/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGL2Context.h"
#include "GLContext.h"
#include "WebGLSync.h"
namespace mozilla {
// -------------------------------------------------------------------------
// Sync objects
already_AddRefed<WebGLSync> WebGL2Context::FenceSync(GLenum condition,
GLbitfield flags) {
if (IsContextLost()) return nullptr;
if (condition != LOCAL_GL_SYNC_GPU_COMMANDS_COMPLETE) {
ErrorInvalidEnum("fenceSync: condition must be SYNC_GPU_COMMANDS_COMPLETE");
return nullptr;
}
if (flags != 0) {
ErrorInvalidValue("fenceSync: flags must be 0");
return nullptr;
}
RefPtr<WebGLSync> globj = new WebGLSync(this, condition, flags);
const auto& availRunnable = EnsureAvailabilityRunnable();
availRunnable->mSyncs.push_back(globj);
return globj.forget();
}
bool WebGL2Context::IsSync(const WebGLSync* sync) {
if (!ValidateIsObject("isSync", sync)) return false;
return true;
}
void WebGL2Context::DeleteSync(WebGLSync* sync) {
if (!ValidateDeleteObject("deleteSync", sync)) return;
sync->RequestDelete();
}
GLenum WebGL2Context::ClientWaitSync(const WebGLSync& sync, GLbitfield flags,
GLuint64 timeout) {
const char funcName[] = "clientWaitSync";
if (IsContextLost()) return LOCAL_GL_WAIT_FAILED;
if (!ValidateObject(funcName, sync)) return LOCAL_GL_WAIT_FAILED;
if (flags != 0 && flags != LOCAL_GL_SYNC_FLUSH_COMMANDS_BIT) {
ErrorInvalidValue("%s: `flags` must be SYNC_FLUSH_COMMANDS_BIT or 0.",
funcName);
return LOCAL_GL_WAIT_FAILED;
}
if (timeout > kMaxClientWaitSyncTimeoutNS) {
ErrorInvalidOperation("%s: `timeout` must not exceed %s nanoseconds.",
funcName, "MAX_CLIENT_WAIT_TIMEOUT_WEBGL");
return LOCAL_GL_WAIT_FAILED;
}
const bool canBeAvailable =
(sync.mCanBeAvailable || gfxPrefs::WebGLImmediateQueries());
if (!canBeAvailable) {
if (timeout) {
GenerateWarning(
"%s: Sync object not yet queryable. Please wait for the event"
" loop.",
funcName);
}
return LOCAL_GL_WAIT_FAILED;
}
const auto ret = gl->fClientWaitSync(sync.mGLName, flags, timeout);
if (ret == LOCAL_GL_CONDITION_SATISFIED || ret == LOCAL_GL_ALREADY_SIGNALED) {
sync.MarkSignaled();
}
return ret;
}
void WebGL2Context::WaitSync(const WebGLSync& sync, GLbitfield flags,
GLint64 timeout) {
const char funcName[] = "waitSync";
if (IsContextLost()) return;
if (!ValidateObject(funcName, sync)) return;
if (flags != 0) {
ErrorInvalidValue("%s: `flags` must be 0.", funcName);
return;
}
if (timeout != -1) {
ErrorInvalidValue("%s: `timeout` must be TIMEOUT_IGNORED.", funcName);
return;
}
gl->fWaitSync(sync.mGLName, flags, LOCAL_GL_TIMEOUT_IGNORED);
}
void WebGL2Context::GetSyncParameter(JSContext*, const WebGLSync& sync,
GLenum pname,
JS::MutableHandleValue retval) {
const char funcName[] = "getSyncParameter";
retval.setNull();
if (IsContextLost()) return;
if (!ValidateObject(funcName, sync)) return;
////
const bool canBeAvailable =
(sync.mCanBeAvailable || gfxPrefs::WebGLImmediateQueries());
if (!canBeAvailable && pname == LOCAL_GL_SYNC_STATUS) {
retval.set(JS::Int32Value(LOCAL_GL_UNSIGNALED));
return;
}
GLint result = 0;
switch (pname) {
case LOCAL_GL_OBJECT_TYPE:
case LOCAL_GL_SYNC_STATUS:
case LOCAL_GL_SYNC_CONDITION:
case LOCAL_GL_SYNC_FLAGS:
gl->fGetSynciv(sync.mGLName, pname, 1, nullptr, &result);
if (pname == LOCAL_GL_SYNC_STATUS && result == LOCAL_GL_SIGNALED) {
sync.MarkSignaled();
}
retval.set(JS::Int32Value(result));
return;
default:
ErrorInvalidEnum("%s: Invalid pname 0x%04x", funcName, pname);
return;
}
}
} // namespace mozilla