4230-hw-1/lib/webgl-debug.js

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2022-06-20 05:11:04 +00:00
//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.
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);
}
};
/**
* 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);
}
}
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, opt_onErrorFunc) {
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]);
}
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.
var glErrorShadow = { };
// Makes a function that calls a WebGL function and then calls getError.
function makeErrorWrapper(ctx, functionName) {
return function() {
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 {
wrapper[propertyName] = ctx[propertyName];
}
}
// Override the getError function with one that returns our saved results.
wrapper.getError = function() {
for (var err in glErrorShadow) {
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.clientWidth, ctx.canvas.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) {
var wrapper_ = {};
var contextId_ = 1;
var contextLost_ = false;
var resourceId_ = 0;
var resourceDb_ = [];
var onLost_ = undefined;
var onRestored_ = undefined;
var nextOnRestored_ = undefined;
// Holds booleans for each GL error so can simulate errors.
var glErrorShadow_ = { };
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 glErrorShdow_[k];
}
}
// Makes a function that simulates WebGL when out of context.
function makeLostContextWrapper(ctx, functionName) {
var f = ctx[functionName];
return function() {
// Only call the functions if the context is not lost.
if (!contextLost_) {
if (!checkResources(arguments)) {
glErrorShadow_[ctx.INVALID_OPERATION] = true;
return;
}
var result = f.apply(ctx, arguments);
return result;
}
};
}
for (var propertyName in ctx) {
if (typeof ctx[propertyName] == 'function') {
wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName);
} else {
wrapper_[propertyName] = ctx[propertyName];
}
}
function makeWebGLContextEvent(statusMessage) {
return {statusMessage: statusMessage};
}
function freeResources() {
for (var ii = 0; ii < resourceDb_.length; ++ii) {
var resource = resourceDb_[ii];
if (resource instanceof WebGLBuffer) {
ctx.deleteBuffer(resource);
} else if (resource instanceof WebctxFramebuffer) {
ctx.deleteFramebuffer(resource);
} else if (resource instanceof WebctxProgram) {
ctx.deleteProgram(resource);
} else if (resource instanceof WebctxRenderbuffer) {
ctx.deleteRenderbuffer(resource);
} else if (resource instanceof WebctxShader) {
ctx.deleteShader(resource);
} else if (resource instanceof WebctxTexture) {
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_) {
var 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_) {
var err;
while (err = ctx.getError()) {
glErrorShadow_[err] = true;
}
}
for (var err in glErrorShadow_) {
if (glErrorShadow_[err]) {
delete glErrorShadow_[err];
return err;
}
}
return ctx.NO_ERROR;
};
var creationFunctions = [
"createBuffer",
"createFramebuffer",
"createProgram",
"createRenderbuffer",
"createShader",
"createTexture"
];
for (var ii = 0; ii < creationFunctions.length; ++ii) {
var functionName = creationFunctions[ii];
wrapper_[functionName] = function(f) {
return function() {
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];
wrapper_[functionName] = function(f) {
return function() {
if (contextLost_) {
return null;
}
return f.apply(ctx, arguments);
}
}(wrapper_[functionName]);
}
var isFunctions = [
"isBuffer",
"isEnabled",
"isFramebuffer",
"isProgram",
"isRenderbuffer",
"isShader",
"isTexture"
];
for (var ii = 0; ii < isFunctions.length; ++ii) {
var functionName = isFunctions[ii];
wrapper_[functionName] = function(f) {
return function() {
if (contextLost_) {
return false;
}
return f.apply(ctx, arguments);
}
}(wrapper_[functionName]);
}
wrapper_.checkFramebufferStatus = function(f) {
return function() {
if (contextLost_) {
return ctx.FRAMEBUFFER_UNSUPPORTED;
}
return f.apply(ctx, arguments);
};
}(wrapper_.checkFramebufferStatus);
wrapper_.getAttribLocation = function(f) {
return function() {
if (contextLost_) {
return -1;
}
return f.apply(ctx, arguments);
};
}(wrapper_.getAttribLocation);
wrapper_.getVertexAttribOffset = function(f) {
return function() {
if (contextLost_) {
return 0;
}
return f.apply(ctx, arguments);
};
}(wrapper_.getVertexAttribOffset);
wrapper_.isContextLost = function() {
return contextLost_;
};
function wrapEvent(listener) {
if (typeof(listener) == "function") {
return listener;
} else {
return function(info) {
listener.handleEvent(info);
}
}
}
wrapper_.registerOnContextLostListener = function(listener) {
onLost_ = wrapEvent(listener);
};
wrapper_.registerOnContextRestoredListener = function(listener) {
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);
* 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 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
};
}();