webgl: out-of-bounds readPixels() fixes
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Fix crashes in two WebGL readPixels() tests by adding framebuffer size validation.
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- [X] These changes fix#13901
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These tests all used to fail overall, and have notes about which
subtests were failing so that an overall failure could still show up
as no regressions. Since then, all of the subtests have been fixed,
and their overall statuses updated, but we can also garbage collect
the subtests at this point.
This was produced by doing ./mach update --ignore-existing from a
webgl conformance run, and pulling out everything that completely
removed a file that didn't have expected overall failure.
This is part of general GL behavior: when an object is deleted, look
through the currently bound objects and detach the deleted object from
them. Detaching an object from an FBO causes it to need to be
re-checked for its status.
This is not a complete implementation yet: It doesn't clear the
contents of the renderbuffer on creation. However, Gecko's plan to
only clear renderbuffers when the first FBO using them is the
simplest.
We were checking to see if it was too big to be level 0, but we really
want to see if it's too big to be the given level.
This was the last remaining failure in texture-size-limit.html.
texture-size-limit.html is using a large array for all of its calls at
various sizes, and we were throwing errors on the calls that should
have passed.
These new functions are derived from the existing uniform*fv
functions. They get used in a lot of demo code, so it should greatly
improve our compatibility.
This regresses uniformMatrixBadArgs.html, which gets at an existing
problem in our uniform matrix support (failure to validate that the
uniform is a matrix before calling down) but previously just failed
because it only called the 'fv' variants and never the existing 'f'
variants.
webgl: Add isProgram() support.
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webgl: Add isProgram() support.
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There's one failure still, where a deleted program should still be
considered to be a program until it's unbound. However, I recently
made it so that we unbind at delete time, and we may need to partially
back that change out.
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webgl: Do validation of glScissor/glViewport(width, height) on the DOM side
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webgl: Do validation of glScissor/glViewport(width, height) on the DOM side
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Avoids testcase CRASHes due to unexpected GL errors.
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There's one failure still, where a deleted program should still be
considered to be a program until it's unbound. However, I recently
made it so that we unbind at delete time, and we may need to partially
back that change out.
We keep bindings that shadow what's mapped in the GL state currently,
and so we need to remove the objects from our binding points when they
get implicitly removed from the GL binding points during object deletion.
To do this, we need to keep a map of GL names (encapsulated as
WebGLFramebufferId) to WebGLFramebuffer objects so that we can return
the right type.
Fixes#12852
This commit introduces the `WebGLValidator` trait, and uses it for multiple
validations in the texture-related WebGL code, to move that logic out of the
already bloated `webglrenderingcontext.rs` file.
It also creates a type-safe wrapper for some WebGL types, removing all the
`unreachable!`s there, and introduces a macro for generating them conveniently.
This partially addresses #10693, pending refactor more code to use this
infrastructure, and (possibly?) introducing an `AsGLError` trait for the errors
to make the error handling happen in `WebGLContext`.
Implement IsBuffer, IsFramebuffer and IsRenderbuffer for WebGLRenderingContext
- [X] `./mach build -d` does not report any errors
- [X] `./mach test-tidy --faster` does not report any errors
- [X] These changes fix#11357
- [X] There are tests for these changes
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