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/* -*- Mode: C++; tab-width: 20; 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 "WebGLContext.h"

#include <algorithm>
#include <queue>

#include "AccessCheck.h"
#include "gfxContext.h"
#include "gfxCrashReporterUtils.h"
#include "gfxPattern.h"
#include "gfxPrefs.h"
#include "gfxUtils.h"
#include "MozFramebuffer.h"
#include "GLBlitHelper.h"
#include "GLContext.h"
#include "GLContextProvider.h"
#include "GLReadTexImageHelper.h"
#include "GLScreenBuffer.h"
#include "ImageContainer.h"
#include "ImageEncoder.h"
#include "Layers.h"
#include "LayerUserData.h"
#include "mozilla/dom/BindingUtils.h"
#include "mozilla/dom/Event.h"
#include "mozilla/dom/HTMLVideoElement.h"
#include "mozilla/dom/ImageData.h"
#include "mozilla/dom/WebGLContextEvent.h"
#include "mozilla/EnumeratedArrayCycleCollection.h"
#include "mozilla/Preferences.h"
#include "mozilla/ProcessPriorityManager.h"
#include "mozilla/ScopeExit.h"
#include "mozilla/Services.h"
#include "mozilla/Telemetry.h"
#include "nsContentUtils.h"
#include "nsDisplayList.h"
#include "nsError.h"
#include "nsIClassInfoImpl.h"
#include "nsIConsoleService.h"
#include "nsIDOMEvent.h"
#include "nsIGfxInfo.h"
#include "nsIObserverService.h"
#include "nsIVariant.h"
#include "nsIWidget.h"
#include "nsIXPConnect.h"
#include "nsServiceManagerUtils.h"
#include "SVGObserverUtils.h"
#include "prenv.h"
#include "ScopedGLHelpers.h"
#include "VRManagerChild.h"
#include "mozilla/layers/TextureClientSharedSurface.h"
#include "mozilla/layers/WebRenderUserData.h"
#include "mozilla/layers/WebRenderCanvasRenderer.h"

// Local
#include "CanvasUtils.h"
#include "WebGL1Context.h"
#include "WebGLActiveInfo.h"
#include "WebGLBuffer.h"
#include "WebGLContextLossHandler.h"
#include "WebGLContextUtils.h"
#include "WebGLExtensions.h"
#include "WebGLFramebuffer.h"
#include "WebGLMemoryTracker.h"
#include "WebGLObjectModel.h"
#include "WebGLProgram.h"
#include "WebGLQuery.h"
#include "WebGLSampler.h"
#include "WebGLShader.h"
#include "WebGLSync.h"
#include "WebGLTransformFeedback.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"

#ifdef MOZ_WIDGET_COCOA
#include "nsCocoaFeatures.h"
#endif

#ifdef XP_WIN
#include "WGLLibrary.h"
#endif

// Generated
#include "mozilla/dom/WebGLRenderingContextBinding.h"

namespace mozilla {

using namespace mozilla::dom;
using namespace mozilla::gfx;
using namespace mozilla::gl;
using namespace mozilla::layers;

WebGLContextOptions::WebGLContextOptions()
    : alpha(true),
      depth(true),
      stencil(false),
      premultipliedAlpha(true),
      antialias(true),
      preserveDrawingBuffer(false),
      failIfMajorPerformanceCaveat(false) {
  // Set default alpha state based on preference.
  if (gfxPrefs::WebGLDefaultNoAlpha()) alpha = false;
}

WebGLContext::WebGLContext()
    : WebGLContextUnchecked(nullptr),
      mMaxPerfWarnings(gfxPrefs::WebGLMaxPerfWarnings()),
      mNumPerfWarnings(0),
      mMaxAcceptableFBStatusInvals(
          gfxPrefs::WebGLMaxAcceptableFBStatusInvals()),
      mDataAllocGLCallCount(0),
      mBypassShaderValidation(false),
      mEmptyTFO(0),
      mContextLossHandler(this),
      mNeedsFakeNoAlpha(false),
      mNeedsFakeNoDepth(false),
      mNeedsFakeNoStencil(false),
      mAllowFBInvalidation(gfxPrefs::WebGLFBInvalidation()),
      mMsaaSamples(gfxPrefs::WebGLMsaaSamples()) {
  mGeneration = 0;
  mInvalidated = false;
  mCapturedFrameInvalidated = false;
  mShouldPresent = true;
  mResetLayer = true;
  mOptionsFrozen = false;
  mDisableExtensions = false;
  mIsMesa = false;
  mEmitContextLostErrorOnce = false;
  mWebGLError = 0;
  mUnderlyingGLError = 0;

  mContextLostErrorSet = false;

  mViewportX = 0;
  mViewportY = 0;
  mViewportWidth = 0;
  mViewportHeight = 0;

  mDitherEnabled = 1;
  mRasterizerDiscardEnabled = 0;  // OpenGL ES 3.0 spec p244
  mScissorTestEnabled = 0;
  mStencilTestEnabled = 0;

  if (NS_IsMainThread()) {
    // XXX mtseng: bug 709490, not thread safe
    WebGLMemoryTracker::AddWebGLContext(this);
  }

  mAllowContextRestore = true;
  mLastLossWasSimulated = false;
  mContextStatus = ContextNotLost;
  mLoseContextOnMemoryPressure = false;
  mCanLoseContextInForeground = true;
  mRestoreWhenVisible = false;

  mAlreadyGeneratedWarnings = 0;
  mAlreadyWarnedAboutFakeVertexAttrib0 = false;
  mAlreadyWarnedAboutViewportLargerThanDest = false;

  mMaxWarnings = gfxPrefs::WebGLMaxWarningsPerContext();
  if (mMaxWarnings < -1) {
    GenerateWarning(
        "webgl.max-warnings-per-context size is too large (seems like a "
        "negative value wrapped)");
    mMaxWarnings = 0;
  }

  mLastUseIndex = 0;

  mDisableFragHighP = false;

  mDrawCallsSinceLastFlush = 0;
}

WebGLContext::~WebGLContext() {
  RemovePostRefreshObserver();

  DestroyResourcesAndContext();
  if (NS_IsMainThread()) {
    // XXX mtseng: bug 709490, not thread safe
    WebGLMemoryTracker::RemoveWebGLContext(this);
  }
}

template <typename T>
void ClearLinkedList(LinkedList<T>& list) {
  while (!list.isEmpty()) {
    list.getLast()->DeleteOnce();
  }
}

void WebGLContext::DestroyResourcesAndContext() {
  if (!gl) return;

  mDefaultFB = nullptr;
  mResolvedDefaultFB = nullptr;

  mBound2DTextures.Clear();
  mBoundCubeMapTextures.Clear();
  mBound3DTextures.Clear();
  mBound2DArrayTextures.Clear();
  mBoundSamplers.Clear();
  mBoundArrayBuffer = nullptr;
  mBoundCopyReadBuffer = nullptr;
  mBoundCopyWriteBuffer = nullptr;
  mBoundPixelPackBuffer = nullptr;
  mBoundPixelUnpackBuffer = nullptr;
  mBoundUniformBuffer = nullptr;
  mCurrentProgram = nullptr;
  mActiveProgramLinkInfo = nullptr;
  mBoundDrawFramebuffer = nullptr;
  mBoundReadFramebuffer = nullptr;
  mBoundRenderbuffer = nullptr;
  mBoundVertexArray = nullptr;
  mDefaultVertexArray = nullptr;
  mBoundTransformFeedback = nullptr;
  mDefaultTransformFeedback = nullptr;

  mQuerySlot_SamplesPassed = nullptr;
  mQuerySlot_TFPrimsWritten = nullptr;
  mQuerySlot_TimeElapsed = nullptr;

  mIndexedUniformBufferBindings.clear();

  if (mAvailabilityRunnable) {
    mAvailabilityRunnable->Run();
  }

  //////

  ClearLinkedList(mBuffers);
  ClearLinkedList(mFramebuffers);
  ClearLinkedList(mPrograms);
  ClearLinkedList(mQueries);
  ClearLinkedList(mRenderbuffers);
  ClearLinkedList(mSamplers);
  ClearLinkedList(mShaders);
  ClearLinkedList(mSyncs);
  ClearLinkedList(mTextures);
  ClearLinkedList(mTransformFeedbacks);
  ClearLinkedList(mVertexArrays);

  //////

  if (mEmptyTFO) {
    gl->fDeleteTransformFeedbacks(1, &mEmptyTFO);
    mEmptyTFO = 0;
  }

  //////

  mFakeBlack_2D_0000 = nullptr;
  mFakeBlack_2D_0001 = nullptr;
  mFakeBlack_CubeMap_0000 = nullptr;
  mFakeBlack_CubeMap_0001 = nullptr;
  mFakeBlack_3D_0000 = nullptr;
  mFakeBlack_3D_0001 = nullptr;
  mFakeBlack_2D_Array_0000 = nullptr;
  mFakeBlack_2D_Array_0001 = nullptr;

  if (mFakeVertexAttrib0BufferObject) {
    gl->fDeleteBuffers(1, &mFakeVertexAttrib0BufferObject);
    mFakeVertexAttrib0BufferObject = 0;
  }

  // disable all extensions except "WEBGL_lose_context". see bug #927969
  // spec: http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
  for (size_t i = 0; i < size_t(WebGLExtensionID::Max); ++i) {
    WebGLExtensionID extension = WebGLExtensionID(i);

    if (!IsExtensionEnabled(extension) ||
        (extension == WebGLExtensionID::WEBGL_lose_context))
      continue;

    mExtensions[extension]->MarkLost();
    mExtensions[extension] = nullptr;
  }

  // We just got rid of everything, so the context had better
  // have been going away.
  if (GLContext::ShouldSpew()) {
    printf_stderr("--- WebGL context destroyed: %p\n", gl.get());
  }

  MOZ_ASSERT(gl);
  gl->MarkDestroyed();
  mGL_OnlyClearInDestroyResourcesAndContext = nullptr;
  MOZ_ASSERT(!gl);
}

void WebGLContext::Invalidate() {
  if (!mCanvasElement) return;

  mCapturedFrameInvalidated = true;

  if (mInvalidated) return;

  SVGObserverUtils::InvalidateDirectRenderingObservers(mCanvasElement);

  mInvalidated = true;
  mCanvasElement->InvalidateCanvasContent(nullptr);
}

void WebGLContext::OnVisibilityChange() {
  if (!IsContextLost()) {
    return;
  }

  if (!mRestoreWhenVisible || mLastLossWasSimulated) {
    return;
  }

  ForceRestoreContext();
}

void WebGLContext::OnMemoryPressure() {
  bool shouldLoseContext = mLoseContextOnMemoryPressure;

  if (!mCanLoseContextInForeground &&
      ProcessPriorityManager::CurrentProcessIsForeground()) {
    shouldLoseContext = false;
  }

  if (shouldLoseContext) ForceLoseContext();
}

//
// nsICanvasRenderingContextInternal
//

NS_IMETHODIMP
WebGLContext::SetContextOptions(JSContext* cx, JS::Handle<JS::Value> options,
                                ErrorResult& aRvForDictionaryInit) {
  if (options.isNullOrUndefined() && mOptionsFrozen) return NS_OK;

  WebGLContextAttributes attributes;
  if (!attributes.Init(cx, options)) {
    aRvForDictionaryInit.Throw(NS_ERROR_UNEXPECTED);
    return NS_ERROR_UNEXPECTED;
  }

  WebGLContextOptions newOpts;

  newOpts.stencil = attributes.mStencil;
  newOpts.depth = attributes.mDepth;
  newOpts.premultipliedAlpha = attributes.mPremultipliedAlpha;
  newOpts.antialias = attributes.mAntialias;
  newOpts.preserveDrawingBuffer = attributes.mPreserveDrawingBuffer;
  newOpts.failIfMajorPerformanceCaveat =
      attributes.mFailIfMajorPerformanceCaveat;

  if (attributes.mAlpha.WasPassed()) newOpts.alpha = attributes.mAlpha.Value();

  // Don't do antialiasing if we've disabled MSAA.
  if (!gfxPrefs::MSAALevel()) newOpts.antialias = false;

#if 0
    GenerateWarning("aaHint: %d stencil: %d depth: %d alpha: %d premult: %d preserve: %d\n",
               newOpts.antialias ? 1 : 0,
               newOpts.stencil ? 1 : 0,
               newOpts.depth ? 1 : 0,
               newOpts.alpha ? 1 : 0,
               newOpts.premultipliedAlpha ? 1 : 0,
               newOpts.preserveDrawingBuffer ? 1 : 0);
#endif

  if (mOptionsFrozen && newOpts != mOptions) {
    // Error if the options are already frozen, and the ones that were asked for
    // aren't the same as what they were originally.
    return NS_ERROR_FAILURE;
  }

  mOptions = newOpts;
  return NS_OK;
}

/* So there are a number of points of failure here. We might fail based
 * on EGL vs. WGL, or we might fail to alloc a too-large size, or we
 * might not be able to create a context with a certain combo of context
 * creation attribs.
 *
 * We don't want to test the complete fallback matrix. (for now, at
 * least) Instead, attempt creation in this order:
 * 1. By platform API. (e.g. EGL vs. WGL)
 * 2. By context creation attribs.
 * 3. By size.
 *
 * That is, try to create headless contexts based on the platform API.
 * Next, create dummy-sized backbuffers for the contexts with the right
 * caps. Finally, resize the backbuffer to an acceptable size given the
 * requested size.
 */

static bool IsFeatureInBlacklist(const nsCOMPtr<nsIGfxInfo>& gfxInfo,
                                 int32_t feature,
                                 nsCString* const out_blacklistId) {
  int32_t status;
  if (!NS_SUCCEEDED(gfxUtils::ThreadSafeGetFeatureStatus(
          gfxInfo, feature, *out_blacklistId, &status))) {
    return false;
  }

  return status != nsIGfxInfo::FEATURE_STATUS_OK;
}

static bool HasAcceleratedLayers(const nsCOMPtr<nsIGfxInfo>& gfxInfo) {
  int32_t status;

  nsCString discardFailureId;
  gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
                                       nsIGfxInfo::FEATURE_DIRECT3D_9_LAYERS,
                                       discardFailureId, &status);
  if (status) return true;
  gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
                                       nsIGfxInfo::FEATURE_DIRECT3D_10_LAYERS,
                                       discardFailureId, &status);
  if (status) return true;
  gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
                                       nsIGfxInfo::FEATURE_DIRECT3D_10_1_LAYERS,
                                       discardFailureId, &status);
  if (status) return true;
  gfxUtils::ThreadSafeGetFeatureStatus(gfxInfo,
                                       nsIGfxInfo::FEATURE_DIRECT3D_11_LAYERS,
                                       discardFailureId, &status);
  if (status) return true;
  gfxUtils::ThreadSafeGetFeatureStatus(
      gfxInfo, nsIGfxInfo::FEATURE_OPENGL_LAYERS, discardFailureId, &status);
  if (status) return true;

  return false;
}

static void PopulateCapFallbackQueue(
    const gl::SurfaceCaps& baseCaps,
    std::queue<gl::SurfaceCaps>* out_fallbackCaps) {
  out_fallbackCaps->push(baseCaps);
}

static gl::SurfaceCaps BaseCaps(const WebGLContextOptions& options,
                                WebGLContext* webgl) {
  gl::SurfaceCaps baseCaps;

  baseCaps.color = true;
  baseCaps.alpha = true;
  baseCaps.antialias = false;
  baseCaps.depth = false;
  baseCaps.stencil = false;
  baseCaps.premultAlpha = options.premultipliedAlpha;
  baseCaps.preserve = options.preserveDrawingBuffer;

  if (!baseCaps.alpha) {
    baseCaps.premultAlpha = true;
  }

  if (!gfxPrefs::WebGLForceMSAA()) {
    const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();

    nsCString blocklistId;
    if (IsFeatureInBlacklist(gfxInfo, nsIGfxInfo::FEATURE_WEBGL_MSAA,
                             &blocklistId)) {
      webgl->GenerateWarning(
          "Disallowing antialiased backbuffers due"
          " to blacklisting.");
      baseCaps.antialias = false;
    }
  }

  return baseCaps;
}

////////////////////////////////////////

static already_AddRefed<gl::GLContext> CreateGLWithEGL(
    const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
    WebGLContext* webgl,
    std::vector<WebGLContext::FailureReason>* const out_failReasons) {
  const gfx::IntSize dummySize(16, 16);
  nsCString failureId;
  RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(
      dummySize, caps, flags, &failureId);
  if (gl && gl->IsANGLE()) {
    gl = nullptr;
  }

  if (!gl) {
    out_failReasons->push_back(WebGLContext::FailureReason(
        failureId, "Error during EGL OpenGL init."));
    return nullptr;
  }

  return gl.forget();
}

static already_AddRefed<GLContext> CreateGLWithANGLE(
    const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
    WebGLContext* webgl,
    std::vector<WebGLContext::FailureReason>* const out_failReasons) {
  const gfx::IntSize dummySize(16, 16);
  nsCString failureId;
  RefPtr<GLContext> gl = gl::GLContextProviderEGL::CreateOffscreen(
      dummySize, caps, flags, &failureId);
  if (gl && !gl->IsANGLE()) {
    gl = nullptr;
  }

  if (!gl) {
    out_failReasons->push_back(WebGLContext::FailureReason(
        failureId, "Error during ANGLE OpenGL init."));
    return nullptr;
  }

  return gl.forget();
}

static already_AddRefed<gl::GLContext> CreateGLWithDefault(
    const gl::SurfaceCaps& caps, gl::CreateContextFlags flags,
    WebGLContext* webgl,
    std::vector<WebGLContext::FailureReason>* const out_failReasons) {
  const gfx::IntSize dummySize(16, 16);
  nsCString failureId;
  RefPtr<GLContext> gl = gl::GLContextProvider::CreateOffscreen(
      dummySize, caps, flags, &failureId);
  if (gl && gl->IsANGLE()) {
    gl = nullptr;
  }

  if (!gl) {
    out_failReasons->push_back(WebGLContext::FailureReason(
        failureId, "Error during native OpenGL init."));
    return nullptr;
  }

  return gl.forget();
}

////////////////////////////////////////

bool WebGLContext::CreateAndInitGLWith(
    FnCreateGL_T fnCreateGL, const gl::SurfaceCaps& baseCaps,
    gl::CreateContextFlags flags,
    std::vector<FailureReason>* const out_failReasons) {
  std::queue<gl::SurfaceCaps> fallbackCaps;
  PopulateCapFallbackQueue(baseCaps, &fallbackCaps);

  MOZ_RELEASE_ASSERT(!gl, "GFX: Already have a context.");
  RefPtr<gl::GLContext> potentialGL;
  while (!fallbackCaps.empty()) {
    const gl::SurfaceCaps& caps = fallbackCaps.front();
    potentialGL = fnCreateGL(caps, flags, this, out_failReasons);
    if (potentialGL) break;

    fallbackCaps.pop();
  }
  if (!potentialGL) {
    out_failReasons->push_back(FailureReason(
        "FEATURE_FAILURE_WEBGL_EXHAUSTED_CAPS", "Exhausted GL driver caps."));
    return false;
  }

  FailureReason reason;

  mGL_OnlyClearInDestroyResourcesAndContext = potentialGL;
  MOZ_RELEASE_ASSERT(gl);
  if (!InitAndValidateGL(&reason)) {
    DestroyResourcesAndContext();
    MOZ_RELEASE_ASSERT(!gl);

    // The fail reason here should be specific enough for now.
    out_failReasons->push_back(reason);
    return false;
  }

  return true;
}

bool WebGLContext::CreateAndInitGL(
    bool forceEnabled, std::vector<FailureReason>* const out_failReasons) {
  // Can't use WebGL in headless mode.
  if (gfxPlatform::IsHeadless()) {
    FailureReason reason;
    reason.info =
        "Can't use WebGL in headless mode (https://bugzil.la/1375585).";
    out_failReasons->push_back(reason);
    GenerateWarning("%s", reason.info.BeginReading());
    return false;
  }

  // WebGL2 is separately blocked:
  if (IsWebGL2()) {
    const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
    const auto feature = nsIGfxInfo::FEATURE_WEBGL2;

    FailureReason reason;
    if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
      reason.info =
          "Refused to create WebGL2 context because of blacklist"
          " entry: ";
      reason.info.Append(reason.key);
      out_failReasons->push_back(reason);
      GenerateWarning("%s", reason.info.BeginReading());
      return false;
    }
  }

  const gl::SurfaceCaps baseCaps = BaseCaps(mOptions, this);
  gl::CreateContextFlags flags = (gl::CreateContextFlags::NO_VALIDATION |
                                  gl::CreateContextFlags::PREFER_ROBUSTNESS);
  bool tryNativeGL = true;
  bool tryANGLE = false;

  if (forceEnabled) {
    flags |= gl::CreateContextFlags::FORCE_ENABLE_HARDWARE;
  }

  if (IsWebGL2()) {
    flags |= gl::CreateContextFlags::PREFER_ES3;
  } else if (!gfxPrefs::WebGL1AllowCoreProfile()) {
    flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
  }

#ifdef XP_MACOSX
  const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
  nsString vendorID, deviceID;

  // Avoid crash for Intel HD Graphics 3000 on OSX. (Bug 1413269)
  gfxInfo->GetAdapterVendorID(vendorID);
  gfxInfo->GetAdapterDeviceID(deviceID);
  if (vendorID.EqualsLiteral("0x8086") &&
      (deviceID.EqualsLiteral("0x0116") || deviceID.EqualsLiteral("0x0126"))) {
    flags |= gl::CreateContextFlags::REQUIRE_COMPAT_PROFILE;
  }
#endif
  //////

  const bool useEGL = PR_GetEnv("MOZ_WEBGL_FORCE_EGL");

#ifdef XP_WIN
  tryNativeGL = false;
  tryANGLE = true;

  if (gfxPrefs::WebGLDisableWGL()) {
    tryNativeGL = false;
  }

  if (gfxPrefs::WebGLDisableANGLE() || PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL") ||
      useEGL) {
    tryNativeGL = true;
    tryANGLE = false;
  }
#endif

  if (tryNativeGL && !forceEnabled) {
    const nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
    const auto feature = nsIGfxInfo::FEATURE_WEBGL_OPENGL;

    FailureReason reason;
    if (IsFeatureInBlacklist(gfxInfo, feature, &reason.key)) {
      reason.info =
          "Refused to create native OpenGL context because of blacklist"
          " entry: ";
      reason.info.Append(reason.key);

      out_failReasons->push_back(reason);

      GenerateWarning("%s", reason.info.BeginReading());
      tryNativeGL = false;
    }
  }

  //////

  if (tryNativeGL) {
    if (useEGL)
      return CreateAndInitGLWith(CreateGLWithEGL, baseCaps, flags,
                                 out_failReasons);

    if (CreateAndInitGLWith(CreateGLWithDefault, baseCaps, flags,
                            out_failReasons))
      return true;
  }

  //////

  if (tryANGLE) {
    // Force enable alpha channel to make sure ANGLE use correct framebuffer
    // format
    auto angleCaps = baseCaps;
    angleCaps.alpha = true;
    return CreateAndInitGLWith(CreateGLWithANGLE, angleCaps, flags,
                               out_failReasons);
  }

  //////

  out_failReasons->push_back(
      FailureReason("FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS",
                    "Exhausted GL driver options."));
  return false;
}

// Fallback for resizes:

bool WebGLContext::EnsureDefaultFB(const char* const funcName) {
  if (mDefaultFB) {
    MOZ_ASSERT(mDefaultFB->mSize == mRequestedSize);
    return true;
  }

  const bool depthStencil = mOptions.depth || mOptions.stencil;
  auto attemptSize = mRequestedSize;

  while (attemptSize.width || attemptSize.height) {
    attemptSize.width = std::max(attemptSize.width, 1);
    attemptSize.height = std::max(attemptSize.height, 1);

    [&]() {
      if (mOptions.antialias) {
        MOZ_ASSERT(!mDefaultFB);
        mDefaultFB =
            MozFramebuffer::Create(gl, attemptSize, mMsaaSamples, depthStencil);
        if (mDefaultFB) return;
        if (mOptionsFrozen) return;
      }

      MOZ_ASSERT(!mDefaultFB);
      mDefaultFB = MozFramebuffer::Create(gl, attemptSize, 0, depthStencil);
    }();

    if (mDefaultFB) break;

    attemptSize.width /= 2;
    attemptSize.height /= 2;
  }

  if (!mDefaultFB) {
    GenerateWarning("%s: Backbuffer resize failed. Losing context.", funcName);
    ForceLoseContext();
    return false;
  }

  mDefaultFB_IsInvalid = true;

  if (mDefaultFB->mSize != mRequestedSize) {
    GenerateWarning(
        "Requested size %dx%d was too large, but resize"
        " to %dx%d succeeded.",
        mRequestedSize.width, mRequestedSize.height, mDefaultFB->mSize.width,
        mDefaultFB->mSize.height);
  }
  mRequestedSize = mDefaultFB->mSize;
  return true;
}

void WebGLContext::ThrowEvent_WebGLContextCreationError(
    const nsACString& text) {
  RefPtr<EventTarget> target = mCanvasElement;
  if (!target && mOffscreenCanvas) {
    target = mOffscreenCanvas;
  } else if (!target) {
    GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
    return;
  }

  const auto kEventName = NS_LITERAL_STRING("webglcontextcreationerror");

  WebGLContextEventInit eventInit;
  // eventInit.mCancelable = true; // The spec says this, but it's silly.
  eventInit.mStatusMessage = NS_ConvertASCIItoUTF16(text);

  const RefPtr<WebGLContextEvent> event =
      WebGLContextEvent::Constructor(target, kEventName, eventInit);
  event->SetTrusted(true);

  bool didPreventDefault;
  target->DispatchEvent(event, &didPreventDefault);

  //////

  GenerateWarning("Failed to create WebGL context: %s", text.BeginReading());
}

NS_IMETHODIMP
WebGLContext::SetDimensions(int32_t signedWidth, int32_t signedHeight) {
  if (signedWidth < 0 || signedHeight < 0) {
    if (!gl) {
      Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID,
                            NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SIZE"));
    }
    GenerateWarning(
        "Canvas size is too large (seems like a negative value wrapped)");
    return NS_ERROR_OUT_OF_MEMORY;
  }

  uint32_t width = signedWidth;
  uint32_t height = signedHeight;

  // Early success return cases

  // May have a OffscreenCanvas instead of an HTMLCanvasElement
  if (GetCanvas()) GetCanvas()->InvalidateCanvas();

  // Zero-sized surfaces can cause problems.
  if (width == 0) width = 1;

  if (height == 0) height = 1;

  // If we already have a gl context, then we just need to resize it
  if (gl) {
    if (uint32_t(mRequestedSize.width) == width &&
        uint32_t(mRequestedSize.height) == height) {
      return NS_OK;
    }

    if (IsContextLost()) return NS_OK;

    // If we've already drawn, we should commit the current buffer.
    PresentScreenBuffer();

    if (IsContextLost()) {
      GenerateWarning("WebGL context was lost due to swap failure.");
      return NS_OK;
    }

    // Kill our current default fb(s), for later lazy allocation.
    mRequestedSize = {width, height};
    mDefaultFB = nullptr;

    mResetLayer = true;
    return NS_OK;
  }

  nsCString failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_UNKOWN");
  auto autoTelemetry = mozilla::MakeScopeExit([&] {
    Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, failureId);
  });

  // End of early return cases.
  // At this point we know that we're not just resizing an existing context,
  // we are initializing a new context.

  // if we exceeded either the global or the per-principal limit for WebGL
  // contexts, lose the oldest-used context now to free resources. Note that we
  // can't do that in the WebGLContext constructor as we don't have a canvas
  // element yet there. Here is the right place to do so, as we are about to
  // create the OpenGL context and that is what can fail if we already have too
  // many.
  LoseOldestWebGLContextIfLimitExceeded();

  // We're going to create an entirely new context.  If our
  // generation is not 0 right now (that is, if this isn't the first
  // context we're creating), we may have to dispatch a context lost
  // event.

  // If incrementing the generation would cause overflow,
  // don't allow it.  Allowing this would allow us to use
  // resource handles created from older context generations.
  if (!(mGeneration + 1).isValid()) {
    // exit without changing the value of mGeneration
    failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_TOO_MANY");
    const nsLiteralCString text("Too many WebGL contexts created this run.");
    ThrowEvent_WebGLContextCreationError(text);
    return NS_ERROR_FAILURE;
  }

  // increment the generation number - Do this early because later
  // in CreateOffscreenGL(), "default" objects are created that will
  // pick up the old generation.
  ++mGeneration;

  bool disabled = gfxPrefs::WebGLDisabled();

  // TODO: When we have software webgl support we should use that instead.
  disabled |= gfxPlatform::InSafeMode();

  if (disabled) {
    if (gfxPlatform::InSafeMode()) {
      failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_SAFEMODE");
    } else {
      failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DISABLED");
    }
    const nsLiteralCString text("WebGL is currently disabled.");
    ThrowEvent_WebGLContextCreationError(text);
    return NS_ERROR_FAILURE;
  }

  if (gfxPrefs::WebGLDisableFailIfMajorPerformanceCaveat()) {
    mOptions.failIfMajorPerformanceCaveat = false;
  }

  if (mOptions.failIfMajorPerformanceCaveat) {
    nsCOMPtr<nsIGfxInfo> gfxInfo = services::GetGfxInfo();
    if (!HasAcceleratedLayers(gfxInfo)) {
      failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_CAVEAT");
      const nsLiteralCString text(
          "failIfMajorPerformanceCaveat: Compositor is not"
          " hardware-accelerated.");
      ThrowEvent_WebGLContextCreationError(text);
      return NS_ERROR_FAILURE;
    }
  }

  // Alright, now let's start trying.
  bool forceEnabled = gfxPrefs::WebGLForceEnabled();
  ScopedGfxFeatureReporter reporter("WebGL", forceEnabled);

  MOZ_ASSERT(!gl);
  std::vector<FailureReason> failReasons;
  if (!CreateAndInitGL(forceEnabled, &failReasons)) {
    nsCString text("WebGL creation failed: ");
    for (const auto& cur : failReasons) {
      // Don't try to accumulate using an empty key if |cur.key| is empty.
      if (cur.key.IsEmpty()) {
        Telemetry::Accumulate(
            Telemetry::CANVAS_WEBGL_FAILURE_ID,
            NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON_UNKNOWN"));
      } else {
        Telemetry::Accumulate(Telemetry::CANVAS_WEBGL_FAILURE_ID, cur.key);
      }

      text.AppendASCII("\n* ");
      text.Append(cur.info);
    }
    failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_REASON");
    ThrowEvent_WebGLContextCreationError(text);
    return NS_ERROR_FAILURE;
  }
  MOZ_ASSERT(gl);

  if (mOptions.failIfMajorPerformanceCaveat) {
    if (gl->IsWARP()) {
      DestroyResourcesAndContext();
      MOZ_ASSERT(!gl);

      failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_PERF_WARP");
      const nsLiteralCString text(
          "failIfMajorPerformanceCaveat: Driver is not"
          " hardware-accelerated.");
      ThrowEvent_WebGLContextCreationError(text);
      return NS_ERROR_FAILURE;
    }

#ifdef XP_WIN
    if (gl->GetContextType() == gl::GLContextType::WGL &&
        !gl::sWGLLib.HasDXInterop2()) {
      DestroyResourcesAndContext();
      MOZ_ASSERT(!gl);

      failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_DXGL_INTEROP2");
      const nsLiteralCString text("Caveat: WGL without DXGLInterop2.");
      ThrowEvent_WebGLContextCreationError(text);
      return NS_ERROR_FAILURE;
    }
#endif
  }

  MOZ_ASSERT(!mDefaultFB);
  mRequestedSize = {width, height};
  if (!EnsureDefaultFB("context initialization")) {
    MOZ_ASSERT(!gl);

    failureId = NS_LITERAL_CSTRING("FEATURE_FAILURE_WEBGL_BACKBUFFER");
    const nsLiteralCString text("Initializing WebGL backbuffer failed.");
    ThrowEvent_WebGLContextCreationError(text);
    return NS_ERROR_FAILURE;
  }

  if (GLContext::ShouldSpew()) {
    printf_stderr("--- WebGL context created: %p\n", gl.get());
  }

  // Update our internal stuff:
  mOptions.antialias = bool(mDefaultFB->mSamples);

  if (!mOptions.alpha) {
    // We always have alpha.
    mNeedsFakeNoAlpha = true;
  }

  if (mOptions.depth || mOptions.stencil) {
    // We always have depth+stencil if we have either.
    if (!mOptions.depth) {
      mNeedsFakeNoDepth = true;
    }
    if (!mOptions.stencil) {
      mNeedsFakeNoStencil = true;
    }
  }

  mNeedsFakeNoStencil_UserFBs = false;
#ifdef MOZ_WIDGET_COCOA
  if (!nsCocoaFeatures::IsAtLeastVersion(10, 12) &&
      gl->Vendor() == GLVendor::Intel) {
    mNeedsFakeNoStencil_UserFBs = true;
  }
#endif

  mResetLayer = true;
  mOptionsFrozen = true;

  //////
  // Initial setup.

  gl->mImplicitMakeCurrent = true;

  const auto& size = mDefaultFB->mSize;

  mViewportX = mViewportY = 0;
  mViewportWidth = size.width;
  mViewportHeight = size.height;
  gl->fViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);

  gl->fScissor(0, 0, size.width, size.height);

  //////
  // Check everything

  AssertCachedBindings();
  AssertCachedGlobalState();

  mShouldPresent = true;

  //////

  reporter.SetSuccessful();

  failureId = NS_LITERAL_CSTRING("SUCCESS");

  gl->ResetSyncCallCount("WebGLContext Initialization");
  return NS_OK;
}

void WebGLContext::LoseOldestWebGLContextIfLimitExceeded() {
  const auto maxWebGLContexts = gfxPrefs::WebGLMaxContexts();
  auto maxWebGLContextsPerPrincipal = gfxPrefs::WebGLMaxContextsPerPrincipal();

  // maxWebGLContextsPerPrincipal must be less than maxWebGLContexts
  MOZ_ASSERT(maxWebGLContextsPerPrincipal <= maxWebGLContexts);
  maxWebGLContextsPerPrincipal =
      std::min(maxWebGLContextsPerPrincipal, maxWebGLContexts);

  if (!NS_IsMainThread()) {
    // XXX mtseng: bug 709490, WebGLMemoryTracker is not thread safe.
    return;
  }

  // it's important to update the index on a new context before losing old
  // contexts, otherwise new unused contexts would all have index 0 and we
  // couldn't distinguish older ones when choosing which one to lose first.
  UpdateLastUseIndex();

  WebGLMemoryTracker::ContextsArrayType& contexts =
      WebGLMemoryTracker::Contexts();

  // quick exit path, should cover a majority of cases
  if (contexts.Length() <= maxWebGLContextsPerPrincipal) return;

  // note that here by "context" we mean "non-lost context". See the check for
  // IsContextLost() below. Indeed, the point of this function is to maybe lose
  // some currently non-lost context.

  uint64_t oldestIndex = UINT64_MAX;
  uint64_t oldestIndexThisPrincipal = UINT64_MAX;
  const WebGLContext* oldestContext = nullptr;
  const WebGLContext* oldestContextThisPrincipal = nullptr;
  size_t numContexts = 0;
  size_t numContextsThisPrincipal = 0;

  for (size_t i = 0; i < contexts.Length(); ++i) {
    // don't want to lose ourselves.
    if (contexts[i] == this) continue;

    if (contexts[i]->IsContextLost()) continue;

    if (!contexts[i]->GetCanvas()) {
      // Zombie context: the canvas is already destroyed, but something else
      // (typically the compositor) is still holding on to the context.
      // Killing zombies is a no-brainer.
      const_cast<WebGLContext*>(contexts[i])->LoseContext();
      continue;
    }

    numContexts++;
    if (contexts[i]->mLastUseIndex < oldestIndex) {
      oldestIndex = contexts[i]->mLastUseIndex;
      oldestContext = contexts[i];
    }

    nsIPrincipal* ourPrincipal = GetCanvas()->NodePrincipal();
    nsIPrincipal* theirPrincipal = contexts[i]->GetCanvas()->NodePrincipal();
    bool samePrincipal;
    nsresult rv = ourPrincipal->Equals(theirPrincipal, &samePrincipal);
    if (NS_SUCCEEDED(rv) && samePrincipal) {
      numContextsThisPrincipal++;
      if (contexts[i]->mLastUseIndex < oldestIndexThisPrincipal) {
        oldestIndexThisPrincipal = contexts[i]->mLastUseIndex;
        oldestContextThisPrincipal = contexts[i];
      }
    }
  }

  if (numContextsThisPrincipal > maxWebGLContextsPerPrincipal) {
    GenerateWarning(
        "Exceeded %u live WebGL contexts for this principal, losing the "
        "least recently used one.",
        maxWebGLContextsPerPrincipal);
    MOZ_ASSERT(oldestContextThisPrincipal);  // if we reach this point, this
                                             // can't be null
    const_cast<WebGLContext*>(oldestContextThisPrincipal)->LoseContext();
  } else if (numContexts > maxWebGLContexts) {
    GenerateWarning(
        "Exceeded %u live WebGL contexts, losing the least "
        "recently used one.",
        maxWebGLContexts);
    MOZ_ASSERT(oldestContext);  // if we reach this point, this can't be null
    const_cast<WebGLContext*>(oldestContext)->LoseContext();
  }
}

UniquePtr<uint8_t[]> WebGLContext::GetImageBuffer(int32_t* out_format) {
  *out_format = 0;

  // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
  gfxAlphaType any;
  RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
  if (!snapshot) return nullptr;

  RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();

  return gfxUtils::GetImageBuffer(dataSurface, mOptions.premultipliedAlpha,
                                  out_format);
}

NS_IMETHODIMP
WebGLContext::GetInputStream(const char* mimeType,
                             const char16_t* encoderOptions,
                             nsIInputStream** out_stream) {
  NS_ASSERTION(gl, "GetInputStream on invalid context?");
  if (!gl) return NS_ERROR_FAILURE;

  // Use GetSurfaceSnapshot() to make sure that appropriate y-flip gets applied
  gfxAlphaType any;
  RefPtr<SourceSurface> snapshot = GetSurfaceSnapshot(&any);
  if (!snapshot) return NS_ERROR_FAILURE;

  RefPtr<DataSourceSurface> dataSurface = snapshot->GetDataSurface();
  return gfxUtils::GetInputStream(dataSurface, mOptions.premultipliedAlpha,
                                  mimeType, encoderOptions, out_stream);
}

void WebGLContext::UpdateLastUseIndex() {
  static CheckedInt<uint64_t> sIndex = 0;

  sIndex++;

  // should never happen with 64-bit; trying to handle this would be riskier
  // than not handling it as the handler code would never get exercised.
  if (!sIndex.isValid())
    MOZ_CRASH("Can't believe it's been 2^64 transactions already!");
  mLastUseIndex = sIndex.value();
}

static uint8_t gWebGLLayerUserData;

class WebGLContextUserData : public LayerUserData {
 public:
  explicit WebGLContextUserData(HTMLCanvasElement* canvas) : mCanvas(canvas) {}

  /* PreTransactionCallback gets called by the Layers code every time the
   * WebGL canvas is going to be composited.
   */
  static void PreTransactionCallback(void* data) {
    WebGLContext* webgl = static_cast<WebGLContext*>(data);

    // Prepare the context for composition
    webgl->BeginComposition();
  }

  /** DidTransactionCallback gets called by the Layers code everytime the WebGL
   * canvas gets composite, so it really is the right place to put actions that
   * have to be performed upon compositing
   */
  static void DidTransactionCallback(void* data) {
    WebGLContext* webgl = static_cast<WebGLContext*>(data);

    // Clean up the context after composition
    webgl->EndComposition();
  }

 private:
  RefPtr<HTMLCanvasElement> mCanvas;
};

already_AddRefed<layers::Layer> WebGLContext::GetCanvasLayer(
    nsDisplayListBuilder* builder, Layer* oldLayer, LayerManager* manager) {
  if (!mResetLayer && oldLayer && oldLayer->HasUserData(&gWebGLLayerUserData)) {
    RefPtr<layers::Layer> ret = oldLayer;
    return ret.forget();
  }

  RefPtr<CanvasLayer> canvasLayer = manager->CreateCanvasLayer();
  if (!canvasLayer) {
    NS_WARNING("CreateCanvasLayer returned null!");
    return nullptr;
  }

  WebGLContextUserData* userData = nullptr;
  if (builder->IsPaintingToWindow() && mCanvasElement) {
    userData = new WebGLContextUserData(mCanvasElement);
  }

  canvasLayer->SetUserData(&gWebGLLayerUserData, userData);

  CanvasRenderer* canvasRenderer = canvasLayer->CreateOrGetCanvasRenderer();
  if (!InitializeCanvasRenderer(builder, canvasRenderer)) return nullptr;

  if (!gl) {
    NS_WARNING("GLContext is null!");
    return nullptr;
  }

  uint32_t flags = gl->Caps().alpha ? 0 : Layer::CONTENT_OPAQUE;
  canvasLayer->SetContentFlags(flags);

  mResetLayer = false;

  return canvasLayer.forget();
}

bool WebGLContext::UpdateWebRenderCanvasData(nsDisplayListBuilder* aBuilder,
                                             WebRenderCanvasData* aCanvasData) {
  CanvasRenderer* renderer = aCanvasData->GetCanvasRenderer();

  if (!mResetLayer && renderer) {
    return true;
  }

  renderer = aCanvasData->CreateCanvasRenderer();
  if (!InitializeCanvasRenderer(aBuilder, renderer)) {
    // Clear CanvasRenderer of WebRenderCanvasData
    aCanvasData->ClearCanvasRenderer();
    return false;
  }

  MOZ_ASSERT(renderer);
  mResetLayer = false;
  return true;
}

bool WebGLContext::InitializeCanvasRenderer(nsDisplayListBuilder* aBuilder,
                                            CanvasRenderer* aRenderer) {
  if (IsContextLost()) return false;

  CanvasInitializeData data;
  if (aBuilder->IsPaintingToWindow() && mCanvasElement) {
    // Make the layer tell us whenever a transaction finishes (including
    // the current transaction), so we can clear our invalidation state and
    // start invalidating again. We need to do this for the layer that is
    // being painted to a window (there shouldn't be more than one at a time,
    // and if there is, flushing the invalidation state more often than
    // necessary is harmless).

    // The layer will be destroyed when we tear down the presentation
    // (at the latest), at which time this userData will be destroyed,
    // releasing the reference to the element.
    // The userData will receive DidTransactionCallbacks, which flush the
    // the invalidation state to indicate that the canvas is up to date.
    data.mPreTransCallback = WebGLContextUserData::PreTransactionCallback;
    data.mPreTransCallbackData = this;
    data.mDidTransCallback = WebGLContextUserData::DidTransactionCallback;
    data.mDidTransCallbackData = this;
  }

  data.mSize = DrawingBufferSize("InitializeCanvasRenderer");
  data.mHasAlpha = mOptions.alpha;
  data.mIsGLAlphaPremult = IsPremultAlpha() || !data.mHasAlpha;
  data.mGLContext = gl;

  aRenderer->Initialize(data);
  aRenderer->SetDirty();
  return true;
}

layers::LayersBackend WebGLContext::GetCompositorBackendType() const {
  if (mCanvasElement) {
    return mCanvasElement->GetCompositorBackendType();
  } else if (mOffscreenCanvas) {
    return mOffscreenCanvas->GetCompositorBackendType();
  }

  return LayersBackend::LAYERS_NONE;
}

nsIDocument* WebGLContext::GetOwnerDoc() const {
  MOZ_ASSERT(mCanvasElement);
  if (!mCanvasElement) {
    return nullptr;
  }
  return mCanvasElement->OwnerDoc();
}

void WebGLContext::Commit() {
  if (mOffscreenCanvas) {
    mOffscreenCanvas->CommitFrameToCompositor();
  }
}

void WebGLContext::GetCanvas(
    Nullable<dom::OwningHTMLCanvasElementOrOffscreenCanvas>& retval) {
  if (mCanvasElement) {
    MOZ_RELEASE_ASSERT(!mOffscreenCanvas, "GFX: Canvas is offscreen.");

    if (mCanvasElement->IsInNativeAnonymousSubtree()) {
      retval.SetNull();
    } else {
      retval.SetValue().SetAsHTMLCanvasElement() = mCanvasElement;
    }
  } else if (mOffscreenCanvas) {
    retval.SetValue().SetAsOffscreenCanvas() = mOffscreenCanvas;
  } else {
    retval.SetNull();
  }
}

void WebGLContext::GetContextAttributes(
    dom::Nullable<dom::WebGLContextAttributes>& retval) {
  retval.SetNull();
  if (IsContextLost()) return;

  dom::WebGLContextAttributes& result = retval.SetValue();

  result.mAlpha.Construct(mOptions.alpha);
  result.mDepth = mOptions.depth;
  result.mStencil = mOptions.stencil;
  result.mAntialias = mOptions.antialias;
  result.mPremultipliedAlpha = mOptions.premultipliedAlpha;
  result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
  result.mFailIfMajorPerformanceCaveat = mOptions.failIfMajorPerformanceCaveat;
}

void WebGLContext::ForceClearFramebufferWithDefaultValues(
    const GLbitfield clearBits, const bool fakeNoAlpha) const {
  const bool initializeColorBuffer =
      bool(clearBits & LOCAL_GL_COLOR_BUFFER_BIT);
  const bool initializeDepthBuffer =
      bool(clearBits & LOCAL_GL_DEPTH_BUFFER_BIT);
  const bool initializeStencilBuffer =
      bool(clearBits & LOCAL_GL_STENCIL_BUFFER_BIT);

  // Fun GL fact: No need to worry about the viewport here, glViewport is just
  // setting up a coordinates transformation, it doesn't affect glClear at all.
  AssertCachedGlobalState();

  // Prepare GL state for clearing.
  if (mScissorTestEnabled) {
    gl->fDisable(LOCAL_GL_SCISSOR_TEST);
  }

  if (initializeColorBuffer) {
    DoColorMask(0x0f);

    if (fakeNoAlpha) {
      gl->fClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    } else {
      gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    }
  }

  if (initializeDepthBuffer) {
    gl->fDepthMask(1);
    gl->fClearDepth(1.0f);
  }

  if (initializeStencilBuffer) {
    // "The clear operation always uses the front stencil write mask
    //  when clearing the stencil buffer."
    gl->fStencilMaskSeparate(LOCAL_GL_FRONT, 0xffffffff);
    gl->fStencilMaskSeparate(LOCAL_GL_BACK, 0xffffffff);
    gl->fClearStencil(0);
  }

  if (mRasterizerDiscardEnabled) {
    gl->fDisable(LOCAL_GL_RASTERIZER_DISCARD);
  }

  // Do the clear!
  gl->fClear(clearBits);

  // And reset!
  if (mScissorTestEnabled) {
    gl->fEnable(LOCAL_GL_SCISSOR_TEST);
  }

  if (mRasterizerDiscardEnabled) {
    gl->fEnable(LOCAL_GL_RASTERIZER_DISCARD);
  }

  // Restore GL state after clearing.
  if (initializeColorBuffer) {
    gl->fClearColor(mColorClearValue[0], mColorClearValue[1],
                    mColorClearValue[2], mColorClearValue[3]);
  }

  if (initializeDepthBuffer) {
    gl->fDepthMask(mDepthWriteMask);
    gl->fClearDepth(mDepthClearValue);
  }

  if (initializeStencilBuffer) {
    gl->fStencilMaskSeparate(LOCAL_GL_FRONT, mStencilWriteMaskFront);
    gl->fStencilMaskSeparate(LOCAL_GL_BACK, mStencilWriteMaskBack);
    gl->fClearStencil(mStencilClearValue);
  }
}

void WebGLContext::OnEndOfFrame() const {
  if (gfxPrefs::WebGLSpewFrameAllocs()) {
    GeneratePerfWarning("[webgl.perf.spew-frame-allocs] %" PRIu64
                        " data allocations this frame.",
                        mDataAllocGLCallCount);
  }
  mDataAllocGLCallCount = 0;
  gl->ResetSyncCallCount("WebGLContext PresentScreenBuffer");
}

void WebGLContext::BlitBackbufferToCurDriverFB() const {
  DoColorMask(0x0f);

  if (mScissorTestEnabled) {
    gl->fDisable(LOCAL_GL_SCISSOR_TEST);
  }

  [&]() {
    const auto& size = mDefaultFB->mSize;

    if (gl->IsSupported(GLFeature::framebuffer_blit)) {
      gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
      gl->fBlitFramebuffer(0, 0, size.width, size.height, 0, 0, size.width,
                           size.height, LOCAL_GL_COLOR_BUFFER_BIT,
                           LOCAL_GL_NEAREST);
      return;
    }
    if (mDefaultFB->mSamples &&
        gl->IsExtensionSupported(GLContext::APPLE_framebuffer_multisample)) {
      gl->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER, mDefaultFB->mFB);
      gl->fResolveMultisampleFramebufferAPPLE();
      return;
    }

    gl->BlitHelper()->DrawBlitTextureToFramebuffer(mDefaultFB->ColorTex(), size,
                                                   size);
  }();

  if (mScissorTestEnabled) {
    gl->fEnable(LOCAL_GL_SCISSOR_TEST);
  }
}

// For an overview of how WebGL compositing works, see:
// https://wiki.mozilla.org/Platform/GFX/WebGL/Compositing
bool WebGLContext::PresentScreenBuffer() {
  if (IsContextLost()) return false;

  if (!mShouldPresent) return false;

  if (!ValidateAndInitFB("Present", nullptr)) return false;

  const auto& screen = gl->Screen();
  if (screen->Size() != mDefaultFB->mSize &&
      !screen->Resize(mDefaultFB->mSize)) {
    GenerateWarning("screen->Resize failed. Losing context.");
    ForceLoseContext();
    return false;
  }

  gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
  BlitBackbufferToCurDriverFB();

#ifdef DEBUG
  if (!mOptions.alpha) {
    gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, 0);
    uint32_t pixel = 3;
    gl->fReadPixels(0, 0, 1, 1, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &pixel);
    MOZ_ASSERT((pixel & 0xff000000) == 0xff000000);
  }
#endif

  if (!screen->PublishFrame(screen->Size())) {
    GenerateWarning("PublishFrame failed. Losing context.");
    ForceLoseContext();
    return false;
  }

  if (!mOptions.preserveDrawingBuffer) {
    if (gl->IsSupported(gl::GLFeature::invalidate_framebuffer)) {
      gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
      const GLenum attachments[] = {LOCAL_GL_COLOR_ATTACHMENT0};
      gl->fInvalidateFramebuffer(LOCAL_GL_FRAMEBUFFER, 1, attachments);
    }
    mDefaultFB_IsInvalid = true;
  }
  mResolvedDefaultFB = nullptr;

  mShouldPresent = false;
  OnEndOfFrame();

  return true;
}

// Prepare the context for capture before compositing
void WebGLContext::BeginComposition() {
  // Present our screenbuffer, if needed.
  PresentScreenBuffer();
  mDrawCallsSinceLastFlush = 0;
}

// Clean up the context after captured for compositing
void WebGLContext::EndComposition() {
  // Mark ourselves as no longer invalidated.
  MarkContextClean();
  UpdateLastUseIndex();
}

void WebGLContext::DummyReadFramebufferOperation(const char* funcName) {
  if (!mBoundReadFramebuffer) return;  // Infallible.

  const auto status = mBoundReadFramebuffer->CheckFramebufferStatus(funcName);

  if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE) {
    ErrorInvalidFramebufferOperation("%s: Framebuffer must be complete.",
                                     funcName);
  }
}

bool WebGLContext::Has64BitTimestamps() const {
  // 'sync' provides glGetInteger64v either by supporting ARB_sync, GL3+, or
  // GLES3+.
  return gl->IsSupported(GLFeature::sync);
}

static bool CheckContextLost(GLContext* gl, bool* const out_isGuilty) {
  MOZ_ASSERT(gl);
  MOZ_ASSERT(out_isGuilty);

  bool isEGL = gl->GetContextType() == gl::GLContextType::EGL;

  GLenum resetStatus = LOCAL_GL_NO_ERROR;
  if (gl->IsSupported(GLFeature::robustness)) {
    gl->MakeCurrent();
    resetStatus = gl->fGetGraphicsResetStatus();
  } else if (isEGL) {
    // Simulate a ARB_robustness guilty context loss for when we
    // get an EGL_CONTEXT_LOST error. It may not actually be guilty,
    // but we can't make any distinction.
    if (!gl->MakeCurrent(true) && gl->IsContextLost()) {
      resetStatus = LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB;
    }
  }

  if (resetStatus == LOCAL_GL_NO_ERROR) {
    *out_isGuilty = false;
    return false;
  }

  // Assume guilty unless we find otherwise!
  bool isGuilty = true;
  switch (resetStatus) {
    case LOCAL_GL_INNOCENT_CONTEXT_RESET_ARB:
      // Either nothing wrong, or not our fault.
      isGuilty = false;
      break;
    case LOCAL_GL_GUILTY_CONTEXT_RESET_ARB:
      NS_WARNING(
          "WebGL content on the page definitely caused the graphics"
          " card to reset.");
      break;
    case LOCAL_GL_UNKNOWN_CONTEXT_RESET_ARB:
      NS_WARNING(
          "WebGL content on the page might have caused the graphics"
          " card to reset");
      // If we can't tell, assume guilty.
      break;
    default:
      MOZ_ASSERT(false, "Unreachable.");
      // If we do get here, let's pretend to be guilty as an escape plan.
      break;
  }

  if (isGuilty) {
    NS_WARNING(
        "WebGL context on this page is considered guilty, and will"
        " not be restored.");
  }

  *out_isGuilty = isGuilty;
  return true;
}

bool WebGLContext::TryToRestoreContext() {
  if (NS_FAILED(SetDimensions(mRequestedSize.width, mRequestedSize.height)))
    return false;

  return true;
}

void WebGLContext::RunContextLossTimer() { mContextLossHandler.RunTimer(); }

class UpdateContextLossStatusTask : public CancelableRunnable {
  RefPtr<WebGLContext> mWebGL;

 public:
  explicit UpdateContextLossStatusTask(WebGLContext* webgl)
      : CancelableRunnable("UpdateContextLossStatusTask"), mWebGL(webgl) {}

  NS_IMETHOD Run() override {
    if (mWebGL) mWebGL->UpdateContextLossStatus();

    return NS_OK;
  }

  nsresult Cancel() override {
    mWebGL = nullptr;
    return NS_OK;
  }
};

void WebGLContext::EnqueueUpdateContextLossStatus() {
  nsCOMPtr<nsIRunnable> task = new UpdateContextLossStatusTask(this);
  NS_DispatchToCurrentThread(task);
}

// We use this timer for many things. Here are the things that it is activated
// for:
// 1) If a script is using the MOZ_WEBGL_lose_context extension.
// 2) If we are using EGL and _NOT ANGLE_, we query periodically to see if the
//    CONTEXT_LOST_WEBGL error has been triggered.
// 3) If we are using ANGLE, or anything that supports ARB_robustness, query the
//    GPU periodically to see if the reset status bit has been set.
// In all of these situations, we use this timer to send the script context lost
// and restored events asynchronously. For example, if it triggers a context
// loss, the webglcontextlost event will be sent to it the next time the
// robustness timer fires.
// Note that this timer mechanism is not used unless one of these 3 criteria are
// met.
// At a bare minimum, from context lost to context restores, it would take 3
// full timer iterations: detection, webglcontextlost, webglcontextrestored.
void WebGLContext::UpdateContextLossStatus() {
  if (!mCanvasElement && !mOffscreenCanvas) {
    // the canvas is gone. That happens when the page was closed before we got
    // this timer event. In this case, there's nothing to do here, just don't
    // crash.
    return;
  }
  if (mContextStatus == ContextNotLost) {
    // We don't know that we're lost, but we might be, so we need to
    // check. If we're guilty, don't allow restores, though.

    bool isGuilty = true;
    MOZ_ASSERT(gl);  // Shouldn't be missing gl if we're NotLost.
    bool isContextLost = CheckContextLost(gl, &isGuilty);

    if (isContextLost) {
      if (isGuilty) mAllowContextRestore = false;

      ForceLoseContext();
    }

    // Fall through.
  }

  if (mContextStatus == ContextLostAwaitingEvent) {
    // The context has been lost and we haven't yet triggered the
    // callback, so do that now.
    const auto kEventName = NS_LITERAL_STRING("webglcontextlost");
    const bool kCanBubble = true;
    const bool kIsCancelable = true;
    bool useDefaultHandler;

    if (mCanvasElement) {
      nsContentUtils::DispatchTrustedEvent(
          mCanvasElement->OwnerDoc(), static_cast<nsIContent*>(mCanvasElement),
          kEventName, kCanBubble, kIsCancelable, &useDefaultHandler);
    } else {
      // OffscreenCanvas case
      RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
      event->InitEvent(kEventName, kCanBubble, kIsCancelable);
      event->SetTrusted(true);
      mOffscreenCanvas->DispatchEvent(event, &useDefaultHandler);
    }

    // We sent the callback, so we're just 'regular lost' now.
    mContextStatus = ContextLost;
    // If we're told to use the default handler, it means the script
    // didn't bother to handle the event. In this case, we shouldn't
    // auto-restore the context.
    if (useDefaultHandler) mAllowContextRestore = false;

    // Fall through.
  }

  if (mContextStatus == ContextLost) {
    // Context is lost, and we've already sent the callback. We
    // should try to restore the context if we're both allowed to,
    // and supposed to.

    // Are we allowed to restore the context?
    if (!mAllowContextRestore) return;

    // If we're only simulated-lost, we shouldn't auto-restore, and
    // instead we should wait for restoreContext() to be called.
    if (mLastLossWasSimulated) return;

    // Restore when the app is visible
    if (mRestoreWhenVisible) return;

    ForceRestoreContext();
    return;
  }

  if (mContextStatus == ContextLostAwaitingRestore) {
    // Context is lost, but we should try to restore it.

    if (!mAllowContextRestore) {
      // We might decide this after thinking we'd be OK restoring
      // the context, so downgrade.
      mContextStatus = ContextLost;
      return;
    }

    if (!TryToRestoreContext()) {
      // Failed to restore. Try again later.
      mContextLossHandler.RunTimer();
      return;
    }

    // Revival!
    mContextStatus = ContextNotLost;

    if (mCanvasElement) {
      nsContentUtils::DispatchTrustedEvent(
          mCanvasElement->OwnerDoc(), static_cast<nsIContent*>(mCanvasElement),
          NS_LITERAL_STRING("webglcontextrestored"), true, true);
    } else {
      RefPtr<Event> event = new Event(mOffscreenCanvas, nullptr, nullptr);
      event->InitEvent(NS_LITERAL_STRING("webglcontextrestored"), true, true);
      event->SetTrusted(true);
      bool unused;
      mOffscreenCanvas->DispatchEvent(event, &unused);
    }

    mEmitContextLostErrorOnce = true;
    return;
  }
}

void WebGLContext::ForceLoseContext(bool simulateLosing) {
  printf_stderr("WebGL(%p)::ForceLoseContext\n", this);
  MOZ_ASSERT(!IsContextLost());
  mContextStatus = ContextLostAwaitingEvent;
  mContextLostErrorSet = false;

  // Burn it all!
  DestroyResourcesAndContext();
  mLastLossWasSimulated = simulateLosing;

  // Queue up a task, since we know the status changed.
  EnqueueUpdateContextLossStatus();
}

void WebGLContext::ForceRestoreContext() {
  printf_stderr("WebGL(%p)::ForceRestoreContext\n", this);
  mContextStatus = ContextLostAwaitingRestore;
  mAllowContextRestore = true;  // Hey, you did say 'force'.

  // Queue up a task, since we know the status changed.
  EnqueueUpdateContextLossStatus();
}

already_AddRefed<mozilla::gfx::SourceSurface> WebGLContext::GetSurfaceSnapshot(
    gfxAlphaType* const out_alphaType) {
  if (!gl) return nullptr;

  if (!BindDefaultFBForRead("GetSurfaceSnapshot")) return nullptr;

  const auto surfFormat =
      mOptions.alpha ? SurfaceFormat::B8G8R8A8 : SurfaceFormat::B8G8R8X8;
  const auto& size = mDefaultFB->mSize;
  RefPtr<DataSourceSurface> surf;
  surf = Factory::CreateDataSourceSurfaceWithStride(size, surfFormat,
                                                    size.width * 4);
  if (NS_WARN_IF(!surf)) return nullptr;

  ReadPixelsIntoDataSurface(gl, surf);

  gfxAlphaType alphaType;
  if (!mOptions.alpha) {
    alphaType = gfxAlphaType::Opaque;
  } else if (mOptions.premultipliedAlpha) {
    alphaType = gfxAlphaType::Premult;
  } else {
    alphaType = gfxAlphaType::NonPremult;
  }

  if (out_alphaType) {
    *out_alphaType = alphaType;
  } else {
    // Expects Opaque or Premult
    if (alphaType == gfxAlphaType::NonPremult) {
      gfxUtils::PremultiplyDataSurface(surf, surf);
    }
  }

  RefPtr<DrawTarget> dt = Factory::CreateDrawTarget(
      gfxPlatform::GetPlatform()->GetSoftwareBackend(), size,
      SurfaceFormat::B8G8R8A8);
  if (!dt) return nullptr;

  dt->SetTransform(Matrix::Translation(0.0, size.height).PreScale(1.0, -1.0));

  const gfx::Rect rect{0, 0, float(size.width), float(size.height)};
  dt->DrawSurface(surf, rect, rect, DrawSurfaceOptions(),
                  DrawOptions(1.0f, CompositionOp::OP_SOURCE));

  return dt->Snapshot();
}

void WebGLContext::DidRefresh() {
  if (gl) {
    gl->FlushIfHeavyGLCallsSinceLastFlush();
  }
}

////////////////////////////////////////////////////////////////////////////////

gfx::IntSize WebGLContext::DrawingBufferSize(const char* const funcName) {
  const gfx::IntSize zeros{0, 0};
  if (IsContextLost()) return zeros;

  if (!EnsureDefaultFB(funcName)) return zeros;

  return mDefaultFB->mSize;
}

bool WebGLContext::ValidateAndInitFB(const char* const funcName,
                                     const WebGLFramebuffer* const fb) {
  if (fb) return fb->ValidateAndInitAttachments(funcName);

  if (!EnsureDefaultFB(funcName)) return false;

  if (mDefaultFB_IsInvalid) {
    gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
    const GLbitfield bits = LOCAL_GL_COLOR_BUFFER_BIT |
                            LOCAL_GL_DEPTH_BUFFER_BIT |
                            LOCAL_GL_STENCIL_BUFFER_BIT;
    const bool fakeNoAlpha = !mOptions.alpha;
    ForceClearFramebufferWithDefaultValues(bits, fakeNoAlpha);
    mDefaultFB_IsInvalid = false;
  }
  return true;
}

void WebGLContext::DoBindFB(const WebGLFramebuffer* const fb,
                            const GLenum target) const {
  const GLenum driverFB = fb ? fb->mGLName : mDefaultFB->mFB;
  gl->fBindFramebuffer(target, driverFB);
}

bool WebGLContext::BindCurFBForDraw(const char* const funcName) {
  const auto& fb = mBoundDrawFramebuffer;
  if (!ValidateAndInitFB(funcName, fb)) return false;

  DoBindFB(fb);
  return true;
}

bool WebGLContext::BindCurFBForColorRead(
    const char* const funcName, const webgl::FormatUsageInfo** const out_format,
    uint32_t* const out_width, uint32_t* const out_height) {
  const auto& fb = mBoundReadFramebuffer;

  if (fb) {
    if (!ValidateAndInitFB(funcName, fb)) return false;
    if (!fb->ValidateForColorRead(funcName, out_format, out_width, out_height))
      return false;

    gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb->mGLName);
    return true;
  }

  if (!BindDefaultFBForRead(funcName)) return false;

  if (mDefaultFB_ReadBuffer == LOCAL_GL_NONE) {
    ErrorInvalidOperation(
        "%s: Can't read from backbuffer when readBuffer mode is"
        " NONE.",
        funcName);
    return false;
  }

  auto effFormat = mOptions.alpha ? webgl::EffectiveFormat::RGBA8
                                  : webgl::EffectiveFormat::RGB8;

  *out_format = mFormatUsage->GetUsage(effFormat);
  MOZ_ASSERT(*out_format);

  *out_width = mDefaultFB->mSize.width;
  *out_height = mDefaultFB->mSize.height;
  return true;
}

bool WebGLContext::BindDefaultFBForRead(const char* const funcName) {
  if (!ValidateAndInitFB(funcName, nullptr)) return false;

  if (!mDefaultFB->mSamples) {
    gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mDefaultFB->mFB);
    return true;
  }

  if (!mResolvedDefaultFB) {
    mResolvedDefaultFB =
        MozFramebuffer::Create(gl, mDefaultFB->mSize, 0, false);
    if (!mResolvedDefaultFB) {
      gfxCriticalNote << funcName << ": Failed to create mResolvedDefaultFB.";
      return false;
    }
  }

  gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
  BlitBackbufferToCurDriverFB();

  gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, mResolvedDefaultFB->mFB);
  return true;
}

void WebGLContext::DoColorMask(const uint8_t bitmask) const {
  if (mDriverColorMask != bitmask) {
    mDriverColorMask = bitmask;
    gl->fColorMask(
        bool(mDriverColorMask & (1 << 0)), bool(mDriverColorMask & (1 << 1)),
        bool(mDriverColorMask & (1 << 2)), bool(mDriverColorMask & (1 << 3)));
  }
}

////////////////////////////////////////////////////////////////////////////////

ScopedDrawCallWrapper::ScopedDrawCallWrapper(WebGLContext& webgl)
    : mWebGL(webgl) {
  uint8_t driverColorMask = mWebGL.mColorWriteMask;
  bool driverDepthTest = mWebGL.mDepthTestEnabled;
  bool driverStencilTest = mWebGL.mStencilTestEnabled;
  const auto& fb = mWebGL.mBoundDrawFramebuffer;
  if (!fb) {
    if (mWebGL.mDefaultFB_DrawBuffer0 == LOCAL_GL_NONE) {
      driverColorMask = 0;  // Is this well-optimized enough for depth-first
                            // rendering?
    } else {
      driverColorMask &= ~(uint8_t(mWebGL.mNeedsFakeNoAlpha) << 3);
    }
    driverDepthTest &= !mWebGL.mNeedsFakeNoDepth;
    driverStencilTest &= !mWebGL.mNeedsFakeNoStencil;
  } else {
    if (mWebGL.mNeedsFakeNoStencil_UserFBs &&
        fb->DepthAttachment().IsDefined() &&
        !fb->StencilAttachment().IsDefined()) {
      driverStencilTest = false;
    }
  }

  const auto& gl = mWebGL.gl;
  mWebGL.DoColorMask(driverColorMask);
  if (mWebGL.mDriverDepthTest != driverDepthTest) {
    // "When disabled, the depth comparison and subsequent possible updates to
    // the
    //  depth buffer value are bypassed and the fragment is passed to the next
    //  operation." [GLES 3.0.5, p177]
    mWebGL.mDriverDepthTest = driverDepthTest;
    gl->SetEnabled(LOCAL_GL_DEPTH_TEST, mWebGL.mDriverDepthTest);
  }
  if (mWebGL.mDriverStencilTest != driverStencilTest) {
    // "When disabled, the stencil test and associated modifications are not
    // made, and
    //  the fragment is always passed." [GLES 3.0.5, p175]
    mWebGL.mDriverStencilTest = driverStencilTest;
    gl->SetEnabled(LOCAL_GL_STENCIL_TEST, mWebGL.mDriverStencilTest);
  }
}

ScopedDrawCallWrapper::~ScopedDrawCallWrapper() {
  if (mWebGL.mBoundDrawFramebuffer) return;

  mWebGL.mResolvedDefaultFB = nullptr;

  mWebGL.Invalidate();
  mWebGL.mShouldPresent = true;
}

////////////////////////////////////////

IndexedBufferBinding::IndexedBufferBinding() : mRangeStart(0), mRangeSize(0) {}

uint64_t IndexedBufferBinding::ByteCount() const {
  if (!mBufferBinding) return 0;

  uint64_t bufferSize = mBufferBinding->ByteLength();
  if (!mRangeSize)  // BindBufferBase
    return bufferSize;

  if (mRangeStart >= bufferSize) return 0;
  bufferSize -= mRangeStart;

  return std::min(bufferSize, mRangeSize);
}

////////////////////////////////////////

ScopedUnpackReset::ScopedUnpackReset(WebGLContext* webgl)
    : ScopedGLWrapper<ScopedUnpackReset>(webgl->gl), mWebGL(webgl) {
  // clang-format off
    if (mWebGL->mPixelStore_UnpackAlignment != 4) mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, 4);

    if (mWebGL->IsWebGL2()) {
        if (mWebGL->mPixelStore_UnpackRowLength   != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH  , 0);
        if (mWebGL->mPixelStore_UnpackImageHeight != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, 0);
        if (mWebGL->mPixelStore_UnpackSkipPixels  != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , 0);
        if (mWebGL->mPixelStore_UnpackSkipRows    != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS   , 0);
        if (mWebGL->mPixelStore_UnpackSkipImages  != 0) mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , 0);

        if (mWebGL->mBoundPixelUnpackBuffer) mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, 0);
    }
  // clang-format on
}

void ScopedUnpackReset::UnwrapImpl() {
  // clang-format off
    mGL->fPixelStorei(LOCAL_GL_UNPACK_ALIGNMENT, mWebGL->mPixelStore_UnpackAlignment);

    if (mWebGL->IsWebGL2()) {
        mGL->fPixelStorei(LOCAL_GL_UNPACK_ROW_LENGTH  , mWebGL->mPixelStore_UnpackRowLength  );
        mGL->fPixelStorei(LOCAL_GL_UNPACK_IMAGE_HEIGHT, mWebGL->mPixelStore_UnpackImageHeight);
        mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_PIXELS , mWebGL->mPixelStore_UnpackSkipPixels );
        mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_ROWS   , mWebGL->mPixelStore_UnpackSkipRows   );
        mGL->fPixelStorei(LOCAL_GL_UNPACK_SKIP_IMAGES , mWebGL->mPixelStore_UnpackSkipImages );

        GLuint pbo = 0;
        if (mWebGL->mBoundPixelUnpackBuffer) {
            pbo = mWebGL->mBoundPixelUnpackBuffer->mGLName;
        }

        mGL->fBindBuffer(LOCAL_GL_PIXEL_UNPACK_BUFFER, pbo);
    }
  // clang-format on
}

////////////////////

void ScopedFBRebinder::UnwrapImpl() {
  const auto fnName = [&](WebGLFramebuffer* fb) {
    return fb ? fb->mGLName : 0;
  };

  if (mWebGL->IsWebGL2()) {
    mGL->fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER,
                          fnName(mWebGL->mBoundDrawFramebuffer));
    mGL->fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER,
                          fnName(mWebGL->mBoundReadFramebuffer));
  } else {
    MOZ_ASSERT(mWebGL->mBoundDrawFramebuffer == mWebGL->mBoundReadFramebuffer);
    mGL->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER,
                          fnName(mWebGL->mBoundDrawFramebuffer));
  }
}

////////////////////

static GLenum TargetIfLazy(GLenum target) {
  switch (target) {
    case LOCAL_GL_PIXEL_PACK_BUFFER:
    case LOCAL_GL_PIXEL_UNPACK_BUFFER:
      return target;

    default:
      return 0;
  }
}

ScopedLazyBind::ScopedLazyBind(gl::GLContext* gl, GLenum target,
                               const WebGLBuffer* buf)
    : ScopedGLWrapper<ScopedLazyBind>(gl),
      mTarget(buf ? TargetIfLazy(target) : 0),
      mBuf(buf) {
  if (mTarget) {
    mGL->fBindBuffer(mTarget, mBuf->mGLName);
  }
}

void ScopedLazyBind::UnwrapImpl() {
  if (mTarget) {
    mGL->fBindBuffer(mTarget, 0);
  }
}

////////////////////////////////////////

bool Intersect(const int32_t srcSize, const int32_t read0,
               const int32_t readSize, int32_t* const out_intRead0,
               int32_t* const out_intWrite0, int32_t* const out_intSize) {
  MOZ_ASSERT(srcSize >= 0);
  MOZ_ASSERT(readSize >= 0);
  const auto read1 = int64_t(read0) + readSize;

  int32_t intRead0 = read0;  // Clearly doesn't need validation.
  int64_t intWrite0 = 0;
  int64_t intSize = readSize;

  if (read1 <= 0 || read0 >= srcSize) {
    // Disjoint ranges.
    intSize = 0;
  } else {
    if (read0 < 0) {
      const auto diff = int64_t(0) - read0;
      MOZ_ASSERT(diff >= 0);
      intRead0 = 0;
      intWrite0 = diff;
      intSize -= diff;
    }
    if (read1 > srcSize) {
      const auto diff = int64_t(read1) - srcSize;
      MOZ_ASSERT(diff >= 0);
      intSize -= diff;
    }

    if (!CheckedInt<int32_t>(intWrite0).isValid() ||
        !CheckedInt<int32_t>(intSize).isValid()) {
      return false;
    }
  }

  *out_intRead0 = intRead0;
  *out_intWrite0 = intWrite0;
  *out_intSize = intSize;
  return true;
}

// --

uint64_t AvailGroups(const uint64_t totalAvailItems,
                     const uint64_t firstItemOffset, const uint32_t groupSize,
                     const uint32_t groupStride) {
  MOZ_ASSERT(groupSize && groupStride);
  MOZ_ASSERT(groupSize <= groupStride);

  if (totalAvailItems <= firstItemOffset) return 0;
  const size_t availItems = totalAvailItems - firstItemOffset;

  size_t availGroups = availItems / groupStride;
  const size_t tailItems = availItems % groupStride;
  if (tailItems >= groupSize) {
    availGroups += 1;
  }
  return availGroups;
}

////////////////////////////////////////////////////////////////////////////////

CheckedUint32 WebGLContext::GetUnpackSize(bool isFunc3D, uint32_t width,
                                          uint32_t height, uint32_t depth,
                                          uint8_t bytesPerPixel) {
  if (!width || !height || !depth) return 0;

  ////////////////

  const auto& maybeRowLength = mPixelStore_UnpackRowLength;
  const auto& maybeImageHeight = mPixelStore_UnpackImageHeight;

  const auto usedPixelsPerRow =
      CheckedUint32(mPixelStore_UnpackSkipPixels) + width;
  const auto stridePixelsPerRow =
      (maybeRowLength ? CheckedUint32(maybeRowLength) : usedPixelsPerRow);

  const auto usedRowsPerImage =
      CheckedUint32(mPixelStore_UnpackSkipRows) + height;
  const auto strideRowsPerImage =
      (maybeImageHeight ? CheckedUint32(maybeImageHeight) : usedRowsPerImage);

  const uint32_t skipImages = (isFunc3D ? mPixelStore_UnpackSkipImages : 0);
  const CheckedUint32 usedImages = CheckedUint32(skipImages) + depth;

  ////////////////

  CheckedUint32 strideBytesPerRow = bytesPerPixel * stridePixelsPerRow;
  strideBytesPerRow =
      RoundUpToMultipleOf(strideBytesPerRow, mPixelStore_UnpackAlignment);

  const CheckedUint32 strideBytesPerImage =
      strideBytesPerRow * strideRowsPerImage;

  ////////////////

  CheckedUint32 usedBytesPerRow = bytesPerPixel * usedPixelsPerRow;
  // Don't round this to the alignment, since alignment here is really just used
  // for establishing stride, particularly in WebGL 1, where you can't set
  // ROW_LENGTH.

  CheckedUint32 totalBytes = strideBytesPerImage * (usedImages - 1);
  totalBytes += strideBytesPerRow * (usedRowsPerImage - 1);
  totalBytes += usedBytesPerRow;

  return totalBytes;
}

already_AddRefed<layers::SharedSurfaceTextureClient>
WebGLContext::GetVRFrame() {
  /**
   * Swap buffers as though composition has occurred.
   * We will then share the resulting front buffer to be submitted to the VR
   * compositor.
   */
  BeginComposition();
  EndComposition();

  gl::GLScreenBuffer* screen = gl->Screen();
  if (!screen) {
    return nullptr;
  }

  RefPtr<SharedSurfaceTextureClient> sharedSurface = screen->Front();
  if (!sharedSurface) {
    return nullptr;
  }

  return sharedSurface.forget();
}

////////////////////////////////////////////////////////////////////////////////

static inline size_t SizeOfViewElem(const dom::ArrayBufferView& view) {
  const auto& elemType = view.Type();
  if (elemType == js::Scalar::MaxTypedArrayViewType)  // DataViews.
    return 1;

  return js::Scalar::byteSize(elemType);
}

bool WebGLContext::ValidateArrayBufferView(const char* funcName,
                                           const dom::ArrayBufferView& view,
                                           GLuint elemOffset,
                                           GLuint elemCountOverride,
                                           uint8_t** const out_bytes,
                                           size_t* const out_byteLen) {
  view.ComputeLengthAndData();
  uint8_t* const bytes = view.DataAllowShared();
  const size_t byteLen = view.LengthAllowShared();

  const auto& elemSize = SizeOfViewElem(view);

  size_t elemCount = byteLen / elemSize;
  if (elemOffset > elemCount) {
    ErrorInvalidValue("%s: Invalid offset into ArrayBufferView.", funcName);
    return false;
  }
  elemCount -= elemOffset;

  if (elemCountOverride) {
    if (elemCountOverride > elemCount) {
      ErrorInvalidValue("%s: Invalid sub-length for ArrayBufferView.",
                        funcName);
      return false;
    }
    elemCount = elemCountOverride;
  }

  *out_bytes = bytes + (elemOffset * elemSize);
  *out_byteLen = elemCount * elemSize;
  return true;
}

////

void WebGLContext::UpdateMaxDrawBuffers() {
  mGLMaxColorAttachments =
      gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_COLOR_ATTACHMENTS);
  mGLMaxDrawBuffers = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_DRAW_BUFFERS);

  // WEBGL_draw_buffers:
  // "The value of the MAX_COLOR_ATTACHMENTS_WEBGL parameter must be greater
  // than or
  //  equal to that of the MAX_DRAW_BUFFERS_WEBGL parameter."
  mGLMaxDrawBuffers = std::min(mGLMaxDrawBuffers, mGLMaxColorAttachments);
}

// --

webgl::AvailabilityRunnable* WebGLContext::EnsureAvailabilityRunnable() {
  if (!mAvailabilityRunnable) {
    RefPtr<webgl::AvailabilityRunnable> runnable =
        new webgl::AvailabilityRunnable(this);

    nsIDocument* document = GetOwnerDoc();
    if (document) {
      document->Dispatch(TaskCategory::Other, runnable.forget());
    } else {
      NS_DispatchToCurrentThread(runnable.forget());
    }
  }
  return mAvailabilityRunnable;
}

webgl::AvailabilityRunnable::AvailabilityRunnable(WebGLContext* const webgl)
    : Runnable("webgl::AvailabilityRunnable"), mWebGL(webgl) {
  mWebGL->mAvailabilityRunnable = this;
}

webgl::AvailabilityRunnable::~AvailabilityRunnable() {
  MOZ_ASSERT(mQueries.empty());
  MOZ_ASSERT(mSyncs.empty());
}

nsresult webgl::AvailabilityRunnable::Run() {
  for (const auto& cur : mQueries) {
    cur->mCanBeAvailable = true;
  }
  mQueries.clear();

  for (const auto& cur : mSyncs) {
    cur->mCanBeAvailable = true;
  }
  mSyncs.clear();

  mWebGL->mAvailabilityRunnable = nullptr;
  return NS_OK;
}

////////////////////////////////////////////////////////////////////////////////
// XPCOM goop

void ImplCycleCollectionTraverse(nsCycleCollectionTraversalCallback& callback,
                                 const std::vector<IndexedBufferBinding>& field,
                                 const char* name, uint32_t flags) {
  for (const auto& cur : field) {
    ImplCycleCollectionTraverse(callback, cur.mBufferBinding, name, flags);
  }
}

void ImplCycleCollectionUnlink(std::vector<IndexedBufferBinding>& field) {
  field.clear();
}

////

NS_IMPL_CYCLE_COLLECTING_ADDREF(WebGLContext)
NS_IMPL_CYCLE_COLLECTING_RELEASE(WebGLContext)

NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(
    WebGLContext, mCanvasElement, mOffscreenCanvas, mExtensions,
    mBound2DTextures, mBoundCubeMapTextures, mBound3DTextures,
    mBound2DArrayTextures, mBoundSamplers, mBoundArrayBuffer,
    mBoundCopyReadBuffer, mBoundCopyWriteBuffer, mBoundPixelPackBuffer,
    mBoundPixelUnpackBuffer, mBoundTransformFeedback, mBoundUniformBuffer,
    mCurrentProgram, mBoundDrawFramebuffer, mBoundReadFramebuffer,
    mBoundRenderbuffer, mBoundVertexArray, mDefaultVertexArray,
    mQuerySlot_SamplesPassed, mQuerySlot_TFPrimsWritten, mQuerySlot_TimeElapsed)

NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(WebGLContext)
  NS_WRAPPERCACHE_INTERFACE_MAP_ENTRY
  NS_INTERFACE_MAP_ENTRY(nsICanvasRenderingContextInternal)
  NS_INTERFACE_MAP_ENTRY(nsISupportsWeakReference)
  // If the exact way we cast to nsISupports here ever changes, fix our
  // ToSupports() method.
  NS_INTERFACE_MAP_ENTRY_AMBIGUOUS(nsISupports,
                                   nsICanvasRenderingContextInternal)
NS_INTERFACE_MAP_END

}  // namespace mozilla