2024-03-11 01:33:47 +08:00

709 lines
21 KiB
TypeScript

//Copyright (c) 2009 The Chromium Authors. All rights reserved.
//Use of this source code is governed by a BSD-style license that can be
//found in the LICENSE file.
// Various functions for helping debug WebGL apps.
type FunctionKeys<T> = {
[P in keyof T]: T[P] extends Function ? P : never;
}[keyof T];
type DebugContextProp = { [x: number]: boolean };
type WebGLContextFuncKey = FunctionKeys<WebGLRenderingContext>;
type GLValidEnumContext = {
[prop in WebGLContextFuncKey]?: DebugContextProp;
};
type GLPartialContext = {
-readonly [prop in keyof WebGLRenderingContext]?: WebGLRenderingContext[prop];
};
type WebGLResource = (
| WebGLBuffer
| WebGLFramebuffer
| WebGLProgram
| WebGLRenderbuffer
| WebGLShader
| WebGLTexture
) & { __webglDebugContextLostId__: number };
export const WebGLDebugUtils = (function () {
/**
* Wrapped logging function.
* @param {string} msg Message to log.
*/
const log = function (msg: string) {
if (window.console && window.console.log) {
window.console.log(msg);
}
};
/**
* Which arguments are enums.
* @type {!Object.<number, string>}
*/
const glValidEnumContexts: GLValidEnumContext = {
// 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}
*/
let glEnums: Record<string | number, any> | null = 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: WebGLRenderingContext) {
if (glEnums == null) {
glEnums = {};
for (const propertyName in ctx) {
if (typeof (ctx as any)[propertyName] == 'number') {
glEnums[(ctx as any)[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 {*} glEnumKey Value to check if it might be an enum.
* @return {boolean} True if value matches one of the WebGL defined enums
*/
function mightBeEnum(glEnumKey: string | number) {
checkInit();
return !!glEnums && glEnums[glEnumKey] !== undefined;
}
/**
* Gets an string version of an WebGL enum.
*
* Example:
* const str = WebGLDebugUtil.glEnumToString(ctx.getError());
*
* @param {number} glEnumKey Value to return an enum for
* @return {string} The string version of the enum.
*/
function glEnumToString(glEnumKey: string | number) {
checkInit();
const name = glEnums && glEnums[glEnumKey];
return name !== undefined ? name : '*UNKNOWN WebGL ENUM (0x' + glEnumKey.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: WebGLContextFuncKey, argumentIndex: number, value: string | number) {
const funcInfo = glValidEnumContexts[functionName];
if (funcInfo !== undefined) {
if (funcInfo[argumentIndex]) {
return glEnumToString(value);
}
}
return value.toString();
}
/**
* 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.
*/
function makeDebugContext(
ctx: WebGLRenderingContext,
opt_onErrorFunc?: (err: any, funcName: keyof typeof glValidEnumContexts, args: any[]) => void,
) {
init(ctx);
opt_onErrorFunc =
opt_onErrorFunc ||
function (err, functionName, args) {
// apparently we can't do args.join(",");
let argStr = '';
for (let ii = 0; ii < args.length; ++ii) {
argStr += (ii == 0 ? '' : ', ') + glFunctionArgToString(functionName, ii as never, args[ii]);
}
log('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.
const glErrorShadow: Record<string | number, any> = {};
// Makes a function that calls a WebGL function and then calls getError.
function makeErrorWrapper(ctx: WebGLRenderingContext, functionName: WebGLContextFuncKey) {
return function () {
const result = (ctx as any)[functionName].apply(ctx, arguments);
const err = ctx.getError();
if (err != 0) {
glErrorShadow[err] = true;
opt_onErrorFunc!(err, functionName, arguments as any);
}
return result;
};
}
// Make a an object that has a copy of every property of the WebGL context
// but wraps all functions.
const wrapper: GLPartialContext = {};
for (const propertyName in ctx) {
const funcKey = propertyName as WebGLContextFuncKey;
if (typeof ctx[funcKey] === 'function') {
wrapper[funcKey] = makeErrorWrapper(ctx, funcKey);
} else {
wrapper[funcKey] = (ctx as any)[funcKey];
}
}
// Override the getError function with one that returns our saved results.
wrapper.getError = function () {
for (const err in glErrorShadow) {
if (glErrorShadow[err]) {
glErrorShadow[err] = false;
return +err;
}
}
return ctx.NO_ERROR;
};
return wrapper;
}
function resetToInitialState(ctx: WebGLRenderingContext) {
const numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
const tmp = ctx.createBuffer();
ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
for (let ii = 0; ii < numAttribs; ++ii) {
ctx.disableVertexAttribArray(ii);
ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
ctx.vertexAttrib1f(ii, 0);
}
ctx.deleteBuffer(tmp);
const numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
for (let 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 as HTMLCanvasElement).clientWidth, (ctx.canvas as HTMLCanvasElement).clientHeight);
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 makeLostContextSimulatingContext(ctx: WebGLRenderingContext) {
const wrapper_: GLPartialContext & {
loseContext?: Function;
restoreContext?: Function;
registerOnContextLostListener?: Function;
registerOnContextRestoredListener?: Function;
} = {};
let contextId_ = 1;
let contextLost_ = false;
const resourceDb_: WebGLResource[] = [];
let onLost_: Function | undefined = undefined;
let onRestored_: Function | undefined = undefined;
let nextOnRestored_: Function | undefined = undefined;
// Holds booleans for each GL error so can simulate errors.
const glErrorShadow_: { [prop in number | string]: boolean } = {};
function isWebGLResource(obj: WebGLResource) {
//return false;
return (
obj instanceof WebGLBuffer ||
obj instanceof WebGLFramebuffer ||
obj instanceof WebGLProgram ||
obj instanceof WebGLRenderbuffer ||
obj instanceof WebGLShader ||
obj instanceof WebGLTexture
);
}
function checkResources(args: WebGLResource[]) {
for (let ii = 0; ii < args.length; ++ii) {
const arg = args[ii];
if (isWebGLResource(arg)) {
return arg.__webglDebugContextLostId__ == contextId_;
}
}
return true;
}
function clearErrors() {
const k = Object.keys(glErrorShadow_);
for (let ii = 0; ii < k.length; ++ii) {
delete glErrorShadow_[k[ii]];
}
}
// Makes a function that simulates WebGL when out of context.
function makeLostContextWrapper(ctx: WebGLRenderingContext, functionName: WebGLContextFuncKey) {
const f = ctx[functionName];
return function () {
// Only call the functions if the context is not lost.
if (!contextLost_) {
if (!checkResources(arguments as unknown as WebGLResource[])) {
glErrorShadow_[ctx.INVALID_OPERATION] = true;
return;
}
const result = (f as (this: WebGLRenderingContext, mask: number) => any).apply(
ctx,
arguments as unknown as [number],
);
return result;
}
};
}
for (const propertyName in ctx) {
const ctxFuncKey = propertyName as WebGLContextFuncKey;
if (typeof ctx[propertyName as keyof WebGLRenderingContext] === 'function') {
wrapper_[ctxFuncKey] = makeLostContextWrapper(ctx, ctxFuncKey);
} else {
wrapper_[ctxFuncKey] = ctx[ctxFuncKey] as any;
}
}
function makeWebGLContextEvent(statusMessage: string) {
return { statusMessage: statusMessage };
}
function freeResources() {
for (let ii = 0; ii < resourceDb_.length; ++ii) {
const resource = resourceDb_[ii];
if (resource instanceof WebGLBuffer) {
ctx.deleteBuffer(resource);
} else if (resource instanceof WebGLFramebuffer) {
ctx.deleteFramebuffer(resource);
} else if (resource instanceof WebGLProgram) {
ctx.deleteProgram(resource);
} else if (resource instanceof WebGLRenderbuffer) {
ctx.deleteRenderbuffer(resource);
} else if (resource instanceof WebGLShader) {
ctx.deleteShader(resource);
} else if (resource instanceof WebGLTexture) {
ctx.deleteTexture(resource);
}
}
}
wrapper_.loseContext = function () {
if (!contextLost_) {
contextLost_ = true;
++contextId_;
while (ctx.getError());
clearErrors();
glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true;
setTimeout(function () {
if (onLost_) {
onLost_(makeWebGLContextEvent('context lost'));
}
}, 0);
}
};
wrapper_.restoreContext = function () {
if (contextLost_) {
if (onRestored_) {
setTimeout(function () {
freeResources();
resetToInitialState(ctx);
contextLost_ = false;
if (onRestored_) {
const callback = onRestored_;
onRestored_ = nextOnRestored_;
nextOnRestored_ = undefined;
callback(makeWebGLContextEvent('context restored'));
}
}, 0);
} else {
throw 'You can not restore the context without a listener';
}
}
};
// Wrap a few functions specially.
wrapper_.getError = function () {
if (!contextLost_) {
let err;
while ((err = ctx.getError())) {
glErrorShadow_[err] = true;
}
}
for (const err in glErrorShadow_) {
if (glErrorShadow_[err]) {
delete glErrorShadow_[err];
return +err;
}
}
return ctx.NO_ERROR;
};
const creationFunctions: WebGLContextFuncKey[] = [
'createBuffer',
'createFramebuffer',
'createProgram',
'createRenderbuffer',
'createShader',
'createTexture',
];
for (let ii = 0; ii < creationFunctions.length; ++ii) {
const functionName = creationFunctions[ii];
wrapper_[functionName] = (function (f) {
return function () {
if (contextLost_) {
return null;
}
const obj = (f as (this: WebGLRenderingContext, mask: number) => any).apply(
ctx,
arguments as unknown as [number],
);
obj.__webglDebugContextLostId__ = contextId_;
resourceDb_.push(obj);
return obj;
};
})(ctx[functionName]);
}
const functionsThatShouldReturnNull: WebGLContextFuncKey[] = [
'getActiveAttrib',
'getActiveUniform',
'getBufferParameter',
'getContextAttributes',
'getAttachedShaders',
'getFramebufferAttachmentParameter',
'getParameter',
'getProgramParameter',
'getProgramInfoLog',
'getRenderbufferParameter',
'getShaderParameter',
'getShaderInfoLog',
'getShaderSource',
'getTexParameter',
'getUniform',
'getUniformLocation',
'getVertexAttrib',
];
for (let ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
const functionName = functionsThatShouldReturnNull[ii];
wrapper_[functionName] = (function (f) {
return function () {
if (contextLost_) {
return null;
}
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
};
})(wrapper_[functionName]);
}
const isFunctions: WebGLContextFuncKey[] = [
'isBuffer',
'isEnabled',
'isFramebuffer',
'isProgram',
'isRenderbuffer',
'isShader',
'isTexture',
];
for (let ii = 0; ii < isFunctions.length; ++ii) {
const functionName = isFunctions[ii];
wrapper_[functionName] = (function (f) {
return function () {
if (contextLost_) {
return false;
}
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
};
})(wrapper_[functionName]);
}
wrapper_.checkFramebufferStatus = (function (f) {
return function () {
if (contextLost_) {
return ctx.FRAMEBUFFER_UNSUPPORTED;
}
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
};
})(wrapper_.checkFramebufferStatus);
wrapper_.getAttribLocation = (function (f) {
return function () {
if (contextLost_) {
return -1;
}
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
};
})(wrapper_.getAttribLocation);
wrapper_.getVertexAttribOffset = (function (f) {
return function () {
if (contextLost_) {
return 0;
}
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
};
})(wrapper_.getVertexAttribOffset);
wrapper_.isContextLost = function () {
return contextLost_;
};
function wrapEvent(listener: Function | { handleEvent: Function }) {
if (typeof listener == 'function') {
return listener;
} else {
return function (info: any) {
listener.handleEvent(info);
};
}
}
wrapper_.registerOnContextLostListener = function (listener: Function) {
onLost_ = wrapEvent(listener);
};
wrapper_.registerOnContextRestoredListener = function (listener: Function) {
if (contextLost_) {
nextOnRestored_ = wrapEvent(listener);
} else {
onRestored_ = wrapEvent(listener);
}
};
return wrapper_;
}
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);
* const 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);
* const 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 WebGL context returns a wrapped context that adds 4
* functions.
*
* ctx.loseContext:
* simulates a lost context event.
*
* ctx.restoreContext:
* simulates the context being restored.
*
* ctx.registerOnContextLostListener(listener):
* lets you register a listener for context lost. Use instead
* of addEventListener('webglcontextlostevent', listener);
*
* ctx.registerOnContextRestoredListener(listener):
* lets you register a listener for context restored. Use
* instead of addEventListener('webglcontextrestored',
* listener);
*
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
*/
makeLostContextSimulatingContext: makeLostContextSimulatingContext,
/**
* Resets a context to the initial state.
* @param {!WebGLRenderingContext} ctx The webgl context to
* reset.
*/
resetToInitialState: resetToInitialState,
};
})();