:
- * WebGLDebugUtil.init(ctx);
- * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
- *
- * @param {number} value Value to return an enum for
- * @return {string} The string version of the enum.
- */
- 'glEnumToString': glEnumToString,
- /**
- * Converts the argument of a WebGL function to a string.
- * Attempts to convert enum arguments to strings.
- *
- * Example:
- * WebGLDebugUtil.init(ctx);
- * var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 2, 0, gl.TEXTURE_2D);
- *
- * would return 'TEXTURE_2D'
- *
- * @param {string} functionName the name of the WebGL function.
- * @param {number} numArgs The number of arguments
- * @param {number} argumentIndx the index of the argument.
- * @param {*} value The value of the argument.
- * @return {string} The value as a string.
- */
- 'glFunctionArgToString': glFunctionArgToString,
- /**
- * Converts the arguments of a WebGL function to a string.
- * Attempts to convert enum arguments to strings.
- *
- * @param {string} functionName the name of the WebGL function.
- * @param {number} args The arguments.
- * @return {string} The arguments as a string.
- */
- 'glFunctionArgsToString': glFunctionArgsToString,
- /**
- * Given a WebGL context returns a wrapped context that calls
- * gl.getError after every command and calls a function if the
- * result is not NO_ERROR.
- *
- * You can supply your own function if you want. For example, if you'd like
- * an exception thrown on any GL error you could do this
- *
- * function throwOnGLError(err, funcName, args) {
- * throw WebGLDebugUtils.glEnumToString(err) +
- * " was caused by call to " + funcName;
- * };
- *
- * ctx = WebGLDebugUtils.makeDebugContext(
- * canvas.getContext("webgl"), throwOnGLError);
- *
- * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
- * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
- * to call when gl.getError returns an error. If not specified the default
- * function calls console.log with a message.
- * @param {!function(funcName, args): void} opt_onFunc The
- * function to call when each webgl function is called. You
- * can use this to log all calls for example.
- */
- 'makeDebugContext': makeDebugContext,
- /**
- * Given a canvas element returns a wrapped canvas element that will
- * simulate lost context. The canvas returned adds the following functions.
- *
- * loseContext:
- * simulates a lost context event.
- *
- * restoreContext:
- * simulates the context being restored.
- *
- * lostContextInNCalls:
- * loses the context after N gl calls.
- *
- * getNumCalls:
- * tells you how many gl calls there have been so far.
- *
- * setRestoreTimeout:
- * sets the number of milliseconds until the context is restored
- * after it has been lost. Defaults to 0. Pass -1 to prevent
- * automatic restoring.
- *
- * @param {!Canvas} canvas The canvas element to wrap.
- */
- 'makeLostContextSimulatingCanvas': makeLostContextSimulatingCanvas,
- /**
- * Resets a context to the initial state.
- * @param {!WebGLRenderingContext} ctx The webgl context to
- * reset.
- */
- 'resetToInitialState': resetToInitialState
- };
- }();
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