875 lines
25 KiB
JavaScript
875 lines
25 KiB
JavaScript
/*
|
|
** Copyright (c) 2012 The Khronos Group Inc.
|
|
**
|
|
** Permission is hereby granted, free of charge, to any person obtaining a
|
|
** copy of this software and/or associated documentation files (the
|
|
** "Materials"), to deal in the Materials without restriction, including
|
|
** without limitation the rights to use, copy, modify, merge, publish,
|
|
** 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:
|
|
**
|
|
** The above copyright notice and this permission notice shall be included
|
|
** in all copies or substantial portions of the Materials.
|
|
**
|
|
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
** 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,
|
|
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
|
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
|
*/
|
|
|
|
// Various functions for helping debug WebGL apps.
|
|
|
|
WebGLDebugUtils = function() {
|
|
|
|
/**
|
|
* Wrapped logging function.
|
|
* @param {string} msg Message to log.
|
|
*/
|
|
var log = function(msg) {
|
|
if (window.console && window.console.log) {
|
|
window.console.log(msg);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Wrapped error logging function.
|
|
* @param {string} msg Message to log.
|
|
*/
|
|
var error = function(msg) {
|
|
if (window.console && window.console.error) {
|
|
window.console.error(msg);
|
|
} else {
|
|
log(msg);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Which arguements are enums.
|
|
* @type {!Object.<number, string>}
|
|
*/
|
|
var glValidEnumContexts = {
|
|
|
|
// Generic setters and getters
|
|
|
|
'enable': { 0:true },
|
|
'disable': { 0:true },
|
|
'getParameter': { 0:true },
|
|
|
|
// Rendering
|
|
|
|
'drawArrays': { 0:true },
|
|
'drawElements': { 0:true, 2:true },
|
|
|
|
// Shaders
|
|
|
|
'createShader': { 0:true },
|
|
'getShaderParameter': { 1:true },
|
|
'getProgramParameter': { 1:true },
|
|
|
|
// Vertex attributes
|
|
|
|
'getVertexAttrib': { 1:true },
|
|
'vertexAttribPointer': { 2:true },
|
|
|
|
// Textures
|
|
|
|
'bindTexture': { 0:true },
|
|
'activeTexture': { 0:true },
|
|
'getTexParameter': { 0:true, 1:true },
|
|
'texParameterf': { 0:true, 1:true },
|
|
'texParameteri': { 0:true, 1:true, 2:true },
|
|
'texImage2D': { 0:true, 2:true, 6:true, 7:true },
|
|
'texSubImage2D': { 0:true, 6:true, 7:true },
|
|
'copyTexImage2D': { 0:true, 2:true },
|
|
'copyTexSubImage2D': { 0:true },
|
|
'generateMipmap': { 0:true },
|
|
|
|
// Buffer objects
|
|
|
|
'bindBuffer': { 0:true },
|
|
'bufferData': { 0:true, 2:true },
|
|
'bufferSubData': { 0:true },
|
|
'getBufferParameter': { 0:true, 1:true },
|
|
|
|
// Renderbuffers and framebuffers
|
|
|
|
'pixelStorei': { 0:true, 1:true },
|
|
'readPixels': { 4:true, 5:true },
|
|
'bindRenderbuffer': { 0:true },
|
|
'bindFramebuffer': { 0:true },
|
|
'checkFramebufferStatus': { 0:true },
|
|
'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
|
|
'framebufferTexture2D': { 0:true, 1:true, 2:true },
|
|
'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
|
|
'getRenderbufferParameter': { 0:true, 1:true },
|
|
'renderbufferStorage': { 0:true, 1:true },
|
|
|
|
// Frame buffer operations (clear, blend, depth test, stencil)
|
|
|
|
'clear': { 0:true },
|
|
'depthFunc': { 0:true },
|
|
'blendFunc': { 0:true, 1:true },
|
|
'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
|
|
'blendEquation': { 0:true },
|
|
'blendEquationSeparate': { 0:true, 1:true },
|
|
'stencilFunc': { 0:true },
|
|
'stencilFuncSeparate': { 0:true, 1:true },
|
|
'stencilMaskSeparate': { 0:true },
|
|
'stencilOp': { 0:true, 1:true, 2:true },
|
|
'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
|
|
|
|
// Culling
|
|
|
|
'cullFace': { 0:true },
|
|
'frontFace': { 0:true },
|
|
};
|
|
|
|
/**
|
|
* Map of numbers to names.
|
|
* @type {Object}
|
|
*/
|
|
var glEnums = null;
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
function init(ctx) {
|
|
if (glEnums == null) {
|
|
glEnums = { };
|
|
for (var propertyName in ctx) {
|
|
if (typeof ctx[propertyName] == 'number') {
|
|
glEnums[ctx[propertyName]] = propertyName;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks the utils have been initialized.
|
|
*/
|
|
function checkInit() {
|
|
if (glEnums == null) {
|
|
throw 'WebGLDebugUtils.init(ctx) not called';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
function mightBeEnum(value) {
|
|
checkInit();
|
|
return (glEnums[value] !== undefined);
|
|
}
|
|
|
|
/**
|
|
* Gets an string version of an WebGL enum.
|
|
*
|
|
* Example:
|
|
* var str = WebGLDebugUtil.glEnumToString(ctx.getError());
|
|
*
|
|
* @param {number} value Value to return an enum for
|
|
* @return {string} The string version of the enum.
|
|
*/
|
|
function glEnumToString(value) {
|
|
checkInit();
|
|
var name = glEnums[value];
|
|
return (name !== undefined) ? name :
|
|
("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")");
|
|
}
|
|
|
|
/**
|
|
* Returns the string version of a WebGL argument.
|
|
* Attempts to convert enum arguments to strings.
|
|
* @param {string} functionName the name of the WebGL function.
|
|
* @param {number} argumentIndx the index of the argument.
|
|
* @param {*} value The value of the argument.
|
|
* @return {string} The value as a string.
|
|
*/
|
|
function glFunctionArgToString(functionName, argumentIndex, value) {
|
|
var funcInfo = glValidEnumContexts[functionName];
|
|
if (funcInfo !== undefined) {
|
|
if (funcInfo[argumentIndex]) {
|
|
return glEnumToString(value);
|
|
}
|
|
}
|
|
if (value === null) {
|
|
return "null";
|
|
} else if (value === undefined) {
|
|
return "undefined";
|
|
} else {
|
|
return value.toString();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
function glFunctionArgsToString(functionName, args) {
|
|
// apparently we can't do args.join(",");
|
|
var argStr = "";
|
|
for (var ii = 0; ii < args.length; ++ii) {
|
|
argStr += ((ii == 0) ? '' : ', ') +
|
|
glFunctionArgToString(functionName, ii, args[ii]);
|
|
}
|
|
return argStr;
|
|
};
|
|
|
|
|
|
function makePropertyWrapper(wrapper, original, propertyName) {
|
|
//log("wrap prop: " + propertyName);
|
|
wrapper.__defineGetter__(propertyName, function() {
|
|
return original[propertyName];
|
|
});
|
|
// TODO(gmane): this needs to handle properties that take more than
|
|
// one value?
|
|
wrapper.__defineSetter__(propertyName, function(value) {
|
|
//log("set: " + propertyName);
|
|
original[propertyName] = value;
|
|
});
|
|
}
|
|
|
|
// Makes a function that calls a function on another object.
|
|
function makeFunctionWrapper(original, functionName) {
|
|
//log("wrap fn: " + functionName);
|
|
var f = original[functionName];
|
|
return function() {
|
|
//log("call: " + functionName);
|
|
var result = f.apply(original, arguments);
|
|
return result;
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Given a WebGL context returns a wrapped context that calls
|
|
* gl.getError after every command and calls a function if the
|
|
* result is not gl.NO_ERROR.
|
|
*
|
|
* @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.
|
|
*/
|
|
function makeDebugContext(ctx, opt_onErrorFunc, opt_onFunc) {
|
|
init(ctx);
|
|
opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
|
|
// apparently we can't do args.join(",");
|
|
var argStr = "";
|
|
for (var ii = 0; ii < args.length; ++ii) {
|
|
argStr += ((ii == 0) ? '' : ', ') +
|
|
glFunctionArgToString(functionName, 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 = 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') {
|
|
wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
|
|
} 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', 0, gl.TEXTURE_2D);
|
|
*
|
|
* would return 'TEXTURE_2D'
|
|
*
|
|
* @param {string} functionName the name of the WebGL function.
|
|
* @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
|
|
};
|
|
|
|
}();
|
|
|