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+/*
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+** Copyright (c) 2012 The Khronos Group Inc.
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+**
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+** Permission is hereby granted, free of charge, to any person obtaining a
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+** copy of this software and/or associated documentation files (the
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+** "Materials"), to deal in the Materials without restriction, including
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+** without limitation the rights to use, copy, modify, merge, publish,
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+** distribute, sublicense, and/or sell copies of the Materials, and to
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+** permit persons to whom the Materials are furnished to do so, subject to
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+** the following conditions:
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+**
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+** The above copyright notice and this permission notice shall be included
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+** in all copies or substantial portions of the Materials.
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+**
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+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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+*/
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+
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+// Various functions for helping debug WebGL apps.
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+
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+WebGLDebugUtils = function() {
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+
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+/**
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+ * Wrapped logging function.
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+ * @param {string} msg Message to log.
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+ */
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+var log = function(msg) {
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+ if (window.console && window.console.log) {
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+ window.console.log(msg);
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+ }
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+};
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+
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+/**
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+ * Wrapped error logging function.
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+ * @param {string} msg Message to log.
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+ */
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+var error = function(msg) {
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+ if (window.console && window.console.error) {
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+ window.console.error(msg);
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+ } else {
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+ log(msg);
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+ }
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+};
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+
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+
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+/**
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+ * Which arguments are enums based on the number of arguments to the function.
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+ * So
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+ * 'texImage2D': {
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+ * 9: { 0:true, 2:true, 6:true, 7:true },
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+ * 6: { 0:true, 2:true, 3:true, 4:true },
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+ * },
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+ *
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+ * means if there are 9 arguments then 6 and 7 are enums, if there are 6
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+ * arguments 3 and 4 are enums
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+ *
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+ * @type {!Object.<number, !Object.<number, string>}}
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+ */
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+var glValidEnumContexts = {
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+ // Generic setters and getters
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+
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+ 'enable': {1: { 0:true }},
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+ 'disable': {1: { 0:true }},
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+ 'getParameter': {1: { 0:true }},
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+
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+ // Rendering
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+
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+ 'drawArrays': {3:{ 0:true }},
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+ 'drawElements': {4:{ 0:true, 2:true }},
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+
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+ // Shaders
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+
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+ 'createShader': {1: { 0:true }},
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+ 'getShaderParameter': {2: { 1:true }},
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+ 'getProgramParameter': {2: { 1:true }},
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+ 'getShaderPrecisionFormat': {2: { 0: true, 1:true }},
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+
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+ // Vertex attributes
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+
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+ 'getVertexAttrib': {2: { 1:true }},
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+ 'vertexAttribPointer': {6: { 2:true }},
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+
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+ // Textures
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+
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+ 'bindTexture': {2: { 0:true }},
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+ 'activeTexture': {1: { 0:true }},
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+ 'getTexParameter': {2: { 0:true, 1:true }},
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+ 'texParameterf': {3: { 0:true, 1:true }},
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+ 'texParameteri': {3: { 0:true, 1:true, 2:true }},
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+ 'texImage2D': {
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+ 9: { 0:true, 2:true, 6:true, 7:true },
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+ 6: { 0:true, 2:true, 3:true, 4:true },
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+ },
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+ 'texSubImage2D': {
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+ 9: { 0:true, 6:true, 7:true },
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+ 7: { 0:true, 4:true, 5:true },
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+ },
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+ 'copyTexImage2D': {8: { 0:true, 2:true }},
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+ 'copyTexSubImage2D': {8: { 0:true }},
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+ 'generateMipmap': {1: { 0:true }},
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+ 'compressedTexImage2D': {7: { 0: true, 2:true }},
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+ 'compressedTexSubImage2D': {8: { 0: true, 6:true }},
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+
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+ // Buffer objects
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+
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+ 'bindBuffer': {2: { 0:true }},
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+ 'bufferData': {3: { 0:true, 2:true }},
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+ 'bufferSubData': {3: { 0:true }},
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+ 'getBufferParameter': {2: { 0:true, 1:true }},
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+
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+ // Renderbuffers and framebuffers
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+
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+ 'pixelStorei': {2: { 0:true, 1:true }},
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+ 'readPixels': {7: { 4:true, 5:true }},
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+ 'bindRenderbuffer': {2: { 0:true }},
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+ 'bindFramebuffer': {2: { 0:true }},
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+ 'checkFramebufferStatus': {1: { 0:true }},
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+ 'framebufferRenderbuffer': {4: { 0:true, 1:true, 2:true }},
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+ 'framebufferTexture2D': {5: { 0:true, 1:true, 2:true }},
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+ 'getFramebufferAttachmentParameter': {3: { 0:true, 1:true, 2:true }},
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+ 'getRenderbufferParameter': {2: { 0:true, 1:true }},
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+ 'renderbufferStorage': {4: { 0:true, 1:true }},
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+
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+ // Frame buffer operations (clear, blend, depth test, stencil)
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+
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+ 'clear': {1: { 0:true }},
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+ 'depthFunc': {1: { 0:true }},
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+ 'blendFunc': {2: { 0:true, 1:true }},
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+ 'blendFuncSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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+ 'blendEquation': {1: { 0:true }},
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+ 'blendEquationSeparate': {2: { 0:true, 1:true }},
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+ 'stencilFunc': {3: { 0:true }},
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+ 'stencilFuncSeparate': {4: { 0:true, 1:true }},
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+ 'stencilMaskSeparate': {2: { 0:true }},
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+ 'stencilOp': {3: { 0:true, 1:true, 2:true }},
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+ 'stencilOpSeparate': {4: { 0:true, 1:true, 2:true, 3:true }},
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+
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+ // Culling
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+
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+ 'cullFace': {1: { 0:true }},
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+ 'frontFace': {1: { 0:true }},
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+};
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+
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+/**
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+ * Map of numbers to names.
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+ * @type {Object}
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+ */
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+var glEnums = null;
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+
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+/**
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+ * Initializes this module. Safe to call more than once.
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+ * @param {!WebGLRenderingContext} ctx A WebGL context. If
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+ * you have more than one context it doesn't matter which one
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+ * you pass in, it is only used to pull out constants.
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+ */
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+function init(ctx) {
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+ if (glEnums == null) {
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+ glEnums = { };
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+ for (var propertyName in ctx) {
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+ if (typeof ctx[propertyName] == 'number') {
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+ glEnums[ctx[propertyName]] = propertyName;
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+ }
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+ }
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+ }
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+}
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+
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+/**
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+ * Checks the utils have been initialized.
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+ */
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+function checkInit() {
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+ if (glEnums == null) {
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+ throw 'WebGLDebugUtils.init(ctx) not called';
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+ }
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+}
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+
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+/**
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+ * Returns true or false if value matches any WebGL enum
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+ * @param {*} value Value to check if it might be an enum.
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+ * @return {boolean} True if value matches one of the WebGL defined enums
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+ */
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+function mightBeEnum(value) {
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+ checkInit();
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+ return (glEnums[value] !== undefined);
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+}
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+
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+/**
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+ * Gets an string version of an WebGL enum.
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+ *
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+ * Example:
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+ * var str = WebGLDebugUtil.glEnumToString(ctx.getError());
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+ *
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+ * @param {number} value Value to return an enum for
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+ * @return {string} The string version of the enum.
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+ */
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+function glEnumToString(value) {
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+ checkInit();
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+ var name = glEnums[value];
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+ return (name !== undefined) ? ("gl." + name) :
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+ ("/*UNKNOWN WebGL ENUM*/ 0x" + value.toString(16) + "");
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+}
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+
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+/**
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+ * Returns the string version of a WebGL argument.
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+ * Attempts to convert enum arguments to strings.
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+ * @param {string} functionName the name of the WebGL function.
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+ * @param {number} numArgs the number of arguments passed to the function.
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+ * @param {number} argumentIndx the index of the argument.
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+ * @param {*} value The value of the argument.
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+ * @return {string} The value as a string.
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+ */
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+function glFunctionArgToString(functionName, numArgs, argumentIndex, value) {
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+ var funcInfo = glValidEnumContexts[functionName];
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+ if (funcInfo !== undefined) {
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+ var funcInfo = funcInfo[numArgs];
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+ if (funcInfo !== undefined) {
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+ if (funcInfo[argumentIndex]) {
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+ return glEnumToString(value);
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+ }
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+ }
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+ }
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+ if (value === null) {
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+ return "null";
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+ } else if (value === undefined) {
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+ return "undefined";
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+ } else {
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+ return value.toString();
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+ }
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+}
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+
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+/**
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+ * Converts the arguments of a WebGL function to a string.
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+ * Attempts to convert enum arguments to strings.
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+ *
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+ * @param {string} functionName the name of the WebGL function.
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+ * @param {number} args The arguments.
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+ * @return {string} The arguments as a string.
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+ */
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+function glFunctionArgsToString(functionName, args) {
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+ // apparently we can't do args.join(",");
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+ var argStr = "";
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+ var numArgs = args.length;
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+ for (var ii = 0; ii < numArgs; ++ii) {
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+ argStr += ((ii == 0) ? '' : ', ') +
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+ glFunctionArgToString(functionName, numArgs, ii, args[ii]);
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+ }
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+ return argStr;
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+};
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+
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+
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+function makePropertyWrapper(wrapper, original, propertyName) {
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+ //log("wrap prop: " + propertyName);
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+ wrapper.__defineGetter__(propertyName, function() {
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+ return original[propertyName];
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+ });
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+ // TODO(gmane): this needs to handle properties that take more than
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+ // one value?
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+ wrapper.__defineSetter__(propertyName, function(value) {
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+ //log("set: " + propertyName);
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+ original[propertyName] = value;
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+ });
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+}
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+
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+// Makes a function that calls a function on another object.
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+function makeFunctionWrapper(original, functionName) {
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+ //log("wrap fn: " + functionName);
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+ var f = original[functionName];
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+ return function() {
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+ //log("call: " + functionName);
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+ var result = f.apply(original, arguments);
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+ return result;
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+ };
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+}
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+
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+/**
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+ * Given a WebGL context returns a wrapped context that calls
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+ * gl.getError after every command and calls a function if the
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+ * result is not gl.NO_ERROR.
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+ *
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+ * @param {!WebGLRenderingContext} ctx The webgl context to
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+ * wrap.
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+ * @param {!function(err, funcName, args): void} opt_onErrorFunc
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+ * The function to call when gl.getError returns an
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+ * error. If not specified the default function calls
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+ * console.log with a message.
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+ * @param {!function(funcName, args): void} opt_onFunc The
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+ * function to call when each webgl function is called.
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+ * You can use this to log all calls for example.
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+ */
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+function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc) {
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+ init(ctx);
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+ opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
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+ // apparently we can't do args.join(",");
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+ var argStr = "";
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+ var numArgs = args.length;
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+ for (var ii = 0; ii < numArgs; ++ii) {
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+ argStr += ((ii == 0) ? '' : ', ') +
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+ glFunctionArgToString(functionName, numArgs, ii, args[ii]);
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+ }
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+ error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
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+ "(" + argStr + ")");
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+ };
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+
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+ // Holds booleans for each GL error so after we get the error ourselves
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+ // we can still return it to the client app.
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+ var glErrorShadow = { };
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+
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+ // Makes a function that calls a WebGL function and then calls getError.
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+ function makeErrorWrapper(ctx, functionName) {
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+ return function() {
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+ if (opt_onFunc) {
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+ opt_onFunc(functionName, arguments);
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+ }
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+ var result = ctx[functionName].apply(ctx, arguments);
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+ var err = ctx.getError();
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+ if (err != 0) {
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+ glErrorShadow[err] = true;
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+ opt_onErrorFunc(err, functionName, arguments);
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+ }
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+ return result;
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+ };
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+ }
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+
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+ // Make a an object that has a copy of every property of the WebGL context
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+ // but wraps all functions.
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+ var wrapper = {};
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+ for (var propertyName in ctx) {
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+ if (typeof ctx[propertyName] == 'function') {
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+ wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
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+ } else {
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+ makePropertyWrapper(wrapper, ctx, propertyName);
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+ }
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+ }
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+
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+ // Override the getError function with one that returns our saved results.
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+ wrapper.getError = function() {
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+ for (var err in glErrorShadow) {
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+ if (glErrorShadow.hasOwnProperty(err)) {
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+ if (glErrorShadow[err]) {
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+ glErrorShadow[err] = false;
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+ return err;
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+ }
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+ }
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+ }
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|
|
+ return ctx.NO_ERROR;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ return wrapper;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+function resetToInitialState(ctx) {
|
|
|
|
+ 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);
|
|
|
|
+ }
|
|
|
|
+ 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);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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);
|
|
|
|
+
|
|
|
|
+ // 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;
|
|
|
|
+
|
|
|
|
+ // 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) {
|
|
|
|
+ if (ctx != unwrappedContext_) {
|
|
|
|
+ if (unwrappedContext_) {
|
|
|
|
+ throw "got different context"
|
|
|
|
+ }
|
|
|
|
+ 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];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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"
|
|
|
|
+ ];
|
|
|
|
+ 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"
|
|
|
|
+ ];
|
|
|
|
+ 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"
|
|
|
|
+ ];
|
|
|
|
+ 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_;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ 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
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+}();
|
|
|
|
+
|