content/canvas/src/WebGLContextValidate.cpp
author Benoit Jacob <bjacob@mozilla.com>
Thu, 03 Mar 2011 11:02:35 -0500
changeset 63317 195a7aceb72b4e52d7110655408bc19a1f5aad13
parent 63071 87e29a9b00965b1e5d44fdfedb0749d7c692e3b6
child 69805 032e308c10a25bb5b07f42e229b7f5c156185e6b
permissions -rw-r--r--
Bug 635068 - WebGL test array-unit-tests.html fails - r=jag, a=blocking2.0

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* ***** BEGIN LICENSE BLOCK *****
 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS" basis,
 * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is mozilla.org code.
 *
 * The Initial Developer of the Original Code is
 *   Mozilla Corporation.
 * Portions created by the Initial Developer are Copyright (C) 2009
 * the Initial Developer. All Rights Reserved.
 *
 * Contributor(s):
 *   Vladimir Vukicevic <vladimir@pobox.com> (original author)
 *   Mark Steele <mwsteele@gmail.com>
 *
 * Alternatively, the contents of this file may be used under the terms of
 * either the GNU General Public License Version 2 or later (the "GPL"), or
 * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
 * in which case the provisions of the GPL or the LGPL are applicable instead
 * of those above. If you wish to allow use of your version of this file only
 * under the terms of either the GPL or the LGPL, and not to allow others to
 * use your version of this file under the terms of the MPL, indicate your
 * decision by deleting the provisions above and replace them with the notice
 * and other provisions required by the GPL or the LGPL. If you do not delete
 * the provisions above, a recipient may use your version of this file under
 * the terms of any one of the MPL, the GPL or the LGPL.
 *
 * ***** END LICENSE BLOCK ***** */

#include "WebGLContext.h"

#include "nsIPrefService.h"
#include "nsServiceManagerUtils.h"

#include "CheckedInt.h"

#if defined(USE_ANGLE)
#include "angle/ShaderLang.h"
#endif

using namespace mozilla;

/*
 * Pull all the data out of the program that will be used by validate later on
 */
PRBool
WebGLProgram::UpdateInfo(gl::GLContext *gl)
{
    gl->fGetProgramiv(mName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &mAttribMaxNameLength);
    gl->fGetProgramiv(mName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &mUniformMaxNameLength);
    gl->fGetProgramiv(mName, LOCAL_GL_ACTIVE_UNIFORMS, &mUniformCount);
    gl->fGetProgramiv(mName, LOCAL_GL_ACTIVE_ATTRIBUTES, &mAttribCount);

    GLint numVertexAttribs;
    gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, &numVertexAttribs);
    mAttribsInUse.clear();
    mAttribsInUse.resize(numVertexAttribs);

    nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);

    for (int i = 0; i < mAttribCount; ++i) {
        GLint attrnamelen;
        GLint attrsize;
        GLenum attrtype;
        gl->fGetActiveAttrib(mName, i, mAttribMaxNameLength, &attrnamelen, &attrsize, &attrtype, nameBuf);
        if (attrnamelen > 0) {
            GLint loc = gl->fGetAttribLocation(mName, nameBuf);
            mAttribsInUse[loc] = true;
        }
    }

    return PR_TRUE;
}

/*
 * Verify that state is consistent for drawing, and compute max number of elements (maxAllowedCount)
 * that will be legal to be read from bound VBOs.
 */

PRBool
WebGLContext::ValidateBuffers(PRInt32 *maxAllowedCount, const char *info)
{
#ifdef DEBUG
    GLuint currentProgram = 0;
    MakeContextCurrent();
    gl->fGetIntegerv(LOCAL_GL_CURRENT_PROGRAM, (GLint*) &currentProgram);
    NS_ASSERTION(currentProgram == mCurrentProgram->GLName(),
                 "WebGL: current program doesn't agree with GL state");
    if (currentProgram != mCurrentProgram->GLName())
        return PR_FALSE;
#endif

    *maxAllowedCount = -1;

    PRUint32 attribs = mAttribBuffers.Length();
    for (PRUint32 i = 0; i < attribs; ++i) {
        const WebGLVertexAttribData& vd = mAttribBuffers[i];

        // If the attrib array isn't enabled, there's nothing to check;
        // it's a static value.
        if (!vd.enabled)
            continue;

        if (vd.buf == nsnull) {
            ErrorInvalidOperation("%s: no VBO bound to enabled vertex attrib index %d!", info, i);
            return PR_FALSE;
        }

        // If the attrib is not in use, then we don't have to validate
        // it, just need to make sure that the binding is non-null.
        if (!mCurrentProgram->IsAttribInUse(i))
            continue;

        // the base offset
        CheckedInt32 checked_byteLength
          = CheckedInt32(vd.buf->ByteLength()) - vd.byteOffset;
        CheckedInt32 checked_sizeOfLastElement
          = CheckedInt32(vd.componentSize()) * vd.size;

        if (!checked_byteLength.valid() ||
            !checked_sizeOfLastElement.valid())
        {
          ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i);
          return PR_FALSE;
        }

        if (checked_byteLength.value() < checked_sizeOfLastElement.value()) {
          *maxAllowedCount = 0;
        } else {
          CheckedInt32 checked_maxAllowedCount
            = ((checked_byteLength - checked_sizeOfLastElement) / vd.actualStride()) + 1;

          if (!checked_maxAllowedCount.valid()) {
            ErrorInvalidOperation("%s: integer overflow occured while checking vertex attrib %d", info, i);
            return PR_FALSE;
          }

          if (*maxAllowedCount == -1 || *maxAllowedCount > checked_maxAllowedCount.value())
              *maxAllowedCount = checked_maxAllowedCount.value();
        }
    }

    return PR_TRUE;
}

PRBool WebGLContext::ValidateCapabilityEnum(WebGLenum cap, const char *info)
{
    switch (cap) {
        case LOCAL_GL_BLEND:
        case LOCAL_GL_CULL_FACE:
        case LOCAL_GL_DEPTH_TEST:
        case LOCAL_GL_DITHER:
        case LOCAL_GL_POLYGON_OFFSET_FILL:
        case LOCAL_GL_SAMPLE_ALPHA_TO_COVERAGE:
        case LOCAL_GL_SAMPLE_COVERAGE:
        case LOCAL_GL_SCISSOR_TEST:
        case LOCAL_GL_STENCIL_TEST:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, cap);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateBlendEquationEnum(WebGLenum mode, const char *info)
{
    switch (mode) {
        case LOCAL_GL_FUNC_ADD:
        case LOCAL_GL_FUNC_SUBTRACT:
        case LOCAL_GL_FUNC_REVERSE_SUBTRACT:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, mode);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateBlendFuncDstEnum(WebGLenum factor, const char *info)
{
    switch (factor) {
        case LOCAL_GL_ZERO:
        case LOCAL_GL_ONE:
        case LOCAL_GL_SRC_COLOR:
        case LOCAL_GL_ONE_MINUS_SRC_COLOR:
        case LOCAL_GL_DST_COLOR:
        case LOCAL_GL_ONE_MINUS_DST_COLOR:
        case LOCAL_GL_SRC_ALPHA:
        case LOCAL_GL_ONE_MINUS_SRC_ALPHA:
        case LOCAL_GL_DST_ALPHA:
        case LOCAL_GL_ONE_MINUS_DST_ALPHA:
        case LOCAL_GL_CONSTANT_COLOR:
        case LOCAL_GL_ONE_MINUS_CONSTANT_COLOR:
        case LOCAL_GL_CONSTANT_ALPHA:
        case LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, factor);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateBlendFuncSrcEnum(WebGLenum factor, const char *info)
{
    if (factor == LOCAL_GL_SRC_ALPHA_SATURATE)
        return PR_TRUE;
    else
        return ValidateBlendFuncDstEnum(factor, info);
}

PRBool WebGLContext::ValidateBlendFuncEnumsCompatibility(WebGLenum sfactor, WebGLenum dfactor, const char *info)
{
    PRBool sfactorIsConstantColor = sfactor == LOCAL_GL_CONSTANT_COLOR ||
                                    sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
    PRBool sfactorIsConstantAlpha = sfactor == LOCAL_GL_CONSTANT_ALPHA ||
                                    sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
    PRBool dfactorIsConstantColor = dfactor == LOCAL_GL_CONSTANT_COLOR ||
                                    dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
    PRBool dfactorIsConstantAlpha = dfactor == LOCAL_GL_CONSTANT_ALPHA ||
                                    dfactor == LOCAL_GL_ONE_MINUS_CONSTANT_ALPHA;
    if ( (sfactorIsConstantColor && dfactorIsConstantAlpha) ||
         (dfactorIsConstantColor && sfactorIsConstantAlpha) ) {
        ErrorInvalidOperation("%s are mutually incompatible, see section 6.8 in the WebGL 1.0 spec", info);
        return PR_FALSE;
    } else {
        return PR_TRUE;
    }
}

PRBool WebGLContext::ValidateTextureTargetEnum(WebGLenum target, const char *info)
{
    switch (target) {
        case LOCAL_GL_TEXTURE_2D:
        case LOCAL_GL_TEXTURE_CUBE_MAP:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, target);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateComparisonEnum(WebGLenum target, const char *info)
{
    switch (target) {
        case LOCAL_GL_NEVER:
        case LOCAL_GL_LESS:
        case LOCAL_GL_LEQUAL:
        case LOCAL_GL_GREATER:
        case LOCAL_GL_GEQUAL:
        case LOCAL_GL_EQUAL:
        case LOCAL_GL_NOTEQUAL:
        case LOCAL_GL_ALWAYS:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, target);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateStencilOpEnum(WebGLenum action, const char *info)
{
    switch (action) {
        case LOCAL_GL_KEEP:
        case LOCAL_GL_ZERO:
        case LOCAL_GL_REPLACE:
        case LOCAL_GL_INCR:
        case LOCAL_GL_INCR_WRAP:
        case LOCAL_GL_DECR:
        case LOCAL_GL_DECR_WRAP:
        case LOCAL_GL_INVERT:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, action);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateFaceEnum(WebGLenum face, const char *info)
{
    switch (face) {
        case LOCAL_GL_FRONT:
        case LOCAL_GL_BACK:
        case LOCAL_GL_FRONT_AND_BACK:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, face);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateBufferUsageEnum(WebGLenum target, const char *info)
{
    switch (target) {
        case LOCAL_GL_STREAM_DRAW:
        case LOCAL_GL_STATIC_DRAW:
        case LOCAL_GL_DYNAMIC_DRAW:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, target);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateDrawModeEnum(WebGLenum mode, const char *info)
{
    switch (mode) {
        case LOCAL_GL_TRIANGLES:
        case LOCAL_GL_TRIANGLE_STRIP:
        case LOCAL_GL_TRIANGLE_FAN:
        case LOCAL_GL_POINTS:
        case LOCAL_GL_LINE_STRIP:
        case LOCAL_GL_LINE_LOOP:
        case LOCAL_GL_LINES:
            return PR_TRUE;
        default:
            ErrorInvalidEnumInfo(info, mode);
            return PR_FALSE;
    }
}

PRBool WebGLContext::ValidateTexFormatAndType(WebGLenum format, WebGLenum type,
                                                PRUint32 *texelSize, const char *info)
{
    if (type == LOCAL_GL_UNSIGNED_BYTE)
    {
        switch (format) {
            case LOCAL_GL_ALPHA:
            case LOCAL_GL_LUMINANCE:
                *texelSize = 1;
                return PR_TRUE;
            case LOCAL_GL_LUMINANCE_ALPHA:
                *texelSize = 2;
                return PR_TRUE;
            case LOCAL_GL_RGB:
                *texelSize = 3;
                return PR_TRUE;
            case LOCAL_GL_RGBA:
                *texelSize = 4;
                return PR_TRUE;
            default:
                ErrorInvalidEnum("%s: invalid format 0x%x", info, format);
                return PR_FALSE;
        }
    } else {
        switch (type) {
            case LOCAL_GL_UNSIGNED_SHORT_4_4_4_4:
            case LOCAL_GL_UNSIGNED_SHORT_5_5_5_1:
                if (format == LOCAL_GL_RGBA) {
                    *texelSize = 2;
                    return PR_TRUE;
                } else {
                    ErrorInvalidOperation("%s: mutually incompatible format and type", info);
                    return PR_FALSE;
                }
            case LOCAL_GL_UNSIGNED_SHORT_5_6_5:
                if (format == LOCAL_GL_RGB) {
                    *texelSize = 2;
                    return PR_TRUE;
                } else {
                    ErrorInvalidOperation("%s: mutually incompatible format and type", info);
                    return PR_FALSE;
                }
            default:
                ErrorInvalidEnum("%s: invalid type 0x%x", info, type);
                return PR_FALSE;
        }
    }
}

PRBool WebGLContext::ValidateAttribIndex(WebGLuint index, const char *info)
{
    if (index >= mAttribBuffers.Length()) {
        if (index == WebGLuint(-1)) {
             ErrorInvalidValue("%s: index -1 is invalid. That probably comes from a getAttribLocation() call, "
                               "where this return value -1 means that the passed name didn't correspond to an active attribute in "
                               "the specified program.", info);
        } else {
             ErrorInvalidValue("%s: index %d is out of range", info, index);
        }
        return PR_FALSE;
    } else {
        return PR_TRUE;
    }
}

PRBool
WebGLContext::InitAndValidateGL()
{
    if (!gl) return PR_FALSE;

    GLenum error = gl->fGetError();
    if (error != LOCAL_GL_NO_ERROR) {
        LogMessage("GL error 0x%x occurred during OpenGL context initialization, before WebGL initialization!", error);
        return PR_FALSE;
    }

    mActiveTexture = 0;
    mSynthesizedGLError = LOCAL_GL_NO_ERROR;

    mAttribBuffers.Clear();

    mUniformTextures.Clear();
    mBound2DTextures.Clear();
    mBoundCubeMapTextures.Clear();

    mBoundArrayBuffer = nsnull;
    mBoundElementArrayBuffer = nsnull;
    mCurrentProgram = nsnull;

    mBoundFramebuffer = nsnull;
    mBoundRenderbuffer = nsnull;

    mMapTextures.Clear();
    mMapBuffers.Clear();
    mMapPrograms.Clear();
    mMapShaders.Clear();
    mMapFramebuffers.Clear();
    mMapRenderbuffers.Clear();

    // make sure that the opengl stuff that we need is supported
    GLint val = 0;

    MakeContextCurrent();

    // on desktop OpenGL, we always keep vertex attrib 0 array enabled
    if (!gl->IsGLES2()) {
        gl->fEnableVertexAttribArray(0);
    }

    gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_ATTRIBS, (GLint*) &mGLMaxVertexAttribs);
    if (mGLMaxVertexAttribs < 8) {
        LogMessage("GL_MAX_VERTEX_ATTRIBS: %d is < 8!", mGLMaxVertexAttribs);
        return PR_FALSE;
    }

    mAttribBuffers.SetLength(mGLMaxVertexAttribs);

    // Note: GL_MAX_TEXTURE_UNITS is fixed at 4 for most desktop hardware,
    // even though the hardware supports much more.  The
    // GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS value is the accurate value.
    gl->fGetIntegerv(LOCAL_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureUnits);
    if (mGLMaxTextureUnits < 8) {
        LogMessage("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d is < 8!", mGLMaxTextureUnits);
        return PR_FALSE;
    }

    mBound2DTextures.SetLength(mGLMaxTextureUnits);
    mBoundCubeMapTextures.SetLength(mGLMaxTextureUnits);

    gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, (GLint*) &mGLMaxTextureSize);
    gl->fGetIntegerv(LOCAL_GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*) &mGLMaxCubeMapTextureSize);

    gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureImageUnits);
    gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxVertexTextureImageUnits);

    if (gl->HasES2Compatibility()) {
        gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, (GLint*) &mGLMaxFragmentUniformVectors);
        gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, (GLint*) &mGLMaxVertexUniformVectors);
        gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, (GLint*) &mGLMaxVaryingVectors);
    } else {
        gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, (GLint*) &mGLMaxFragmentUniformVectors);
        mGLMaxFragmentUniformVectors /= 4;
        gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, (GLint*) &mGLMaxVertexUniformVectors);
        mGLMaxVertexUniformVectors /= 4;

        // we are now going to try to read GL_MAX_VERTEX_OUTPUT_COMPONENTS and GL_MAX_FRAGMENT_INPUT_COMPONENTS,
        // however these constants only entered the OpenGL standard at OpenGL 3.2. So we will try reading,
        // and check OpenGL error for INVALID_ENUM.

        // before we start, we check that no error already occurred, to prevent hiding it in our subsequent error handling
        error = gl->fGetError();
        if (error != LOCAL_GL_NO_ERROR) {
            LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
            return PR_FALSE;
        }

        // On the public_webgl list, "problematic GetParameter pnames" thread, the following formula was given:
        //   mGLMaxVaryingVectors = min (GL_MAX_VERTEX_OUTPUT_COMPONENTS, GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4
        GLint maxVertexOutputComponents,
              minFragmentInputComponents;
        gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &maxVertexOutputComponents);
        gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &minFragmentInputComponents);

        error = gl->fGetError();
        switch (error) {
            case LOCAL_GL_NO_ERROR:
                mGLMaxVaryingVectors = PR_MIN(maxVertexOutputComponents, minFragmentInputComponents) / 4;
                break;
            case LOCAL_GL_INVALID_ENUM:
                mGLMaxVaryingVectors = 16; // = 64/4, 64 is the min value for maxVertexOutputComponents in OpenGL 3.2 spec
                break;
            default:
                LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
                return PR_FALSE;
        }
    }

#if 0
    // Leaving this code in here, even though it's ifdef'd out, for
    // when we support more than 1 color attachment.
    gl->fGetIntegerv(LOCAL_GL_MAX_COLOR_ATTACHMENTS, (GLint*) &val);
#else
    // Always 1 for GLES2
    val = 1;
#endif
    mMaxFramebufferColorAttachments = val;

#if defined(DEBUG_vladimir) && defined(USE_GLES2)
    gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint*) &val);
    fprintf(stderr, "GL_IMPLEMENTATION_COLOR_READ_FORMAT: 0x%04x\n", val);

    gl->fGetIntegerv(LOCAL_GL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint*) &val);
    fprintf(stderr, "GL_IMPLEMENTATION_COLOR_READ_TYPE: 0x%04x\n", val);
#endif

    if (!gl->IsGLES2()) {
        // gl_PointSize is always available in ES2 GLSL, but has to be
        // specifically enabled on desktop GLSL.
        gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE);

        // we don't do the following glEnable(GL_POINT_SPRITE) on ATI cards on Windows, because bug 602183 shows that it causes
        // crashes in the ATI/Windows driver; and point sprites on ATI seem like a lost cause anyway, see
        //    http://www.gamedev.net/community/forums/topic.asp?topic_id=525643
        // Also, if the ATI/Windows driver implements a recent GL spec version, this shouldn't be needed anyway.
#ifdef XP_WIN
        if (gl->Vendor() != gl::GLContext::VendorATI)
#else
        if (true)
#endif
        {
            // gl_PointCoord is always available in ES2 GLSL and in newer desktop GLSL versions, but apparently
            // not in OpenGL 2 and apparently not (due to a driver bug) on certain NVIDIA setups. See:
            //   http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261472
            gl->fEnable(LOCAL_GL_POINT_SPRITE);
        }
    }

    gl->fGetIntegerv(LOCAL_GL_PACK_ALIGNMENT,   (GLint*) &mPixelStorePackAlignment);
    gl->fGetIntegerv(LOCAL_GL_UNPACK_ALIGNMENT, (GLint*) &mPixelStoreUnpackAlignment);

    gl->fGetIntegerv(LOCAL_GL_STENCIL_WRITEMASK, (GLint*) &mStencilWriteMask);
    gl->fGetIntegerv(LOCAL_GL_STENCIL_VALUE_MASK, (GLint*) &mStencilValueMask);
    gl->fGetIntegerv(LOCAL_GL_STENCIL_REF, (GLint*) &mStencilRef);

    // Check the shader validator pref
    nsCOMPtr<nsIPrefBranch> prefService = do_GetService(NS_PREFSERVICE_CONTRACTID);
    NS_ENSURE_TRUE(prefService != nsnull, NS_ERROR_FAILURE);

    prefService->GetBoolPref("webgl.shader_validator", &mShaderValidation);

#if defined(USE_ANGLE)
    // initialize shader translator
    if (mShaderValidation) {
        if (!ShInitialize()) {
            LogMessage("GLSL translator initialization failed!");
            return PR_FALSE;
        }
    }
#endif

    // notice that the point of calling GetError here is not only to check for error,
    // it is also to reset the error flag so that a subsequent WebGL getError call will give the correct result.
    error = gl->fGetError();
    if (error != LOCAL_GL_NO_ERROR) {
        LogMessage("GL error 0x%x occurred during WebGL context initialization!", error);
        return PR_FALSE;
    }

    return PR_TRUE;
}