| /* |
| * Copyright (C) 2015-2017 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #pragma once |
| |
| #if ENABLE(WEBGL2) |
| |
| #include "WebGLRenderingContextBase.h" |
| #include <memory> |
| |
| namespace WebCore { |
| |
| class WebGLQuery; |
| class WebGLSampler; |
| class WebGLSync; |
| class WebGLTransformFeedback; |
| class WebGLVertexArrayObject; |
| |
| class WebGL2RenderingContext final : public WebGLRenderingContextBase { |
| WTF_MAKE_ISO_ALLOCATED(WebGL2RenderingContext); |
| public: |
| static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, GraphicsContext3DAttributes); |
| static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, Ref<GraphicsContext3D>&&, GraphicsContext3DAttributes); |
| |
| // Buffer objects |
| using WebGLRenderingContextBase::bufferData; |
| using WebGLRenderingContextBase::bufferSubData; |
| void bufferData(GC3Denum target, const ArrayBufferView& data, GC3Denum usage, GC3Duint srcOffset, GC3Duint length); |
| void bufferSubData(GC3Denum target, long long offset, const ArrayBufferView& data, GC3Duint srcOffset, GC3Duint length); |
| void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dint64 readOffset, GC3Dint64 writeOffset, GC3Dint64 size); |
| void getBufferSubData(GC3Denum target, long long srcByteOffset, RefPtr<ArrayBufferView>&& dstData, GC3Duint dstOffset = 0, GC3Duint length = 0); |
| |
| // Framebuffer objects |
| WebGLAny getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname) final; |
| void blitFramebuffer(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter); |
| void framebufferTextureLayer(GC3Denum target, GC3Denum attachment, WebGLTexture*, GC3Dint level, GC3Dint layer); |
| WebGLAny getInternalformatParameter(GC3Denum target, GC3Denum internalformat, GC3Denum pname); |
| void invalidateFramebuffer(GC3Denum target, const Vector<GC3Denum>& attachments); |
| void invalidateSubFramebuffer(GC3Denum target, const Vector<GC3Denum>& attachments, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
| void readBuffer(GC3Denum src); |
| |
| // Renderbuffer objects |
| void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height); |
| |
| // Texture objects |
| void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height); |
| void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth); |
| |
| #if ENABLE(VIDEO) |
| using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>, RefPtr<HTMLVideoElement>>; |
| #else |
| using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>>; |
| #endif |
| |
| using WebGLRenderingContextBase::texImage2D; |
| void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
| void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, TexImageSource&&); |
| void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
| |
| void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
| void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, TexImageSource&&); |
| void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels); |
| void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
| |
| using WebGLRenderingContextBase::texSubImage2D; |
| void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
| void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, TexImageSource&&); |
| void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
| |
| void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
| void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels, GC3Duint srcOffset); |
| void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, TexImageSource&&); |
| |
| void copyTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
| |
| void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, GC3Dint64 offset); |
| void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, ArrayBufferView& data, GC3Duint, GC3Duint); |
| void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Dsizei imageSize, GC3Dint64 offset); |
| void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, ArrayBufferView& srcData, GC3Duint srcOffset, GC3Duint srcLengthOverride); |
| |
| void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Dsizei imageSize, GC3Dint64 offset); |
| void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, ArrayBufferView& data, GC3Duint srcOffset, GC3Duint srcLengthOverride); |
| |
| // Programs and shaders |
| GC3Dint getFragDataLocation(WebGLProgram&, const String& name); |
| |
| // Uniforms and attributes |
| using Uint32List = TypedList<Uint32Array, uint32_t>; |
| using Float32List = TypedList<Float32Array, float>; |
| void uniform1ui(WebGLUniformLocation*, GC3Duint v0); |
| void uniform2ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1); |
| void uniform3ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2); |
| void uniform4ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2, GC3Duint v3); |
| void uniform1uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniform2uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniform3uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniform4uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix2x3fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix3x2fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix2x4fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix4x2fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix3x4fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void uniformMatrix4x3fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
| void vertexAttribI4i(GC3Duint index, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w); |
| void vertexAttribI4iv(GC3Duint index, Int32List&& v); |
| void vertexAttribI4ui(GC3Duint index, GC3Duint x, GC3Duint y, GC3Duint z, GC3Duint w); |
| void vertexAttribI4uiv(GC3Duint index, Uint32List&& v); |
| void vertexAttribIPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dsizei stride, GC3Dint64 offset); |
| |
| // Writing to the drawing buffer |
| void clear(GC3Dbitfield mask) final; |
| void vertexAttribDivisor(GC3Duint index, GC3Duint divisor); |
| void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei instanceCount); |
| void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dint64 offset, GC3Dsizei instanceCount); |
| void drawRangeElements(GC3Denum mode, GC3Duint start, GC3Duint end, GC3Dsizei count, GC3Denum type, GC3Dint64 offset); |
| |
| // Multiple render targets |
| void drawBuffers(const Vector<GC3Denum>& buffers); |
| void clearBufferiv(GC3Denum buffer, GC3Dint drawbuffer, Int32List&& values, GC3Duint srcOffset); |
| void clearBufferuiv(GC3Denum buffer, GC3Dint drawbuffer, Uint32List&& values, GC3Duint srcOffset); |
| void clearBufferfv(GC3Denum buffer, GC3Dint drawbuffer, Float32List&& values, GC3Duint srcOffset); |
| void clearBufferfi(GC3Denum buffer, GC3Dint drawbuffer, GC3Dfloat depth, GC3Dint stencil); |
| |
| // Query objects |
| RefPtr<WebGLQuery> createQuery(); |
| void deleteQuery(WebGLQuery*); |
| GC3Dboolean isQuery(WebGLQuery*); |
| void beginQuery(GC3Denum target, WebGLQuery&); |
| void endQuery(GC3Denum target); |
| RefPtr<WebGLQuery> getQuery(GC3Denum target, GC3Denum pname); |
| WebGLAny getQueryParameter(WebGLQuery&, GC3Denum pname); |
| |
| // Sampler objects |
| RefPtr<WebGLSampler> createSampler(); |
| void deleteSampler(WebGLSampler*); |
| GC3Dboolean isSampler(WebGLSampler*); |
| void bindSampler(GC3Duint unit, WebGLSampler*); |
| void samplerParameteri(WebGLSampler&, GC3Denum pname, GC3Dint param); |
| void samplerParameterf(WebGLSampler&, GC3Denum pname, GC3Dfloat param); |
| WebGLAny getSamplerParameter(WebGLSampler&, GC3Denum pname); |
| |
| // Sync objects |
| RefPtr<WebGLSync> fenceSync(GC3Denum condition, GC3Dbitfield flags); |
| GC3Dboolean isSync(WebGLSync*); |
| void deleteSync(WebGLSync*); |
| GC3Denum clientWaitSync(WebGLSync&, GC3Dbitfield flags, GC3Duint64 timeout); |
| void waitSync(WebGLSync&, GC3Dbitfield flags, GC3Dint64 timeout); |
| WebGLAny getSyncParameter(WebGLSync&, GC3Denum pname); |
| |
| // Transform feedback |
| RefPtr<WebGLTransformFeedback> createTransformFeedback(); |
| void deleteTransformFeedback(WebGLTransformFeedback* id); |
| GC3Dboolean isTransformFeedback(WebGLTransformFeedback* id); |
| void bindTransformFeedback(GC3Denum target, WebGLTransformFeedback* id); |
| void beginTransformFeedback(GC3Denum primitiveMode); |
| void endTransformFeedback(); |
| void transformFeedbackVaryings(WebGLProgram&, const Vector<String>& varyings, GC3Denum bufferMode); |
| RefPtr<WebGLActiveInfo> getTransformFeedbackVarying(WebGLProgram&, GC3Duint index); |
| void pauseTransformFeedback(); |
| void resumeTransformFeedback(); |
| |
| // Uniform buffer objects and transform feedback buffers |
| void bindBufferBase(GC3Denum target, GC3Duint index, WebGLBuffer*); |
| void bindBufferRange(GC3Denum target, GC3Duint index, WebGLBuffer*, GC3Dint64 offset, GC3Dint64 size); |
| WebGLAny getIndexedParameter(GC3Denum target, GC3Duint index); |
| Optional<Vector<GC3Duint>> getUniformIndices(WebGLProgram&, const Vector<String>& uniformNames); |
| WebGLAny getActiveUniforms(WebGLProgram&, const Vector<GC3Duint>& uniformIndices, GC3Denum pname); |
| GC3Duint getUniformBlockIndex(WebGLProgram&, const String& uniformBlockName); |
| WebGLAny getActiveUniformBlockParameter(WebGLProgram&, GC3Duint uniformBlockIndex, GC3Denum pname); |
| WebGLAny getActiveUniformBlockName(WebGLProgram&, GC3Duint uniformBlockIndex); |
| void uniformBlockBinding(WebGLProgram&, GC3Duint uniformBlockIndex, GC3Duint uniformBlockBinding); |
| |
| // Vertex array objects |
| RefPtr<WebGLVertexArrayObject> createVertexArray(); |
| void deleteVertexArray(WebGLVertexArrayObject* vertexArray); |
| GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray); |
| void bindVertexArray(WebGLVertexArrayObject* vertexArray); |
| |
| WebGLExtension* getExtension(const String&) final; |
| Optional<Vector<String>> getSupportedExtensions() final; |
| WebGLAny getParameter(GC3Denum pname) final; |
| |
| void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) final; |
| void hint(GC3Denum target, GC3Denum mode) final; |
| |
| private: |
| WebGL2RenderingContext(CanvasBase&, GraphicsContext3DAttributes); |
| WebGL2RenderingContext(CanvasBase&, Ref<GraphicsContext3D>&&, GraphicsContext3DAttributes); |
| |
| bool isWebGL2() const final { return true; } |
| |
| void initializeVertexArrayObjects() final; |
| GC3Dint getMaxDrawBuffers() final; |
| GC3Dint getMaxColorAttachments() final; |
| bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) final; |
| bool validateBlendEquation(const char* functionName, GC3Denum mode) final; |
| bool validateCapability(const char* functionName, GC3Denum cap) final; |
| bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) final; |
| bool validateFramebufferTarget(const char* functionName, GC3Denum target); |
| bool validateNonDefaultFramebufferAttachment(const char* functionName, GC3Denum attachment); |
| |
| GC3Denum baseInternalFormatFromInternalFormat(GC3Denum internalformat); |
| bool isIntegerFormat(GC3Denum internalformat); |
| void initializeShaderExtensions(); |
| |
| bool validateTexStorageFuncParameters(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, const char* functionName); |
| }; |
| |
| } // namespace WebCore |
| |
| SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2()) |
| |
| #endif // WEBGL2 |