Emscripten cleanup
This commit is contained in:
File diff suppressed because one or more lines are too long
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//Copyright (c) 2009 The Chromium Authors. All rights reserved.
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//Use of this source code is governed by a BSD-style license that can be
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//found in the LICENSE file.
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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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* Which arguements are enums.
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* @type {!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': { 0:true },
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'disable': { 0:true },
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'getParameter': { 0:true },
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// Rendering
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'drawArrays': { 0:true },
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'drawElements': { 0:true, 2:true },
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// Shaders
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'createShader': { 0:true },
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'getShaderParameter': { 1:true },
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'getProgramParameter': { 1:true },
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// Vertex attributes
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'getVertexAttrib': { 1:true },
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'vertexAttribPointer': { 2:true },
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// Textures
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'bindTexture': { 0:true },
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'activeTexture': { 0:true },
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'getTexParameter': { 0:true, 1:true },
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'texParameterf': { 0:true, 1:true },
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'texParameteri': { 0:true, 1:true, 2:true },
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'texImage2D': { 0:true, 2:true, 6:true, 7:true },
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'texSubImage2D': { 0:true, 6:true, 7:true },
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'copyTexImage2D': { 0:true, 2:true },
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'copyTexSubImage2D': { 0:true },
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'generateMipmap': { 0:true },
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// Buffer objects
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'bindBuffer': { 0:true },
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'bufferData': { 0:true, 2:true },
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'bufferSubData': { 0:true },
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'getBufferParameter': { 0:true, 1:true },
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// Renderbuffers and framebuffers
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'pixelStorei': { 0:true, 1:true },
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'readPixels': { 4:true, 5:true },
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'bindRenderbuffer': { 0:true },
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'bindFramebuffer': { 0:true },
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'checkFramebufferStatus': { 0:true },
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'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
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'framebufferTexture2D': { 0:true, 1:true, 2:true },
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'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
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'getRenderbufferParameter': { 0:true, 1:true },
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'renderbufferStorage': { 0:true, 1:true },
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// Frame buffer operations (clear, blend, depth test, stencil)
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'clear': { 0:true },
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'depthFunc': { 0:true },
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'blendFunc': { 0:true, 1:true },
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'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
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'blendEquation': { 0:true },
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'blendEquationSeparate': { 0:true, 1:true },
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'stencilFunc': { 0:true },
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'stencilFuncSeparate': { 0:true, 1:true },
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'stencilMaskSeparate': { 0:true },
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'stencilOp': { 0:true, 1:true, 2:true },
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'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
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// Culling
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'cullFace': { 0:true },
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'frontFace': { 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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* Initializes this module. Safe to call more than once.
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* @param {!WebGLRenderingContext} ctx A WebGL context. If
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* you have more than one context it doesn't matter which one
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* you pass in, it is only used to pull out constants.
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*/
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function init(ctx) {
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if (glEnums == null) {
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glEnums = { };
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for (var propertyName in ctx) {
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if (typeof ctx[propertyName] == 'number') {
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glEnums[ctx[propertyName]] = propertyName;
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}
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}
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}
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}
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/**
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* 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) ? 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} 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, argumentIndex, value) {
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var funcInfo = glValidEnumContexts[functionName];
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if (funcInfo !== undefined) {
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if (funcInfo[argumentIndex]) {
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return glEnumToString(value);
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}
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}
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return value.toString();
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}
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function makePropertyWrapper(wrapper, original, propertyName) {
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//log("wrap prop: " + propertyName);
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wrapper.__defineGetter__(propertyName, function() {
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return original[propertyName];
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});
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// TODO(gmane): this needs to handle properties that take more than
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// one value?
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wrapper.__defineSetter__(propertyName, function(value) {
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//log("set: " + propertyName);
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original[propertyName] = value;
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});
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}
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// 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
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* error. If not specified the default function calls
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* console.log with a message.
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*/
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function makeDebugContext(ctx, opt_onErrorFunc) {
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init(ctx);
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opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
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// apparently we can't do args.join(",");
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var argStr = "";
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for (var ii = 0; ii < args.length; ++ii) {
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argStr += ((ii == 0) ? '' : ', ') +
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glFunctionArgToString(functionName, ii, args[ii]);
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}
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log("WebGL error "+ glEnumToString(err) + " in "+ functionName +
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"(" + argStr + ")");
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};
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// Holds booleans for each GL error so after we get the error ourselves
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// we can still return it to the client app.
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var glErrorShadow = { };
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// Makes a function that calls a WebGL function and then calls getError.
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function makeErrorWrapper(ctx, functionName) {
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return function() {
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var result = ctx[functionName].apply(ctx, arguments);
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var err = ctx.getError();
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if (err != 0) {
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glErrorShadow[err] = true;
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opt_onErrorFunc(err, functionName, arguments);
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}
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return result;
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};
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}
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// Make a an object that has a copy of every property of the WebGL context
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// but wraps all functions.
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var wrapper = {};
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for (var propertyName in ctx) {
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if (typeof ctx[propertyName] == 'function') {
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wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
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} else {
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makePropertyWrapper(wrapper, ctx, propertyName);
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}
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}
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// Override the getError function with one that returns our saved results.
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wrapper.getError = function() {
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for (var err in glErrorShadow) {
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if (glErrorShadow[err]) {
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glErrorShadow[err] = false;
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return err;
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}
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}
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return ctx.NO_ERROR;
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};
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return wrapper;
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}
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function resetToInitialState(ctx) {
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var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
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var tmp = ctx.createBuffer();
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ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
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for (var ii = 0; ii < numAttribs; ++ii) {
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ctx.disableVertexAttribArray(ii);
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ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
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ctx.vertexAttrib1f(ii, 0);
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}
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ctx.deleteBuffer(tmp);
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var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
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for (var ii = 0; ii < numTextureUnits; ++ii) {
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ctx.activeTexture(ctx.TEXTURE0 + ii);
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ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
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ctx.bindTexture(ctx.TEXTURE_2D, null);
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}
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ctx.activeTexture(ctx.TEXTURE0);
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ctx.useProgram(null);
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ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
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ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
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ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
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ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
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ctx.disable(ctx.BLEND);
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ctx.disable(ctx.CULL_FACE);
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ctx.disable(ctx.DEPTH_TEST);
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ctx.disable(ctx.DITHER);
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ctx.disable(ctx.SCISSOR_TEST);
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ctx.blendColor(0, 0, 0, 0);
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ctx.blendEquation(ctx.FUNC_ADD);
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ctx.blendFunc(ctx.ONE, ctx.ZERO);
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ctx.clearColor(0, 0, 0, 0);
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ctx.clearDepth(1);
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ctx.clearStencil(-1);
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ctx.colorMask(true, true, true, true);
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ctx.cullFace(ctx.BACK);
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ctx.depthFunc(ctx.LESS);
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ctx.depthMask(true);
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ctx.depthRange(0, 1);
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ctx.frontFace(ctx.CCW);
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ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
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ctx.lineWidth(1);
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ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
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ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
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ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
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ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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// TODO: Delete this IF.
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if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
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ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
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}
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ctx.polygonOffset(0, 0);
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ctx.sampleCoverage(1, false);
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ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
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ctx.stencilMask(0xFFFFFFFF);
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ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
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ctx.viewport(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
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// TODO: This should NOT be needed but Firefox fails with 'hint'
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while(ctx.getError());
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}
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function makeLostContextSimulatingCanvas(canvas) {
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var unwrappedContext_;
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var wrappedContext_;
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var onLost_ = [];
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var onRestored_ = [];
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var wrappedContext_ = {};
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var contextId_ = 1;
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var contextLost_ = false;
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var resourceId_ = 0;
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var resourceDb_ = [];
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var numCallsToLoseContext_ = 0;
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var numCalls_ = 0;
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var canRestore_ = false;
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var restoreTimeout_ = 0;
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// Holds booleans for each GL error so can simulate errors.
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var glErrorShadow_ = { };
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canvas.getContext = function(f) {
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return function() {
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var ctx = f.apply(canvas, arguments);
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// Did we get a context and is it a WebGL context?
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if (ctx instanceof WebGLRenderingContext) {
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if (ctx != unwrappedContext_) {
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if (unwrappedContext_) {
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throw "got different context"
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}
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unwrappedContext_ = ctx;
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wrappedContext_ = makeLostContextSimulatingContext(unwrappedContext_);
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}
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return wrappedContext_;
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}
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return ctx;
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}
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}(canvas.getContext);
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function wrapEvent(listener) {
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if (typeof(listener) == "function") {
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return listener;
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} else {
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return function(info) {
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listener.handleEvent(info);
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}
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}
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}
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var addOnContextLostListener = function(listener) {
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onLost_.push(wrapEvent(listener));
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};
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var addOnContextRestoredListener = function(listener) {
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onRestored_.push(wrapEvent(listener));
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};
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function wrapAddEventListener(canvas) {
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var f = canvas.addEventListener;
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canvas.addEventListener = function(type, listener, bubble) {
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switch (type) {
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case 'webglcontextlost':
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addOnContextLostListener(listener);
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break;
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case 'webglcontextrestored':
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addOnContextRestoredListener(listener);
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break;
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default:
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f.apply(canvas, arguments);
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}
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};
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}
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wrapAddEventListener(canvas);
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canvas.loseContext = function() {
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if (!contextLost_) {
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contextLost_ = true;
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numCallsToLoseContext_ = 0;
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++contextId_;
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while (unwrappedContext_.getError());
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clearErrors();
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glErrorShadow_[unwrappedContext_.CONTEXT_LOST_WEBGL] = true;
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var event = makeWebGLContextEvent("context lost");
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var callbacks = onLost_.slice();
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setTimeout(function() {
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//log("numCallbacks:" + callbacks.length);
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for (var ii = 0; ii < callbacks.length; ++ii) {
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//log("calling callback:" + ii);
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callbacks[ii](event);
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}
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if (restoreTimeout_ >= 0) {
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setTimeout(function() {
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canvas.restoreContext();
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}, restoreTimeout_);
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}
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}, 0);
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}
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};
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canvas.restoreContext = function() {
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if (contextLost_) {
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if (onRestored_.length) {
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setTimeout(function() {
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if (!canRestore_) {
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throw "can not restore. webglcontestlost listener did not call event.preventDefault";
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}
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freeResources();
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resetToInitialState(unwrappedContext_);
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contextLost_ = false;
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numCalls_ = 0;
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canRestore_ = false;
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var callbacks = onRestored_.slice();
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var event = makeWebGLContextEvent("context restored");
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for (var ii = 0; ii < callbacks.length; ++ii) {
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callbacks[ii](event);
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}
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}, 0);
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}
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}
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};
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canvas.loseContextInNCalls = function(numCalls) {
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if (contextLost_) {
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throw "You can not ask a lost contet to be lost";
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}
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numCallsToLoseContext_ = numCalls_ + numCalls;
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};
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canvas.getNumCalls = function() {
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return numCalls_;
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};
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canvas.setRestoreTimeout = function(timeout) {
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restoreTimeout_ = timeout;
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};
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function isWebGLObject(obj) {
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//return false;
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return (obj instanceof WebGLBuffer ||
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obj instanceof WebGLFramebuffer ||
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obj instanceof WebGLProgram ||
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||||
obj instanceof WebGLRenderbuffer ||
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||||
obj instanceof WebGLShader ||
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||||
obj instanceof WebGLTexture);
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||||
}
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||||
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function checkResources(args) {
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||||
for (var ii = 0; ii < args.length; ++ii) {
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var arg = args[ii];
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if (isWebGLObject(arg)) {
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return arg.__webglDebugContextLostId__ == contextId_;
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||||
}
|
||||
}
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return true;
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||||
}
|
||||
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||||
function clearErrors() {
|
||||
var k = Object.keys(glErrorShadow_);
|
||||
for (var ii = 0; ii < k.length; ++ii) {
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||||
delete glErrorShadow_[k];
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||||
}
|
||||
}
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||||
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||||
function loseContextIfTime() {
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||||
++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,
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
'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