blob: 42bc8e17e062181d70e04f7ac2c91bca3831d925 [file] [log] [blame]
/*
* 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))