init
This commit is contained in:
945
PCSurvey/libs/other/webgl-debug.js
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945
PCSurvey/libs/other/webgl-debug.js
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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
|
||||
** "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
|
||||
** permit persons to whom the Materials are furnished to do so, subject to
|
||||
** 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.
|
||||
**
|
||||
** 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.
|
||||
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
** 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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// Various functions for helping debug WebGL apps.
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WebGLDebugUtils = function() {
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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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* 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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* 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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'enable': {1: { 0:true }},
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'disable': {1: { 0:true }},
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'getParameter': {1: { 0:true }},
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// Rendering
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'drawArrays': {3:{ 0:true }},
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'drawElements': {4:{ 0:true, 2:true }},
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// Shaders
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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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// Vertex attributes
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'getVertexAttrib': {2: { 1:true }},
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'vertexAttribPointer': {6: { 2:true }},
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// Textures
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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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// Buffer objects
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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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// Renderbuffers and framebuffers
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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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// Frame buffer operations (clear, blend, depth test, stencil)
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'clear': {1: { 0: { 'enumBitwiseOr': ['COLOR_BUFFER_BIT', 'DEPTH_BUFFER_BIT', 'STENCIL_BUFFER_BIT'] }}},
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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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// Culling
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'cullFace': {1: { 0:true }},
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'frontFace': {1: { 0:true }},
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// ANGLE_instanced_arrays extension
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'drawArraysInstancedANGLE': {4: { 0:true }},
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'drawElementsInstancedANGLE': {5: { 0:true, 2:true }},
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// EXT_blend_minmax extension
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'blendEquationEXT': {1: { 0:true }}
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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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* Map of names to numbers.
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* @type {Object}
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||||
*/
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||||
var enumStringToValue = null;
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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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enumStringToValue = { };
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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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enumStringToValue[propertyName] = ctx[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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* 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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* 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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* 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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* 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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if (typeof funcInfo[argumentIndex] === 'object' &&
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funcInfo[argumentIndex]['enumBitwiseOr'] !== undefined) {
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var enums = funcInfo[argumentIndex]['enumBitwiseOr'];
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var orResult = 0;
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var orEnums = [];
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for (var i = 0; i < enums.length; ++i) {
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var enumValue = enumStringToValue[enums[i]];
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if ((value & enumValue) !== 0) {
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orResult |= enumValue;
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orEnums.push(glEnumToString(enumValue));
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}
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}
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if (orResult === value) {
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return orEnums.join(' | ');
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} else {
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return glEnumToString(value);
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}
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} else {
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return glEnumToString(value);
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}
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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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* 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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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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|
||||
// 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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* 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
|
||||
* error. If not specified the default function calls
|
||||
* 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.
|
||||
* You can use this to log all calls for example.
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* @param {!WebGLRenderingContext} opt_err_ctx The webgl context
|
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* to call getError on if different than ctx.
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*/
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function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc, opt_err_ctx) {
|
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opt_err_ctx = opt_err_ctx || ctx;
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init(ctx);
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opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
|
||||
// apparently we can't do args.join(",");
|
||||
var argStr = "";
|
||||
var numArgs = args.length;
|
||||
for (var ii = 0; ii < numArgs; ++ii) {
|
||||
argStr += ((ii == 0) ? '' : ', ') +
|
||||
glFunctionArgToString(functionName, numArgs, ii, args[ii]);
|
||||
}
|
||||
error("WebGL error "+ glEnumToString(err) + " in "+ functionName +
|
||||
"(" + argStr + ")");
|
||||
};
|
||||
|
||||
// Holds booleans for each GL error so after we get the error ourselves
|
||||
// we can still return it to the client app.
|
||||
var glErrorShadow = { };
|
||||
|
||||
// Makes a function that calls a WebGL function and then calls getError.
|
||||
function makeErrorWrapper(ctx, functionName) {
|
||||
return function() {
|
||||
if (opt_onFunc) {
|
||||
opt_onFunc(functionName, arguments);
|
||||
}
|
||||
var result = ctx[functionName].apply(ctx, arguments);
|
||||
var err = opt_err_ctx.getError();
|
||||
if (err != 0) {
|
||||
glErrorShadow[err] = true;
|
||||
opt_onErrorFunc(err, functionName, arguments);
|
||||
}
|
||||
return result;
|
||||
};
|
||||
}
|
||||
|
||||
// Make a an object that has a copy of every property of the WebGL context
|
||||
// but wraps all functions.
|
||||
var wrapper = {};
|
||||
for (var propertyName in ctx) {
|
||||
if (typeof ctx[propertyName] == 'function') {
|
||||
if (propertyName != 'getExtension') {
|
||||
wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
|
||||
} else {
|
||||
var wrapped = makeErrorWrapper(ctx, propertyName);
|
||||
wrapper[propertyName] = function () {
|
||||
var result = wrapped.apply(ctx, arguments);
|
||||
return makeDebugContext(result, opt_onErrorFunc, opt_onFunc, opt_err_ctx);
|
||||
};
|
||||
}
|
||||
} else {
|
||||
makePropertyWrapper(wrapper, ctx, propertyName);
|
||||
}
|
||||
}
|
||||
|
||||
// Override the getError function with one that returns our saved results.
|
||||
wrapper.getError = function() {
|
||||
for (var err in glErrorShadow) {
|
||||
if (glErrorShadow.hasOwnProperty(err)) {
|
||||
if (glErrorShadow[err]) {
|
||||
glErrorShadow[err] = false;
|
||||
return err;
|
||||
}
|
||||
}
|
||||
}
|
||||
return ctx.NO_ERROR;
|
||||
};
|
||||
|
||||
return wrapper;
|
||||
}
|
||||
|
||||
function resetToInitialState(ctx) {
|
||||
var 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
|
||||
};
|
||||
|
||||
}();
|
||||
Reference in New Issue
Block a user