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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
|
|
|
|
-};
|
|
|
|
-
|
|
|
|
-}();
|
|
|
|
-
|
|
|