| /* |
| * Copyright (C) 2010, 2014 Apple Inc. All rights reserved. |
| * Copyright (C) 2011 Google Inc. All rights reserved. |
| * Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com> |
| * Copyright (C) 2012 Research In Motion Limited. 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. |
| */ |
| |
| #include "config.h" |
| |
| #if ENABLE(GRAPHICS_CONTEXT_3D) && (USE(OPENGL) || USE(OPENGL_ES)) |
| |
| #include "GraphicsContext3D.h" |
| #if PLATFORM(IOS_FAMILY) |
| #include "GraphicsContext3DIOS.h" |
| #endif |
| |
| #if !PLATFORM(COCOA) && USE(OPENGL_ES) |
| #include "Extensions3DOpenGLES.h" |
| #else |
| #include "Extensions3DOpenGL.h" |
| #endif |
| #include "ANGLEWebKitBridge.h" |
| #include "GraphicsContext.h" |
| #include "ImageBuffer.h" |
| #include "ImageData.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "Logging.h" |
| #include "TemporaryOpenGLSetting.h" |
| #include "WebGLRenderingContextBase.h" |
| #include <JavaScriptCore/RegularExpression.h> |
| #include <cstring> |
| #include <wtf/HexNumber.h> |
| #include <wtf/MainThread.h> |
| #include <wtf/ThreadSpecific.h> |
| #include <wtf/UniqueArray.h> |
| #include <wtf/Vector.h> |
| #include <wtf/text/CString.h> |
| #include <wtf/text/StringBuilder.h> |
| |
| #if PLATFORM(COCOA) |
| |
| #if USE(OPENGL_ES) |
| #import <OpenGLES/ES2/glext.h> |
| #import <OpenGLES/ES3/gl.h> |
| // From <OpenGLES/glext.h> |
| #define GL_RGBA32F_ARB 0x8814 |
| #define GL_RGB32F_ARB 0x8815 |
| #else |
| #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
| #include <OpenGL/gl.h> |
| #include <OpenGL/gl3.h> |
| #include <OpenGL/gl3ext.h> |
| #undef GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
| #endif |
| |
| #else |
| |
| #if USE(LIBEPOXY) |
| #include "EpoxyShims.h" |
| #elif USE(OPENGL_ES) |
| #include "OpenGLESShims.h" |
| #elif PLATFORM(GTK) || PLATFORM(WIN) |
| #include "OpenGLShims.h" |
| #endif |
| |
| #endif |
| |
| |
| namespace WebCore { |
| |
| static ThreadSpecific<ShaderNameHash*>& getCurrentNameHashMapForShader() |
| { |
| static std::once_flag onceFlag; |
| static ThreadSpecific<ShaderNameHash*>* sharedNameHash; |
| std::call_once(onceFlag, [] { |
| sharedNameHash = new ThreadSpecific<ShaderNameHash*>; |
| }); |
| |
| return *sharedNameHash; |
| } |
| |
| static void setCurrentNameHashMapForShader(ShaderNameHash* shaderNameHash) |
| { |
| *getCurrentNameHashMapForShader() = shaderNameHash; |
| } |
| |
| // Hash function used by the ANGLE translator/compiler to do |
| // symbol name mangling. Since this is a static method, before |
| // calling compileShader we set currentNameHashMapForShader |
| // to point to the map kept by the current instance of GraphicsContext3D. |
| |
| static uint64_t nameHashForShader(const char* name, size_t length) |
| { |
| if (!length) |
| return 0; |
| |
| CString nameAsCString = CString(name); |
| |
| // Look up name in our local map. |
| ShaderNameHash*& currentNameHashMapForShader = *getCurrentNameHashMapForShader(); |
| ShaderNameHash::iterator findResult = currentNameHashMapForShader->find(nameAsCString); |
| if (findResult != currentNameHashMapForShader->end()) |
| return findResult->value; |
| |
| unsigned hashValue = nameAsCString.hash(); |
| |
| // Convert the 32-bit hash from CString::hash into a 64-bit result |
| // by shifting then adding the size of our table. Overflow would |
| // only be a problem if we're already hashing to the same value (and |
| // we're hoping that over the lifetime of the context we |
| // don't have that many symbols). |
| |
| uint64_t result = hashValue; |
| result = (result << 32) + (currentNameHashMapForShader->size() + 1); |
| |
| currentNameHashMapForShader->set(nameAsCString, result); |
| return result; |
| } |
| |
| void GraphicsContext3D::validateDepthStencil(const char* packedDepthStencilExtension) |
| { |
| Extensions3D& extensions = getExtensions(); |
| if (m_attrs.stencil) { |
| if (extensions.supports(packedDepthStencilExtension)) { |
| extensions.ensureEnabled(packedDepthStencilExtension); |
| // Force depth if stencil is true. |
| m_attrs.depth = true; |
| } else |
| m_attrs.stencil = false; |
| } |
| if (m_attrs.antialias) { |
| if (!extensions.supports("GL_ANGLE_framebuffer_multisample") || isGLES2Compliant()) |
| m_attrs.antialias = false; |
| else |
| extensions.ensureEnabled("GL_ANGLE_framebuffer_multisample"); |
| } |
| } |
| |
| void GraphicsContext3D::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer) |
| { |
| Checked<int, RecordOverflow> rowBytes = Checked<int, RecordOverflow>(m_currentWidth) * 4; |
| if (rowBytes.hasOverflowed()) |
| return; |
| |
| Checked<int, RecordOverflow> totalBytesChecked = rowBytes * m_currentHeight; |
| if (totalBytesChecked.hasOverflowed()) |
| return; |
| int totalBytes = totalBytesChecked.unsafeGet(); |
| |
| auto pixels = makeUniqueArray<unsigned char>(totalBytes); |
| if (!pixels) |
| return; |
| |
| readRenderingResults(pixels.get(), totalBytes); |
| |
| if (!m_attrs.premultipliedAlpha) { |
| for (int i = 0; i < totalBytes; i += 4) { |
| // Premultiply alpha. |
| pixels[i + 0] = std::min(255, pixels[i + 0] * pixels[i + 3] / 255); |
| pixels[i + 1] = std::min(255, pixels[i + 1] * pixels[i + 3] / 255); |
| pixels[i + 2] = std::min(255, pixels[i + 2] * pixels[i + 3] / 255); |
| } |
| } |
| |
| paintToCanvas(pixels.get(), IntSize(m_currentWidth, m_currentHeight), imageBuffer->internalSize(), imageBuffer->context()); |
| |
| #if PLATFORM(COCOA) && USE(OPENGL_ES) |
| presentRenderbuffer(); |
| #endif |
| } |
| |
| bool GraphicsContext3D::paintCompositedResultsToCanvas(ImageBuffer*) |
| { |
| // Not needed at the moment, so return that nothing was done. |
| return false; |
| } |
| |
| RefPtr<ImageData> GraphicsContext3D::paintRenderingResultsToImageData() |
| { |
| // Reading premultiplied alpha would involve unpremultiplying, which is |
| // lossy. |
| if (m_attrs.premultipliedAlpha) |
| return nullptr; |
| |
| auto imageData = ImageData::create(IntSize(m_currentWidth, m_currentHeight)); |
| unsigned char* pixels = imageData->data()->data(); |
| Checked<int, RecordOverflow> totalBytesChecked = 4 * Checked<int, RecordOverflow>(m_currentWidth) * Checked<int, RecordOverflow>(m_currentHeight); |
| if (totalBytesChecked.hasOverflowed()) |
| return imageData; |
| int totalBytes = totalBytesChecked.unsafeGet(); |
| |
| readRenderingResults(pixels, totalBytes); |
| |
| // Convert to RGBA. |
| for (int i = 0; i < totalBytes; i += 4) |
| std::swap(pixels[i], pixels[i + 2]); |
| |
| return imageData; |
| } |
| |
| void GraphicsContext3D::prepareTexture() |
| { |
| if (m_layerComposited) |
| return; |
| |
| makeContextCurrent(); |
| |
| #if !USE(COORDINATED_GRAPHICS) |
| TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); |
| #endif |
| |
| if (m_attrs.antialias) |
| resolveMultisamplingIfNecessary(); |
| |
| #if USE(COORDINATED_GRAPHICS) |
| std::swap(m_texture, m_compositorTexture); |
| std::swap(m_texture, m_intermediateTexture); |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); |
| glFlush(); |
| |
| if (m_state.boundFBO != m_fbo) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| else |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| return; |
| #endif |
| |
| ::glActiveTexture(GL_TEXTURE0); |
| ::glBindTexture(GL_TEXTURE_2D, m_state.boundTarget(GL_TEXTURE0) == GL_TEXTURE_2D ? m_state.boundTexture(GL_TEXTURE0) : 0); |
| ::glActiveTexture(m_state.activeTextureUnit); |
| if (m_state.boundFBO != m_fbo) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| ::glFlush(); |
| } |
| |
| void GraphicsContext3D::readRenderingResults(unsigned char *pixels, int pixelsSize) |
| { |
| if (pixelsSize < m_currentWidth * m_currentHeight * 4) |
| return; |
| |
| makeContextCurrent(); |
| |
| bool mustRestoreFBO = false; |
| if (m_attrs.antialias) { |
| resolveMultisamplingIfNecessary(); |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| mustRestoreFBO = true; |
| } else { |
| if (m_state.boundFBO != m_fbo) { |
| mustRestoreFBO = true; |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| } |
| |
| GLint packAlignment = 4; |
| bool mustRestorePackAlignment = false; |
| ::glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); |
| if (packAlignment > 4) { |
| ::glPixelStorei(GL_PACK_ALIGNMENT, 4); |
| mustRestorePackAlignment = true; |
| } |
| |
| readPixelsAndConvertToBGRAIfNecessary(0, 0, m_currentWidth, m_currentHeight, pixels); |
| |
| if (mustRestorePackAlignment) |
| ::glPixelStorei(GL_PACK_ALIGNMENT, packAlignment); |
| |
| if (mustRestoreFBO) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| } |
| |
| void GraphicsContext3D::reshape(int width, int height) |
| { |
| if (!platformGraphicsContext3D()) |
| return; |
| |
| if (width == m_currentWidth && height == m_currentHeight) |
| return; |
| |
| ASSERT(width >= 0 && height >= 0); |
| if (width < 0 || height < 0) |
| return; |
| |
| markContextChanged(); |
| |
| m_currentWidth = width; |
| m_currentHeight = height; |
| |
| makeContextCurrent(); |
| validateAttributes(); |
| |
| TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); |
| |
| bool mustRestoreFBO = reshapeFBOs(IntSize(width, height)); |
| |
| // Initialize renderbuffers to 0. |
| GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0; |
| GLint clearStencil = 0; |
| GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE; |
| GLuint stencilMask = 0xffffffff, stencilMaskBack = 0xffffffff; |
| GLbitfield clearMask = GL_COLOR_BUFFER_BIT; |
| ::glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor); |
| ::glClearColor(0, 0, 0, 0); |
| ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); |
| ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| if (m_attrs.depth) { |
| ::glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth); |
| GraphicsContext3D::clearDepth(1); |
| ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); |
| ::glDepthMask(GL_TRUE); |
| clearMask |= GL_DEPTH_BUFFER_BIT; |
| } |
| if (m_attrs.stencil) { |
| ::glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil); |
| ::glClearStencil(0); |
| ::glGetIntegerv(GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&stencilMask)); |
| ::glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, reinterpret_cast<GLint*>(&stencilMaskBack)); |
| ::glStencilMaskSeparate(GL_FRONT, 0xffffffff); |
| ::glStencilMaskSeparate(GL_BACK, 0xffffffff); |
| clearMask |= GL_STENCIL_BUFFER_BIT; |
| } |
| |
| ::glClear(clearMask); |
| |
| ::glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); |
| if (m_attrs.depth) { |
| GraphicsContext3D::clearDepth(clearDepth); |
| ::glDepthMask(depthMask); |
| } |
| if (m_attrs.stencil) { |
| ::glClearStencil(clearStencil); |
| ::glStencilMaskSeparate(GL_FRONT, stencilMask); |
| ::glStencilMaskSeparate(GL_BACK, stencilMaskBack); |
| } |
| |
| if (mustRestoreFBO) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| |
| ::glFlush(); |
| } |
| |
| bool GraphicsContext3D::checkVaryingsPacking(Platform3DObject vertexShader, Platform3DObject fragmentShader) const |
| { |
| ASSERT(m_shaderSourceMap.contains(vertexShader)); |
| ASSERT(m_shaderSourceMap.contains(fragmentShader)); |
| const auto& vertexEntry = m_shaderSourceMap.find(vertexShader)->value; |
| const auto& fragmentEntry = m_shaderSourceMap.find(fragmentShader)->value; |
| |
| HashMap<String, sh::ShaderVariable> combinedVaryings; |
| for (const auto& vertexSymbol : vertexEntry.varyingMap) { |
| const String& symbolName = vertexSymbol.key; |
| // The varying map includes variables for each index of an array variable. |
| // We only want a single variable to represent the array. |
| if (symbolName.endsWith("]")) |
| continue; |
| |
| // Don't count built in varyings. |
| if (symbolName == "gl_FragCoord" || symbolName == "gl_FrontFacing" || symbolName == "gl_PointCoord") |
| continue; |
| |
| const auto& fragmentSymbol = fragmentEntry.varyingMap.find(symbolName); |
| if (fragmentSymbol != fragmentEntry.varyingMap.end()) |
| combinedVaryings.add(symbolName, fragmentSymbol->value); |
| } |
| |
| size_t numVaryings = combinedVaryings.size(); |
| if (!numVaryings) |
| return true; |
| |
| std::vector<sh::ShaderVariable> variables; |
| variables.reserve(combinedVaryings.size()); |
| for (const auto& varyingSymbol : combinedVaryings.values()) |
| variables.push_back(varyingSymbol); |
| |
| GC3Dint maxVaryingVectors = 0; |
| #if USE(OPENGL_ES) |
| ::glGetIntegerv(MAX_VARYING_VECTORS, &maxVaryingVectors); |
| #else |
| if (m_isForWebGL2) |
| ::glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryingVectors); |
| else { |
| GC3Dint maxVaryingFloats = 0; |
| ::glGetIntegerv(GL_MAX_VARYING_FLOATS, &maxVaryingFloats); |
| maxVaryingVectors = maxVaryingFloats / 4; |
| } |
| #endif |
| return sh::CheckVariablesWithinPackingLimits(maxVaryingVectors, variables); |
| } |
| |
| bool GraphicsContext3D::precisionsMatch(Platform3DObject vertexShader, Platform3DObject fragmentShader) const |
| { |
| ASSERT(m_shaderSourceMap.contains(vertexShader)); |
| ASSERT(m_shaderSourceMap.contains(fragmentShader)); |
| const auto& vertexEntry = m_shaderSourceMap.find(vertexShader)->value; |
| const auto& fragmentEntry = m_shaderSourceMap.find(fragmentShader)->value; |
| |
| HashMap<String, sh::GLenum> vertexSymbolPrecisionMap; |
| |
| for (const auto& entry : vertexEntry.uniformMap) { |
| const std::string& mappedName = entry.value.mappedName; |
| vertexSymbolPrecisionMap.add(String(mappedName.c_str(), mappedName.length()), entry.value.precision); |
| } |
| |
| for (const auto& entry : fragmentEntry.uniformMap) { |
| const std::string& mappedName = entry.value.mappedName; |
| const auto& vertexSymbol = vertexSymbolPrecisionMap.find(String(mappedName.c_str(), mappedName.length())); |
| if (vertexSymbol != vertexSymbolPrecisionMap.end() && vertexSymbol->value != entry.value.precision) |
| return false; |
| } |
| |
| return true; |
| } |
| |
| IntSize GraphicsContext3D::getInternalFramebufferSize() const |
| { |
| return IntSize(m_currentWidth, m_currentHeight); |
| } |
| |
| void GraphicsContext3D::activeTexture(GC3Denum texture) |
| { |
| makeContextCurrent(); |
| m_state.activeTextureUnit = texture; |
| ::glActiveTexture(texture); |
| } |
| |
| void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader) |
| { |
| ASSERT(program); |
| ASSERT(shader); |
| makeContextCurrent(); |
| m_shaderProgramSymbolCountMap.remove(program); |
| ::glAttachShader(program, shader); |
| } |
| |
| void GraphicsContext3D::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| |
| String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, name); |
| LOG(WebGL, "::bindAttribLocation is mapping %s to %s", name.utf8().data(), mappedName.utf8().data()); |
| ::glBindAttribLocation(program, index, mappedName.utf8().data()); |
| } |
| |
| void GraphicsContext3D::bindBuffer(GC3Denum target, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| ::glBindBuffer(target, buffer); |
| } |
| |
| void GraphicsContext3D::bindFramebuffer(GC3Denum target, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| GLuint fbo; |
| if (buffer) |
| fbo = buffer; |
| else |
| fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo); |
| if (fbo != m_state.boundFBO) { |
| ::glBindFramebufferEXT(target, fbo); |
| m_state.boundFBO = fbo; |
| } |
| } |
| |
| void GraphicsContext3D::bindRenderbuffer(GC3Denum target, Platform3DObject renderbuffer) |
| { |
| makeContextCurrent(); |
| ::glBindRenderbufferEXT(target, renderbuffer); |
| } |
| |
| |
| void GraphicsContext3D::bindTexture(GC3Denum target, Platform3DObject texture) |
| { |
| makeContextCurrent(); |
| m_state.setBoundTexture(m_state.activeTextureUnit, texture, target); |
| ::glBindTexture(target, texture); |
| } |
| |
| void GraphicsContext3D::blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha) |
| { |
| makeContextCurrent(); |
| ::glBlendColor(red, green, blue, alpha); |
| } |
| |
| void GraphicsContext3D::blendEquation(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| ::glBlendEquation(mode); |
| } |
| |
| void GraphicsContext3D::blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha) |
| { |
| makeContextCurrent(); |
| ::glBlendEquationSeparate(modeRGB, modeAlpha); |
| } |
| |
| |
| void GraphicsContext3D::blendFunc(GC3Denum sfactor, GC3Denum dfactor) |
| { |
| makeContextCurrent(); |
| ::glBlendFunc(sfactor, dfactor); |
| } |
| |
| void GraphicsContext3D::blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha) |
| { |
| makeContextCurrent(); |
| ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); |
| } |
| |
| void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage) |
| { |
| makeContextCurrent(); |
| ::glBufferData(target, size, 0, usage); |
| } |
| |
| void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) |
| { |
| makeContextCurrent(); |
| ::glBufferData(target, size, data, usage); |
| } |
| |
| void GraphicsContext3D::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) |
| { |
| makeContextCurrent(); |
| ::glBufferSubData(target, offset, size, data); |
| } |
| |
| #if PLATFORM(COCOA) || PLATFORM(WPE) |
| void* GraphicsContext3D::mapBufferRange(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr length, GC3Dbitfield access) |
| { |
| makeContextCurrent(); |
| return ::glMapBufferRange(target, offset, length, access); |
| } |
| |
| GC3Dboolean GraphicsContext3D::unmapBuffer(GC3Denum target) |
| { |
| makeContextCurrent(); |
| return ::glUnmapBuffer(target); |
| } |
| |
| void GraphicsContext3D::copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dintptr readOffset, GC3Dintptr writeOffset, GC3Dsizeiptr size) |
| { |
| makeContextCurrent(); |
| ::glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); |
| } |
| |
| void GraphicsContext3D::getInternalformativ(GC3Denum target, GC3Denum internalformat, GC3Denum pname, GC3Dsizei bufSize, GC3Dint* params) |
| { |
| #if USE(OPENGL_ES) |
| makeContextCurrent(); |
| ::glGetInternalformativ(target, internalformat, pname, bufSize, params); |
| #else |
| UNUSED_PARAM(target); |
| UNUSED_PARAM(internalformat); |
| UNUSED_PARAM(pname); |
| UNUSED_PARAM(bufSize); |
| UNUSED_PARAM(params); |
| #endif |
| } |
| |
| void GraphicsContext3D::renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glRenderbufferStorageMultisample(target, samples, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glTexStorage2D(target, levels, internalformat, width, height); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth) |
| { |
| makeContextCurrent(); |
| ::glTexStorage3D(target, levels, internalformat, width, height, depth); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::getActiveUniforms(Platform3DObject program, const Vector<GC3Duint>& uniformIndices, GC3Denum pname, Vector<GC3Dint>& params) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| |
| ::glGetActiveUniformsiv(program, uniformIndices.size(), uniformIndices.data(), pname, params.data()); |
| } |
| #endif |
| |
| GC3Denum GraphicsContext3D::checkFramebufferStatus(GC3Denum target) |
| { |
| makeContextCurrent(); |
| return ::glCheckFramebufferStatusEXT(target); |
| } |
| |
| void GraphicsContext3D::clearColor(GC3Dclampf r, GC3Dclampf g, GC3Dclampf b, GC3Dclampf a) |
| { |
| makeContextCurrent(); |
| ::glClearColor(r, g, b, a); |
| } |
| |
| void GraphicsContext3D::clear(GC3Dbitfield mask) |
| { |
| makeContextCurrent(); |
| ::glClear(mask); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::clearStencil(GC3Dint s) |
| { |
| makeContextCurrent(); |
| ::glClearStencil(s); |
| } |
| |
| void GraphicsContext3D::colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha) |
| { |
| makeContextCurrent(); |
| ::glColorMask(red, green, blue, alpha); |
| } |
| |
| void GraphicsContext3D::compileShader(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| makeContextCurrent(); |
| |
| // Turn on name mapping. Due to the way ANGLE name hashing works, we |
| // point a global hashmap to the map owned by this context. |
| ShBuiltInResources ANGLEResources = m_compiler.getResources(); |
| ShHashFunction64 previousHashFunction = ANGLEResources.HashFunction; |
| ANGLEResources.HashFunction = nameHashForShader; |
| |
| if (!nameHashMapForShaders) |
| nameHashMapForShaders = makeUnique<ShaderNameHash>(); |
| setCurrentNameHashMapForShader(nameHashMapForShaders.get()); |
| m_compiler.setResources(ANGLEResources); |
| |
| String translatedShaderSource = m_extensions->getTranslatedShaderSourceANGLE(shader); |
| |
| ANGLEResources.HashFunction = previousHashFunction; |
| m_compiler.setResources(ANGLEResources); |
| setCurrentNameHashMapForShader(nullptr); |
| |
| if (!translatedShaderSource.length()) |
| return; |
| |
| const CString& translatedShaderCString = translatedShaderSource.utf8(); |
| const char* translatedShaderPtr = translatedShaderCString.data(); |
| int translatedShaderLength = translatedShaderCString.length(); |
| |
| LOG(WebGL, "--- begin original shader source ---\n%s\n--- end original shader source ---\n", getShaderSource(shader).utf8().data()); |
| LOG(WebGL, "--- begin translated shader source ---\n%s\n--- end translated shader source ---", translatedShaderPtr); |
| |
| ::glShaderSource(shader, 1, &translatedShaderPtr, &translatedShaderLength); |
| |
| ::glCompileShader(shader); |
| |
| int compileStatus; |
| |
| ::glGetShaderiv(shader, COMPILE_STATUS, &compileStatus); |
| |
| ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); |
| GraphicsContext3D::ShaderSourceEntry& entry = result->value; |
| |
| // Populate the shader log |
| GLint length = 0; |
| ::glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| |
| if (length) { |
| GLsizei size = 0; |
| Vector<GLchar> info(length); |
| ::glGetShaderInfoLog(shader, length, &size, info.data()); |
| |
| Platform3DObject shaders[2] = { shader, 0 }; |
| entry.log = getUnmangledInfoLog(shaders, 1, String(info.data(), size)); |
| } |
| |
| if (compileStatus != GL_TRUE) { |
| entry.isValid = false; |
| LOG(WebGL, "Error: shader translator produced a shader that OpenGL would not compile."); |
| } |
| } |
| |
| void GraphicsContext3D::compileShaderDirect(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| makeContextCurrent(); |
| |
| HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader); |
| |
| if (result == m_shaderSourceMap.end()) |
| return; |
| |
| ShaderSourceEntry& entry = result->value; |
| |
| const CString& shaderSourceCString = entry.source.utf8(); |
| const char* shaderSourcePtr = shaderSourceCString.data(); |
| int shaderSourceLength = shaderSourceCString.length(); |
| |
| LOG(WebGL, "--- begin direct shader source ---\n%s\n--- end direct shader source ---\n", shaderSourcePtr); |
| |
| ::glShaderSource(shader, 1, &shaderSourcePtr, &shaderSourceLength); |
| |
| ::glCompileShader(shader); |
| |
| int compileStatus; |
| |
| ::glGetShaderiv(shader, COMPILE_STATUS, &compileStatus); |
| |
| if (compileStatus == GL_TRUE) { |
| entry.isValid = true; |
| LOG(WebGL, "Direct compilation of shader succeeded."); |
| } else { |
| entry.isValid = false; |
| LOG(WebGL, "Error: direct compilation of shader failed."); |
| } |
| } |
| |
| void GraphicsContext3D::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) |
| { |
| makeContextCurrent(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| void GraphicsContext3D::copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| void GraphicsContext3D::cullFace(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| ::glCullFace(mode); |
| } |
| |
| void GraphicsContext3D::depthFunc(GC3Denum func) |
| { |
| makeContextCurrent(); |
| ::glDepthFunc(func); |
| } |
| |
| void GraphicsContext3D::depthMask(GC3Dboolean flag) |
| { |
| makeContextCurrent(); |
| ::glDepthMask(flag); |
| } |
| |
| void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader) |
| { |
| ASSERT(program); |
| ASSERT(shader); |
| makeContextCurrent(); |
| m_shaderProgramSymbolCountMap.remove(program); |
| ::glDetachShader(program, shader); |
| } |
| |
| void GraphicsContext3D::disable(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| ::glDisable(cap); |
| } |
| |
| void GraphicsContext3D::disableVertexAttribArray(GC3Duint index) |
| { |
| makeContextCurrent(); |
| ::glDisableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3D::drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count) |
| { |
| makeContextCurrent(); |
| ::glDrawArrays(mode, first, count); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset) |
| { |
| makeContextCurrent(); |
| ::glDrawElements(mode, count, type, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::enable(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| ::glEnable(cap); |
| } |
| |
| void GraphicsContext3D::enableVertexAttribArray(GC3Duint index) |
| { |
| makeContextCurrent(); |
| ::glEnableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3D::finish() |
| { |
| makeContextCurrent(); |
| ::glFinish(); |
| } |
| |
| void GraphicsContext3D::flush() |
| { |
| makeContextCurrent(); |
| ::glFlush(); |
| } |
| |
| void GraphicsContext3D::framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| ::glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer); |
| } |
| |
| void GraphicsContext3D::framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject texture, GC3Dint level) |
| { |
| makeContextCurrent(); |
| ::glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::frontFace(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| ::glFrontFace(mode); |
| } |
| |
| void GraphicsContext3D::generateMipmap(GC3Denum target) |
| { |
| makeContextCurrent(); |
| ::glGenerateMipmap(target); |
| } |
| |
| bool GraphicsContext3D::getActiveAttribImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| makeContextCurrent(); |
| GLint maxAttributeSize = 0; |
| ::glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeSize); |
| Vector<GLchar> name(maxAttributeSize); // GL_ACTIVE_ATTRIBUTE_MAX_LENGTH includes null termination. |
| GLsizei nameLength = 0; |
| GLint size = 0; |
| GLenum type = 0; |
| ::glGetActiveAttrib(program, index, maxAttributeSize, &nameLength, &size, &type, name.data()); |
| if (!nameLength) |
| return false; |
| |
| String originalName = originalSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, String(name.data(), nameLength)); |
| |
| #ifndef NDEBUG |
| String uniformName(name.data(), nameLength); |
| LOG(WebGL, "Program %d is mapping active attribute %d from '%s' to '%s'", program, index, uniformName.utf8().data(), originalName.utf8().data()); |
| #endif |
| |
| info.name = originalName; |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| GC3Dint symbolCount; |
| auto result = m_shaderProgramSymbolCountMap.find(program); |
| if (result == m_shaderProgramSymbolCountMap.end()) { |
| getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_ATTRIBUTES, &symbolCount); |
| result = m_shaderProgramSymbolCountMap.find(program); |
| } |
| |
| ActiveShaderSymbolCounts& symbolCounts = result->value; |
| GC3Duint rawIndex = (index < symbolCounts.filteredToActualAttributeIndexMap.size()) ? symbolCounts.filteredToActualAttributeIndexMap[index] : -1; |
| |
| return getActiveAttribImpl(program, rawIndex, info); |
| } |
| |
| bool GraphicsContext3D::getActiveUniformImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| |
| makeContextCurrent(); |
| GLint maxUniformSize = 0; |
| ::glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformSize); |
| |
| Vector<GLchar> name(maxUniformSize); // GL_ACTIVE_UNIFORM_MAX_LENGTH includes null termination. |
| GLsizei nameLength = 0; |
| GLint size = 0; |
| GLenum type = 0; |
| ::glGetActiveUniform(program, index, maxUniformSize, &nameLength, &size, &type, name.data()); |
| if (!nameLength) |
| return false; |
| |
| String originalName = originalSymbolName(program, SHADER_SYMBOL_TYPE_UNIFORM, String(name.data(), nameLength)); |
| |
| #ifndef NDEBUG |
| String uniformName(name.data(), nameLength); |
| LOG(WebGL, "Program %d is mapping active uniform %d from '%s' to '%s'", program, index, uniformName.utf8().data(), originalName.utf8().data()); |
| #endif |
| |
| info.name = originalName; |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| bool GraphicsContext3D::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| GC3Dint symbolCount; |
| auto result = m_shaderProgramSymbolCountMap.find(program); |
| if (result == m_shaderProgramSymbolCountMap.end()) { |
| getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_UNIFORMS, &symbolCount); |
| result = m_shaderProgramSymbolCountMap.find(program); |
| } |
| |
| ActiveShaderSymbolCounts& symbolCounts = result->value; |
| GC3Duint rawIndex = (index < symbolCounts.filteredToActualUniformIndexMap.size()) ? symbolCounts.filteredToActualUniformIndexMap[index] : -1; |
| |
| return getActiveUniformImpl(program, rawIndex, info); |
| } |
| |
| void GraphicsContext3D::getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return; |
| } |
| makeContextCurrent(); |
| ::glGetAttachedShaders(program, maxCount, count, shaders); |
| } |
| |
| static String generateHashedName(const String& name) |
| { |
| if (name.isEmpty()) |
| return name; |
| uint64_t number = nameHashForShader(name.utf8().data(), name.length()); |
| StringBuilder builder; |
| builder.appendLiteral("webgl_"); |
| appendUnsignedAsHex(number, builder, Lowercase); |
| return builder.toString(); |
| } |
| |
| Optional<String> GraphicsContext3D::mappedSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType symbolType, const String& name) |
| { |
| auto result = m_shaderSourceMap.find(shader); |
| if (result == m_shaderSourceMap.end()) |
| return WTF::nullopt; |
| |
| const auto& symbolMap = result->value.symbolMap(symbolType); |
| auto symbolEntry = symbolMap.find(name); |
| if (symbolEntry == symbolMap.end()) |
| return WTF::nullopt; |
| |
| auto& mappedName = symbolEntry->value.mappedName; |
| return String(mappedName.c_str(), mappedName.length()); |
| } |
| |
| String GraphicsContext3D::mappedSymbolName(Platform3DObject program, ANGLEShaderSymbolType symbolType, const String& name) |
| { |
| GC3Dsizei count = 0; |
| Platform3DObject shaders[2] = { }; |
| getAttachedShaders(program, 2, &count, shaders); |
| |
| for (GC3Dsizei i = 0; i < count; ++i) { |
| auto mappedName = mappedSymbolInShaderSourceMap(shaders[i], symbolType, name); |
| if (mappedName) |
| return mappedName.value(); |
| } |
| |
| // We might have detached or deleted the shaders after linking. |
| auto result = m_linkedShaderMap.find(program); |
| if (result != m_linkedShaderMap.end()) { |
| auto linkedShaders = result->value; |
| auto mappedName = mappedSymbolInShaderSourceMap(linkedShaders.first, symbolType, name); |
| if (mappedName) |
| return mappedName.value(); |
| mappedName = mappedSymbolInShaderSourceMap(linkedShaders.second, symbolType, name); |
| if (mappedName) |
| return mappedName.value(); |
| } |
| |
| if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE && !name.isEmpty()) { |
| // Attributes are a special case: they may be requested before any shaders have been compiled, |
| // and aren't even required to be used in any shader program. |
| if (!nameHashMapForShaders) |
| nameHashMapForShaders = makeUnique<ShaderNameHash>(); |
| setCurrentNameHashMapForShader(nameHashMapForShaders.get()); |
| |
| auto generatedName = generateHashedName(name); |
| |
| setCurrentNameHashMapForShader(nullptr); |
| |
| m_possiblyUnusedAttributeMap.set(generatedName, name); |
| |
| return generatedName; |
| } |
| |
| return name; |
| } |
| |
| Optional<String> GraphicsContext3D::originalSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType symbolType, const String& name) |
| { |
| auto result = m_shaderSourceMap.find(shader); |
| if (result == m_shaderSourceMap.end()) |
| return WTF::nullopt; |
| |
| const auto& symbolMap = result->value.symbolMap(symbolType); |
| for (const auto& symbolEntry : symbolMap) { |
| if (name == symbolEntry.value.mappedName.c_str()) |
| return symbolEntry.key; |
| } |
| return WTF::nullopt; |
| } |
| |
| String GraphicsContext3D::originalSymbolName(Platform3DObject program, ANGLEShaderSymbolType symbolType, const String& name) |
| { |
| GC3Dsizei count; |
| Platform3DObject shaders[2]; |
| getAttachedShaders(program, 2, &count, shaders); |
| |
| for (GC3Dsizei i = 0; i < count; ++i) { |
| auto originalName = originalSymbolInShaderSourceMap(shaders[i], symbolType, name); |
| if (originalName) |
| return originalName.value(); |
| } |
| |
| // We might have detached or deleted the shaders after linking. |
| auto result = m_linkedShaderMap.find(program); |
| if (result != m_linkedShaderMap.end()) { |
| auto linkedShaders = result->value; |
| auto originalName = originalSymbolInShaderSourceMap(linkedShaders.first, symbolType, name); |
| if (originalName) |
| return originalName.value(); |
| originalName = originalSymbolInShaderSourceMap(linkedShaders.second, symbolType, name); |
| if (originalName) |
| return originalName.value(); |
| } |
| |
| if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE && !name.isEmpty()) { |
| // Attributes are a special case: they may be requested before any shaders have been compiled, |
| // and aren't even required to be used in any shader program. |
| |
| const auto& cached = m_possiblyUnusedAttributeMap.find(name); |
| if (cached != m_possiblyUnusedAttributeMap.end()) |
| return cached->value; |
| } |
| |
| return name; |
| } |
| |
| String GraphicsContext3D::mappedSymbolName(Platform3DObject shaders[2], size_t count, const String& name) |
| { |
| for (size_t symbolType = 0; symbolType <= static_cast<size_t>(SHADER_SYMBOL_TYPE_VARYING); ++symbolType) { |
| for (size_t i = 0; i < count; ++i) { |
| ShaderSourceMap::iterator result = m_shaderSourceMap.find(shaders[i]); |
| if (result == m_shaderSourceMap.end()) |
| continue; |
| |
| const ShaderSymbolMap& symbolMap = result->value.symbolMap(static_cast<enum ANGLEShaderSymbolType>(symbolType)); |
| for (const auto& symbolEntry : symbolMap) { |
| if (name == symbolEntry.value.mappedName.c_str()) |
| return symbolEntry.key; |
| } |
| } |
| } |
| return name; |
| } |
| |
| int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name) |
| { |
| if (!program) |
| return -1; |
| |
| makeContextCurrent(); |
| |
| String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, name); |
| LOG(WebGL, "::glGetAttribLocation is mapping %s to %s", name.utf8().data(), mappedName.utf8().data()); |
| return ::glGetAttribLocation(program, mappedName.utf8().data()); |
| } |
| |
| int GraphicsContext3D::getAttribLocationDirect(Platform3DObject program, const String& name) |
| { |
| if (!program) |
| return -1; |
| |
| makeContextCurrent(); |
| |
| return ::glGetAttribLocation(program, name.utf8().data()); |
| } |
| |
| GraphicsContext3DAttributes GraphicsContext3D::getContextAttributes() |
| { |
| return m_attrs; |
| } |
| |
| bool GraphicsContext3D::moveErrorsToSyntheticErrorList() |
| { |
| makeContextCurrent(); |
| bool movedAnError = false; |
| |
| // Set an arbitrary limit of 100 here to avoid creating a hang if |
| // a problem driver has a bug that causes it to never clear the error. |
| // Otherwise, we would just loop until we got NO_ERROR. |
| for (unsigned i = 0; i < 100; ++i) { |
| GC3Denum error = glGetError(); |
| if (error == NO_ERROR) |
| break; |
| m_syntheticErrors.add(error); |
| movedAnError = true; |
| } |
| |
| return movedAnError; |
| } |
| |
| GC3Denum GraphicsContext3D::getError() |
| { |
| if (!m_syntheticErrors.isEmpty()) { |
| // Need to move the current errors to the synthetic error list in case |
| // that error is already there, since the expected behavior of both |
| // glGetError and getError is to only report each error code once. |
| moveErrorsToSyntheticErrorList(); |
| return m_syntheticErrors.takeFirst(); |
| } |
| |
| makeContextCurrent(); |
| return ::glGetError(); |
| } |
| |
| String GraphicsContext3D::getString(GC3Denum name) |
| { |
| makeContextCurrent(); |
| return String(reinterpret_cast<const char*>(::glGetString(name))); |
| } |
| |
| void GraphicsContext3D::hint(GC3Denum target, GC3Denum mode) |
| { |
| makeContextCurrent(); |
| ::glHint(target, mode); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isBuffer(Platform3DObject buffer) |
| { |
| if (!buffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsBuffer(buffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isEnabled(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| return ::glIsEnabled(cap); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer) |
| { |
| if (!framebuffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsFramebufferEXT(framebuffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isProgram(Platform3DObject program) |
| { |
| if (!program) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsProgram(program); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer) |
| { |
| if (!renderbuffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsRenderbufferEXT(renderbuffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isShader(Platform3DObject shader) |
| { |
| if (!shader) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsShader(shader); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isTexture(Platform3DObject texture) |
| { |
| if (!texture) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return ::glIsTexture(texture); |
| } |
| |
| void GraphicsContext3D::lineWidth(GC3Dfloat width) |
| { |
| makeContextCurrent(); |
| ::glLineWidth(width); |
| } |
| |
| void GraphicsContext3D::linkProgram(Platform3DObject program) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| |
| GC3Dsizei count = 0; |
| Platform3DObject shaders[2] = { }; |
| getAttachedShaders(program, 2, &count, shaders); |
| |
| if (count == 2) |
| m_linkedShaderMap.set(program, std::make_pair(shaders[0], shaders[1])); |
| |
| ::glLinkProgram(program); |
| } |
| |
| void GraphicsContext3D::pixelStorei(GC3Denum pname, GC3Dint param) |
| { |
| makeContextCurrent(); |
| ::glPixelStorei(pname, param); |
| } |
| |
| void GraphicsContext3D::polygonOffset(GC3Dfloat factor, GC3Dfloat units) |
| { |
| makeContextCurrent(); |
| ::glPolygonOffset(factor, units); |
| } |
| |
| void GraphicsContext3D::sampleCoverage(GC3Dclampf value, GC3Dboolean invert) |
| { |
| makeContextCurrent(); |
| ::glSampleCoverage(value, invert); |
| } |
| |
| void GraphicsContext3D::scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glScissor(x, y, width, height); |
| } |
| |
| void GraphicsContext3D::shaderSource(Platform3DObject shader, const String& string) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| |
| ShaderSourceEntry entry; |
| |
| entry.source = string; |
| |
| m_shaderSourceMap.set(shader, entry); |
| } |
| |
| void GraphicsContext3D::stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| ::glStencilFunc(func, ref, mask); |
| } |
| |
| void GraphicsContext3D::stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| ::glStencilFuncSeparate(face, func, ref, mask); |
| } |
| |
| void GraphicsContext3D::stencilMask(GC3Duint mask) |
| { |
| makeContextCurrent(); |
| ::glStencilMask(mask); |
| } |
| |
| void GraphicsContext3D::stencilMaskSeparate(GC3Denum face, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| ::glStencilMaskSeparate(face, mask); |
| } |
| |
| void GraphicsContext3D::stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| { |
| makeContextCurrent(); |
| ::glStencilOp(fail, zfail, zpass); |
| } |
| |
| void GraphicsContext3D::stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| { |
| makeContextCurrent(); |
| ::glStencilOpSeparate(face, fail, zfail, zpass); |
| } |
| |
| void GraphicsContext3D::texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat value) |
| { |
| makeContextCurrent(); |
| ::glTexParameterf(target, pname, value); |
| } |
| |
| void GraphicsContext3D::texParameteri(GC3Denum target, GC3Denum pname, GC3Dint value) |
| { |
| makeContextCurrent(); |
| ::glTexParameteri(target, pname, value); |
| } |
| |
| void GraphicsContext3D::uniform1f(GC3Dint location, GC3Dfloat v0) |
| { |
| makeContextCurrent(); |
| ::glUniform1f(location, v0); |
| } |
| |
| void GraphicsContext3D::uniform1fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| ::glUniform1fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform2f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1) |
| { |
| makeContextCurrent(); |
| ::glUniform2f(location, v0, v1); |
| } |
| |
| void GraphicsContext3D::uniform2fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 2. |
| makeContextCurrent(); |
| ::glUniform2fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform3f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| { |
| makeContextCurrent(); |
| ::glUniform3f(location, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::uniform3fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 3. |
| makeContextCurrent(); |
| ::glUniform3fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform4f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| { |
| makeContextCurrent(); |
| ::glUniform4f(location, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::uniform4fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| ::glUniform4fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform1i(GC3Dint location, GC3Dint v0) |
| { |
| makeContextCurrent(); |
| ::glUniform1i(location, v0); |
| } |
| |
| void GraphicsContext3D::uniform1iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| makeContextCurrent(); |
| ::glUniform1iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform2i(GC3Dint location, GC3Dint v0, GC3Dint v1) |
| { |
| makeContextCurrent(); |
| ::glUniform2i(location, v0, v1); |
| } |
| |
| void GraphicsContext3D::uniform2iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 2. |
| makeContextCurrent(); |
| ::glUniform2iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform3i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2) |
| { |
| makeContextCurrent(); |
| ::glUniform3i(location, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::uniform3iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 3. |
| makeContextCurrent(); |
| ::glUniform3iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform4i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2, GC3Dint v3) |
| { |
| makeContextCurrent(); |
| ::glUniform4i(location, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::uniform4iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| ::glUniform4iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix2fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| ::glUniformMatrix2fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix3fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 9. |
| makeContextCurrent(); |
| ::glUniformMatrix3fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix4fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 16. |
| makeContextCurrent(); |
| ::glUniformMatrix4fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::useProgram(Platform3DObject program) |
| { |
| makeContextCurrent(); |
| ::glUseProgram(program); |
| } |
| |
| void GraphicsContext3D::validateProgram(Platform3DObject program) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| ::glValidateProgram(program); |
| } |
| |
| void GraphicsContext3D::vertexAttrib1f(GC3Duint index, GC3Dfloat v0) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib1f(index, v0); |
| } |
| |
| void GraphicsContext3D::vertexAttrib1fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib1fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib2f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib2f(index, v0, v1); |
| } |
| |
| void GraphicsContext3D::vertexAttrib2fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib2fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib3f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib3f(index, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::vertexAttrib3fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib3fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib4f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib4f(index, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::vertexAttrib4fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| ::glVertexAttrib4fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset) |
| { |
| makeContextCurrent(); |
| ::glVertexAttribPointer(index, size, type, normalized, stride, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| } |
| |
| void GraphicsContext3D::viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glViewport(x, y, width, height); |
| } |
| |
| Platform3DObject GraphicsContext3D::createVertexArray() |
| { |
| makeContextCurrent(); |
| GLuint array = 0; |
| #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| ::glGenVertexArrays(1, &array); |
| #endif |
| return array; |
| } |
| |
| void GraphicsContext3D::deleteVertexArray(Platform3DObject array) |
| { |
| if (!array) |
| return; |
| |
| makeContextCurrent(); |
| #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| ::glDeleteVertexArrays(1, &array); |
| #endif |
| } |
| |
| GC3Dboolean GraphicsContext3D::isVertexArray(Platform3DObject array) |
| { |
| if (!array) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| return ::glIsVertexArray(array); |
| #endif |
| return GL_FALSE; |
| } |
| |
| void GraphicsContext3D::bindVertexArray(Platform3DObject array) |
| { |
| makeContextCurrent(); |
| #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| ::glBindVertexArray(array); |
| #else |
| UNUSED_PARAM(array); |
| #endif |
| } |
| |
| void GraphicsContext3D::getBooleanv(GC3Denum pname, GC3Dboolean* value) |
| { |
| makeContextCurrent(); |
| ::glGetBooleanv(pname, value); |
| } |
| |
| void GraphicsContext3D::getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetBufferParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getFloatv(GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| ::glGetFloatv(pname, value); |
| } |
| |
| void GraphicsContext3D::getInteger64v(GC3Denum pname, GC3Dint64* value) |
| { |
| UNUSED_PARAM(pname); |
| makeContextCurrent(); |
| *value = 0; |
| // FIXME 141178: Before enabling this we must first switch over to using gl3.h and creating and initialing the WebGL2 context using OpenGL ES 3.0. |
| // ::glGetInteger64v(pname, value); |
| } |
| |
| void GraphicsContext3D::getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| if (attachment == DEPTH_STENCIL_ATTACHMENT) |
| attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works. |
| ::glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); |
| } |
| |
| void GraphicsContext3D::getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetProgramiv(program, pname, value); |
| } |
| |
| void GraphicsContext3D::getNonBuiltInActiveSymbolCount(Platform3DObject program, GC3Denum pname, GC3Dint* value) |
| { |
| ASSERT(ACTIVE_ATTRIBUTES == pname || ACTIVE_UNIFORMS == pname); |
| if (!value) |
| return; |
| |
| makeContextCurrent(); |
| const auto& result = m_shaderProgramSymbolCountMap.find(program); |
| if (result != m_shaderProgramSymbolCountMap.end()) { |
| *value = result->value.countForType(pname); |
| return; |
| } |
| |
| m_shaderProgramSymbolCountMap.set(program, ActiveShaderSymbolCounts()); |
| ActiveShaderSymbolCounts& symbolCounts = m_shaderProgramSymbolCountMap.find(program)->value; |
| |
| // Retrieve the active attributes, build a filtered count, and a mapping of |
| // our internal attributes indexes to the real unfiltered indexes inside OpenGL. |
| GC3Dint attributeCount = 0; |
| ::glGetProgramiv(program, ACTIVE_ATTRIBUTES, &attributeCount); |
| for (GC3Dint i = 0; i < attributeCount; ++i) { |
| ActiveInfo info; |
| getActiveAttribImpl(program, i, info); |
| if (info.name.startsWith("gl_")) |
| continue; |
| |
| symbolCounts.filteredToActualAttributeIndexMap.append(i); |
| } |
| |
| // Do the same for uniforms. |
| GC3Dint uniformCount = 0; |
| ::glGetProgramiv(program, ACTIVE_UNIFORMS, &uniformCount); |
| for (GC3Dint i = 0; i < uniformCount; ++i) { |
| ActiveInfo info; |
| getActiveUniformImpl(program, i, info); |
| if (info.name.startsWith("gl_")) |
| continue; |
| |
| symbolCounts.filteredToActualUniformIndexMap.append(i); |
| } |
| |
| *value = symbolCounts.countForType(pname); |
| } |
| |
| String GraphicsContext3D::getUnmangledInfoLog(Platform3DObject shaders[2], GC3Dsizei count, const String& log) |
| { |
| LOG(WebGL, "Original ShaderInfoLog:\n%s", log.utf8().data()); |
| |
| JSC::Yarr::RegularExpression regExp("webgl_[0123456789abcdefABCDEF]+"); |
| |
| StringBuilder processedLog; |
| |
| // ANGLE inserts a "#extension" line into the shader source that |
| // causes a warning in some compilers. There is no point showing |
| // this warning to the user since they didn't write the code that |
| // is causing it. |
| static const NeverDestroyed<String> angleWarning { "WARNING: 0:1: extension 'GL_ARB_gpu_shader5' is not supported\n"_s }; |
| int startFrom = log.startsWith(angleWarning) ? angleWarning.get().length() : 0; |
| int matchedLength = 0; |
| |
| do { |
| int start = regExp.match(log, startFrom, &matchedLength); |
| if (start == -1) |
| break; |
| |
| processedLog.append(log.substring(startFrom, start - startFrom)); |
| startFrom = start + matchedLength; |
| |
| const String& mangledSymbol = log.substring(start, matchedLength); |
| const String& mappedSymbol = mappedSymbolName(shaders, count, mangledSymbol); |
| LOG(WebGL, "Demangling: %s to %s", mangledSymbol.utf8().data(), mappedSymbol.utf8().data()); |
| processedLog.append(mappedSymbol); |
| } while (startFrom < static_cast<int>(log.length())); |
| |
| processedLog.append(log.substring(startFrom, log.length() - startFrom)); |
| |
| LOG(WebGL, "Unmangled ShaderInfoLog:\n%s", processedLog.toString().utf8().data()); |
| return processedLog.toString(); |
| } |
| |
| String GraphicsContext3D::getProgramInfoLog(Platform3DObject program) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| GLint length = 0; |
| ::glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length); |
| if (!length) |
| return String(); |
| |
| GLsizei size = 0; |
| Vector<GLchar> info(length); |
| ::glGetProgramInfoLog(program, length, &size, info.data()); |
| |
| GC3Dsizei count; |
| Platform3DObject shaders[2]; |
| getAttachedShaders(program, 2, &count, shaders); |
| |
| return getUnmangledInfoLog(shaders, count, String(info.data(), size)); |
| } |
| |
| void GraphicsContext3D::getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetRenderbufferParameterivEXT(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getShaderiv(Platform3DObject shader, GC3Denum pname, GC3Dint* value) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| |
| const auto& result = m_shaderSourceMap.find(shader); |
| |
| switch (pname) { |
| case DELETE_STATUS: |
| case SHADER_TYPE: |
| ::glGetShaderiv(shader, pname, value); |
| break; |
| case COMPILE_STATUS: |
| if (result == m_shaderSourceMap.end()) { |
| *value = static_cast<int>(false); |
| return; |
| } |
| *value = static_cast<int>(result->value.isValid); |
| break; |
| case INFO_LOG_LENGTH: |
| if (result == m_shaderSourceMap.end()) { |
| *value = 0; |
| return; |
| } |
| *value = getShaderInfoLog(shader).length(); |
| break; |
| case SHADER_SOURCE_LENGTH: |
| *value = getShaderSource(shader).length(); |
| break; |
| default: |
| synthesizeGLError(INVALID_ENUM); |
| } |
| } |
| |
| String GraphicsContext3D::getShaderInfoLog(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| |
| const auto& result = m_shaderSourceMap.find(shader); |
| if (result == m_shaderSourceMap.end()) |
| return String(); |
| |
| const ShaderSourceEntry& entry = result->value; |
| if (!entry.isValid) |
| return entry.log; |
| |
| GLint length = 0; |
| ::glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| if (!length) |
| return String(); |
| |
| GLsizei size = 0; |
| Vector<GLchar> info(length); |
| ::glGetShaderInfoLog(shader, length, &size, info.data()); |
| |
| Platform3DObject shaders[2] = { shader, 0 }; |
| return getUnmangledInfoLog(shaders, 1, String(info.data(), size)); |
| } |
| |
| String GraphicsContext3D::getShaderSource(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| |
| const auto& result = m_shaderSourceMap.find(shader); |
| if (result == m_shaderSourceMap.end()) |
| return String(); |
| |
| return result->value.source; |
| } |
| |
| |
| void GraphicsContext3D::getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| ::glGetTexParameterfv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetTexParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| ::glGetUniformfv(program, location, value); |
| } |
| |
| void GraphicsContext3D::getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetUniformiv(program, location, value); |
| } |
| |
| GC3Dint GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| |
| String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_UNIFORM, name); |
| LOG(WebGL, "::getUniformLocation is mapping %s to %s", name.utf8().data(), mappedName.utf8().data()); |
| return ::glGetUniformLocation(program, mappedName.utf8().data()); |
| } |
| |
| void GraphicsContext3D::getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| ::glGetVertexAttribfv(index, pname, value); |
| } |
| |
| void GraphicsContext3D::getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetVertexAttribiv(index, pname, value); |
| } |
| |
| GC3Dsizeiptr GraphicsContext3D::getVertexAttribOffset(GC3Duint index, GC3Denum pname) |
| { |
| makeContextCurrent(); |
| |
| GLvoid* pointer = 0; |
| ::glGetVertexAttribPointerv(index, pname, &pointer); |
| return static_cast<GC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer)); |
| } |
| |
| void GraphicsContext3D::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoff, GC3Dint yoff, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels) |
| { |
| makeContextCurrent(); |
| |
| #if !USE(OPENGL_ES) |
| if (type == HALF_FLOAT_OES) |
| type = GL_HALF_FLOAT_ARB; |
| #endif |
| |
| if (m_usingCoreProfile) { |
| // There are some format values used in WebGL that are deprecated when using a core profile, so we need |
| // to adapt them, as we do in GraphicsContext3D::texImage2D(). |
| switch (format) { |
| case ALPHA: |
| // We are using GL_RED to back GL_ALPHA, so do it here as well. |
| format = RED; |
| break; |
| case LUMINANCE_ALPHA: |
| // We are using GL_RG to back GL_LUMINANCE_ALPHA, so do it here as well. |
| format = RG; |
| break; |
| default: |
| break; |
| } |
| } |
| |
| // FIXME: we will need to deal with PixelStore params when dealing with image buffers that differ from the subimage size. |
| ::glTexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data) |
| { |
| makeContextCurrent(); |
| ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data) |
| { |
| makeContextCurrent(); |
| ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| Platform3DObject GraphicsContext3D::createBuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenBuffers(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createFramebuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenFramebuffersEXT(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createProgram() |
| { |
| makeContextCurrent(); |
| return glCreateProgram(); |
| } |
| |
| Platform3DObject GraphicsContext3D::createRenderbuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenRenderbuffersEXT(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createShader(GC3Denum type) |
| { |
| makeContextCurrent(); |
| return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); |
| } |
| |
| Platform3DObject GraphicsContext3D::createTexture() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenTextures(1, &o); |
| m_state.textureSeedCount.add(o); |
| return o; |
| } |
| |
| void GraphicsContext3D::deleteBuffer(Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| glDeleteBuffers(1, &buffer); |
| } |
| |
| void GraphicsContext3D::deleteFramebuffer(Platform3DObject framebuffer) |
| { |
| makeContextCurrent(); |
| if (framebuffer == m_state.boundFBO) { |
| // Make sure the framebuffer is not going to be used for drawing |
| // operations after it gets deleted. |
| bindFramebuffer(FRAMEBUFFER, 0); |
| } |
| glDeleteFramebuffersEXT(1, &framebuffer); |
| } |
| |
| void GraphicsContext3D::deleteProgram(Platform3DObject program) |
| { |
| makeContextCurrent(); |
| m_shaderProgramSymbolCountMap.remove(program); |
| glDeleteProgram(program); |
| } |
| |
| void GraphicsContext3D::deleteRenderbuffer(Platform3DObject renderbuffer) |
| { |
| makeContextCurrent(); |
| glDeleteRenderbuffersEXT(1, &renderbuffer); |
| } |
| |
| void GraphicsContext3D::deleteShader(Platform3DObject shader) |
| { |
| makeContextCurrent(); |
| glDeleteShader(shader); |
| } |
| |
| void GraphicsContext3D::deleteTexture(Platform3DObject texture) |
| { |
| makeContextCurrent(); |
| m_state.boundTextureMap.removeIf([texture] (auto& keyValue) { |
| return keyValue.value.first == texture; |
| }); |
| glDeleteTextures(1, &texture); |
| m_state.textureSeedCount.removeAll(texture); |
| } |
| |
| void GraphicsContext3D::synthesizeGLError(GC3Denum error) |
| { |
| // Need to move the current errors to the synthetic error list to |
| // preserve the order of errors, so a caller to getError will get |
| // any errors from glError before the error we are synthesizing. |
| moveErrorsToSyntheticErrorList(); |
| m_syntheticErrors.add(error); |
| } |
| |
| void GraphicsContext3D::markContextChanged() |
| { |
| m_layerComposited = false; |
| } |
| |
| void GraphicsContext3D::markLayerComposited() |
| { |
| m_layerComposited = true; |
| |
| for (auto* client : copyToVector(m_clients)) |
| client->didComposite(); |
| } |
| |
| bool GraphicsContext3D::layerComposited() const |
| { |
| return m_layerComposited; |
| } |
| |
| void GraphicsContext3D::forceContextLost() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->forceContextLost(); |
| } |
| |
| void GraphicsContext3D::recycleContext() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->recycleContext(); |
| } |
| |
| void GraphicsContext3D::dispatchContextChangedNotification() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->dispatchContextChangedNotification(); |
| } |
| |
| void GraphicsContext3D::texImage2DDirect(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) |
| { |
| makeContextCurrent(); |
| ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount) |
| { |
| getExtensions().drawArraysInstanced(mode, first, count, primcount); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount) |
| { |
| getExtensions().drawElementsInstanced(mode, count, type, offset, primcount); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::vertexAttribDivisor(GC3Duint index, GC3Duint divisor) |
| { |
| getExtensions().vertexAttribDivisor(index, divisor); |
| } |
| |
| #if USE(OPENGL) && ENABLE(WEBGL2) |
| void GraphicsContext3D::primitiveRestartIndex(GC3Duint index) |
| { |
| makeContextCurrent(); |
| ::glPrimitiveRestartIndex(index); |
| } |
| #endif |
| |
| } |
| |
| #endif // ENABLE(GRAPHICS_CONTEXT_3D) && (USE(OPENGL) || USE(OPENGL_ES)) |