| /* |
| * Copyright (C) 2015-2017 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #pragma once |
| |
| #if ENABLE(WEBGL) |
| |
| #include "ActivityStateChangeObserver.h" |
| #include "ExceptionOr.h" |
| #include "GPUBasedCanvasRenderingContext.h" |
| #include "GraphicsContext3D.h" |
| #include "ImageBuffer.h" |
| #include "SuspendableTimer.h" |
| #include "Timer.h" |
| #include "WebGLAny.h" |
| #include "WebGLBuffer.h" |
| #include "WebGLContextAttributes.h" |
| #include "WebGLFramebuffer.h" |
| #include "WebGLProgram.h" |
| #include "WebGLRenderbuffer.h" |
| #include "WebGLStateTracker.h" |
| #include "WebGLTexture.h" |
| #include "WebGLVertexArrayObjectOES.h" |
| #include <JavaScriptCore/ConsoleTypes.h> |
| #include <limits> |
| #include <memory> |
| |
| #if ENABLE(WEBGL2) |
| #include "WebGLVertexArrayObject.h" |
| #endif |
| |
| namespace WebCore { |
| |
| class ANGLEInstancedArrays; |
| class EXTBlendMinMax; |
| class EXTTextureFilterAnisotropic; |
| class EXTShaderTextureLOD; |
| class EXTsRGB; |
| class EXTFragDepth; |
| class HTMLImageElement; |
| class ImageData; |
| class IntSize; |
| class OESStandardDerivatives; |
| class OESTextureFloat; |
| class OESTextureFloatLinear; |
| class OESTextureHalfFloat; |
| class OESTextureHalfFloatLinear; |
| class OESVertexArrayObject; |
| class OESElementIndexUint; |
| #if ENABLE(OFFSCREEN_CANVAS) |
| class OffscreenCanvas; |
| #endif |
| class WebGLActiveInfo; |
| class WebGLContextGroup; |
| class WebGLContextObject; |
| class WebGLCompressedTextureASTC; |
| class WebGLCompressedTextureATC; |
| class WebGLCompressedTextureETC; |
| class WebGLCompressedTextureETC1; |
| class WebGLCompressedTexturePVRTC; |
| class WebGLCompressedTextureS3TC; |
| class WebGLDebugRendererInfo; |
| class WebGLDebugShaders; |
| class WebGLDepthTexture; |
| class WebGLDrawBuffers; |
| class WebGLExtension; |
| class WebGLLoseContext; |
| class WebGLObject; |
| class WebGLShader; |
| class WebGLSharedObject; |
| class WebGLShaderPrecisionFormat; |
| class WebGLUniformLocation; |
| |
| #if ENABLE(VIDEO) |
| class HTMLVideoElement; |
| #endif |
| |
| #if ENABLE(OFFSCREEN_CANVAS) |
| using WebGLCanvas = WTF::Variant<RefPtr<HTMLCanvasElement>, RefPtr<OffscreenCanvas>>; |
| #else |
| using WebGLCanvas = WTF::Variant<RefPtr<HTMLCanvasElement>>; |
| #endif |
| |
| class WebGLRenderingContextBase : public GraphicsContext3D::Client, public GPUBasedCanvasRenderingContext, private ActivityStateChangeObserver { |
| WTF_MAKE_ISO_ALLOCATED(WebGLRenderingContextBase); |
| public: |
| static std::unique_ptr<WebGLRenderingContextBase> create(CanvasBase&, WebGLContextAttributes&, const String&); |
| virtual ~WebGLRenderingContextBase(); |
| |
| WebGLCanvas canvas(); |
| |
| int drawingBufferWidth() const; |
| int drawingBufferHeight() const; |
| |
| void activeTexture(GC3Denum texture); |
| void attachShader(WebGLProgram*, WebGLShader*); |
| void bindAttribLocation(WebGLProgram*, GC3Duint index, const String& name); |
| void bindBuffer(GC3Denum target, WebGLBuffer*); |
| void bindFramebuffer(GC3Denum target, WebGLFramebuffer*); |
| void bindRenderbuffer(GC3Denum target, WebGLRenderbuffer*); |
| void bindTexture(GC3Denum target, WebGLTexture*); |
| void blendColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat alpha); |
| void blendEquation(GC3Denum mode); |
| void blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha); |
| void blendFunc(GC3Denum sfactor, GC3Denum dfactor); |
| void blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha); |
| |
| using BufferDataSource = WTF::Variant<RefPtr<ArrayBuffer>, RefPtr<ArrayBufferView>>; |
| void bufferData(GC3Denum target, long long size, GC3Denum usage); |
| void bufferData(GC3Denum target, Optional<BufferDataSource>&&, GC3Denum usage); |
| void bufferSubData(GC3Denum target, long long offset, Optional<BufferDataSource>&&); |
| |
| GC3Denum checkFramebufferStatus(GC3Denum target); |
| virtual void clear(GC3Dbitfield mask) = 0; |
| void clearColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat alpha); |
| void clearDepth(GC3Dfloat); |
| void clearStencil(GC3Dint); |
| void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha); |
| void compileShader(WebGLShader*); |
| |
| void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, ArrayBufferView& data); |
| void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, ArrayBufferView& data); |
| |
| void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border); |
| void copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
| |
| RefPtr<WebGLBuffer> createBuffer(); |
| RefPtr<WebGLFramebuffer> createFramebuffer(); |
| RefPtr<WebGLProgram> createProgram(); |
| RefPtr<WebGLRenderbuffer> createRenderbuffer(); |
| RefPtr<WebGLShader> createShader(GC3Denum type); |
| RefPtr<WebGLTexture> createTexture(); |
| |
| void cullFace(GC3Denum mode); |
| |
| void deleteBuffer(WebGLBuffer*); |
| void deleteFramebuffer(WebGLFramebuffer*); |
| void deleteProgram(WebGLProgram*); |
| void deleteRenderbuffer(WebGLRenderbuffer*); |
| void deleteShader(WebGLShader*); |
| void deleteTexture(WebGLTexture*); |
| |
| void depthFunc(GC3Denum); |
| void depthMask(GC3Dboolean); |
| void depthRange(GC3Dfloat zNear, GC3Dfloat zFar); |
| void detachShader(WebGLProgram*, WebGLShader*); |
| void disable(GC3Denum cap); |
| void disableVertexAttribArray(GC3Duint index); |
| void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count); |
| void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset); |
| |
| void enable(GC3Denum cap); |
| void enableVertexAttribArray(GC3Duint index); |
| void finish(); |
| void flush(); |
| void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, WebGLRenderbuffer*); |
| void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, WebGLTexture*, GC3Dint level); |
| void frontFace(GC3Denum mode); |
| void generateMipmap(GC3Denum target); |
| |
| RefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, GC3Duint index); |
| RefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, GC3Duint index); |
| Optional<Vector<RefPtr<WebGLShader>>> getAttachedShaders(WebGLProgram*); |
| GC3Dint getAttribLocation(WebGLProgram*, const String& name); |
| WebGLAny getBufferParameter(GC3Denum target, GC3Denum pname); |
| Optional<WebGLContextAttributes> getContextAttributes(); |
| GC3Denum getError(); |
| virtual WebGLExtension* getExtension(const String& name) = 0; |
| virtual WebGLAny getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname) = 0; |
| virtual WebGLAny getParameter(GC3Denum pname) = 0; |
| WebGLAny getProgramParameter(WebGLProgram*, GC3Denum pname); |
| String getProgramInfoLog(WebGLProgram*); |
| WebGLAny getRenderbufferParameter(GC3Denum target, GC3Denum pname); |
| WebGLAny getShaderParameter(WebGLShader*, GC3Denum pname); |
| String getShaderInfoLog(WebGLShader*); |
| RefPtr<WebGLShaderPrecisionFormat> getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType); |
| String getShaderSource(WebGLShader*); |
| virtual Optional<Vector<String>> getSupportedExtensions() = 0; |
| WebGLAny getTexParameter(GC3Denum target, GC3Denum pname); |
| WebGLAny getUniform(WebGLProgram*, const WebGLUniformLocation*); |
| RefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&); |
| WebGLAny getVertexAttrib(GC3Duint index, GC3Denum pname); |
| long long getVertexAttribOffset(GC3Duint index, GC3Denum pname); |
| |
| bool extensionIsEnabled(const String&); |
| |
| bool isPreservingDrawingBuffer() const { return m_attributes.preserveDrawingBuffer; } |
| void setPreserveDrawingBuffer(bool value) { m_attributes.preserveDrawingBuffer = value; } |
| |
| bool preventBufferClearForInspector() const { return m_preventBufferClearForInspector; } |
| void setPreventBufferClearForInspector(bool value) { m_preventBufferClearForInspector = value; } |
| |
| virtual void hint(GC3Denum target, GC3Denum mode) = 0; |
| GC3Dboolean isBuffer(WebGLBuffer*); |
| bool isContextLost() const; |
| GC3Dboolean isEnabled(GC3Denum cap); |
| GC3Dboolean isFramebuffer(WebGLFramebuffer*); |
| GC3Dboolean isProgram(WebGLProgram*); |
| GC3Dboolean isRenderbuffer(WebGLRenderbuffer*); |
| GC3Dboolean isShader(WebGLShader*); |
| GC3Dboolean isTexture(WebGLTexture*); |
| |
| void lineWidth(GC3Dfloat); |
| void linkProgram(WebGLProgram*); |
| bool linkProgramWithoutInvalidatingAttribLocations(WebGLProgram*); |
| void pixelStorei(GC3Denum pname, GC3Dint param); |
| void polygonOffset(GC3Dfloat factor, GC3Dfloat units); |
| void readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, ArrayBufferView& pixels); |
| void releaseShaderCompiler(); |
| virtual void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) = 0; |
| void sampleCoverage(GC3Dfloat value, GC3Dboolean invert); |
| void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
| void shaderSource(WebGLShader*, const String&); |
| void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask); |
| void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask); |
| void stencilMask(GC3Duint); |
| void stencilMaskSeparate(GC3Denum face, GC3Duint mask); |
| void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass); |
| void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass); |
| |
| void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&&); |
| |
| #if ENABLE(VIDEO) |
| using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>, RefPtr<HTMLVideoElement>>; |
| #else |
| using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>>; |
| #endif |
| |
| ExceptionOr<void> texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Denum format, GC3Denum type, Optional<TexImageSource>); |
| |
| void texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat param); |
| void texParameteri(GC3Denum target, GC3Denum pname, GC3Dint param); |
| |
| void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&&); |
| ExceptionOr<void> texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Optional<TexImageSource>&&); |
| |
| template <class TypedArray, class DataType> |
| class TypedList { |
| public: |
| using VariantType = Variant<RefPtr<TypedArray>, Vector<DataType>>; |
| |
| TypedList(VariantType&& variant) |
| : m_variant(WTFMove(variant)) |
| { |
| } |
| |
| const DataType* data() const |
| { |
| return WTF::switchOn(m_variant, |
| [] (const RefPtr<TypedArray>& typedArray) -> const DataType* { return typedArray->data(); }, |
| [] (const Vector<DataType>& vector) -> const DataType* { return vector.data(); } |
| ); |
| } |
| |
| GC3Dsizei length() const |
| { |
| return WTF::switchOn(m_variant, |
| [] (const RefPtr<TypedArray>& typedArray) -> GC3Dsizei { return typedArray->length(); }, |
| [] (const Vector<DataType>& vector) -> GC3Dsizei { return vector.size(); } |
| ); |
| } |
| |
| private: |
| VariantType m_variant; |
| }; |
| |
| using Float32List = TypedList<Float32Array, float>; |
| using Int32List = TypedList<Int32Array, int>; |
| |
| void uniform1f(const WebGLUniformLocation*, GC3Dfloat x); |
| void uniform2f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y); |
| void uniform3f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z); |
| void uniform4f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w); |
| |
| void uniform1i(const WebGLUniformLocation*, GC3Dint x); |
| void uniform2i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y); |
| void uniform3i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y, GC3Dint z); |
| void uniform4i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w); |
| |
| void uniform1fv(const WebGLUniformLocation*, Float32List&&); |
| void uniform2fv(const WebGLUniformLocation*, Float32List&&); |
| void uniform3fv(const WebGLUniformLocation*, Float32List&&); |
| void uniform4fv(const WebGLUniformLocation*, Float32List&&); |
| |
| void uniform1iv(const WebGLUniformLocation*, Int32List&&); |
| void uniform2iv(const WebGLUniformLocation*, Int32List&&); |
| void uniform3iv(const WebGLUniformLocation*, Int32List&&); |
| void uniform4iv(const WebGLUniformLocation*, Int32List&&); |
| |
| void uniformMatrix2fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32List&&); |
| void uniformMatrix3fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32List&&); |
| void uniformMatrix4fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32List&&); |
| |
| void useProgram(WebGLProgram*); |
| void validateProgram(WebGLProgram*); |
| |
| void vertexAttrib1f(GC3Duint index, GC3Dfloat x); |
| void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y); |
| void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z); |
| void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w); |
| |
| void vertexAttrib1fv(GC3Duint index, Float32List&&); |
| void vertexAttrib2fv(GC3Duint index, Float32List&&); |
| void vertexAttrib3fv(GC3Duint index, Float32List&&); |
| void vertexAttrib4fv(GC3Duint index, Float32List&&); |
| |
| void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, |
| GC3Dsizei stride, long long offset); |
| |
| void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
| |
| // WEBKIT_lose_context support |
| enum LostContextMode { |
| // Lost context occurred at the graphics system level. |
| RealLostContext, |
| |
| // Lost context provoked by WEBKIT_lose_context. |
| SyntheticLostContext |
| }; |
| void forceLostContext(LostContextMode); |
| void forceRestoreContext(); |
| void loseContextImpl(LostContextMode); |
| WEBCORE_EXPORT void simulateContextChanged(); |
| |
| GraphicsContext3D* graphicsContext3D() const { return m_context.get(); } |
| WebGLContextGroup* contextGroup() const { return m_contextGroup.get(); } |
| PlatformLayer* platformLayer() const override; |
| |
| void reshape(int width, int height) override; |
| |
| void markLayerComposited() final; |
| void paintRenderingResultsToCanvas() override; |
| RefPtr<ImageData> paintRenderingResultsToImageData(); |
| |
| void removeSharedObject(WebGLSharedObject&); |
| void removeContextObject(WebGLContextObject&); |
| |
| unsigned getMaxVertexAttribs() const { return m_maxVertexAttribs; } |
| |
| // Instanced Array helper functions. |
| void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount); |
| void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset, GC3Dsizei primcount); |
| void vertexAttribDivisor(GC3Duint index, GC3Duint divisor); |
| |
| // Used for testing only, from Internals. |
| WEBCORE_EXPORT void setFailNextGPUStatusCheck(); |
| |
| // GraphicsContext3D::Client |
| void didComposite() override; |
| void forceContextLost() override; |
| void recycleContext() override; |
| void dispatchContextChangedNotification() override; |
| |
| // ActiveDOMObject |
| bool hasPendingActivity() const final; |
| |
| protected: |
| WebGLRenderingContextBase(CanvasBase&, WebGLContextAttributes); |
| WebGLRenderingContextBase(CanvasBase&, Ref<GraphicsContext3D>&&, WebGLContextAttributes); |
| |
| friend class WebGLDrawBuffers; |
| friend class WebGLFramebuffer; |
| friend class WebGLObject; |
| friend class OESVertexArrayObject; |
| friend class WebGLDebugShaders; |
| friend class WebGLCompressedTextureASTC; |
| friend class WebGLCompressedTextureATC; |
| friend class WebGLCompressedTextureETC; |
| friend class WebGLCompressedTextureETC1; |
| friend class WebGLCompressedTexturePVRTC; |
| friend class WebGLCompressedTextureS3TC; |
| friend class WebGLRenderingContextErrorMessageCallback; |
| friend class WebGLVertexArrayObjectOES; |
| friend class WebGLVertexArrayObject; |
| friend class WebGLVertexArrayObjectBase; |
| |
| virtual void initializeNewContext(); |
| virtual void initializeVertexArrayObjects() = 0; |
| void setupFlags(); |
| |
| // ActiveDOMObject |
| void stop() override; |
| const char* activeDOMObjectName() const override; |
| void suspend(ReasonForSuspension) override; |
| void resume() override; |
| |
| void addSharedObject(WebGLSharedObject&); |
| void addContextObject(WebGLContextObject&); |
| void detachAndRemoveAllObjects(); |
| |
| void destroyGraphicsContext3D(); |
| void markContextChanged(); |
| void markContextChangedAndNotifyCanvasObserver(); |
| |
| void addActivityStateChangeObserverIfNecessary(); |
| void removeActivityStateChangeObserver(); |
| |
| // Query whether it is built on top of compliant GLES2 implementation. |
| bool isGLES2Compliant() { return m_isGLES2Compliant; } |
| // Query if the GL implementation is NPOT strict. |
| bool isGLES2NPOTStrict() { return m_isGLES2NPOTStrict; } |
| // Query if depth_stencil buffer is supported. |
| bool isDepthStencilSupported() { return m_isDepthStencilSupported; } |
| |
| // Helper to return the size in bytes of OpenGL data types |
| // like GL_FLOAT, GL_INT, etc. |
| unsigned int sizeInBytes(GC3Denum type); |
| |
| // Basic validation of count and offset against number of elements in element array buffer |
| bool validateElementArraySize(GC3Dsizei count, GC3Denum type, GC3Dintptr offset); |
| |
| // Conservative but quick index validation |
| virtual bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) = 0; |
| |
| // Precise but slow index validation -- only done if conservative checks fail |
| bool validateIndexArrayPrecise(GC3Dsizei count, GC3Denum type, GC3Dintptr offset, unsigned& numElementsRequired); |
| bool validateVertexAttributes(unsigned elementCount, unsigned primitiveCount = 0); |
| |
| bool validateWebGLObject(const char*, WebGLObject*); |
| |
| bool validateDrawArrays(const char* functionName, GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount); |
| bool validateDrawElements(const char* functionName, GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset, unsigned& numElements, GC3Dsizei primcount); |
| bool validateNPOTTextureLevel(GC3Dsizei width, GC3Dsizei height, GC3Dint level, const char* functionName); |
| |
| // Adds a compressed texture format. |
| void addCompressedTextureFormat(GC3Denum); |
| |
| RefPtr<Image> drawImageIntoBuffer(Image&, int width, int height, int deviceScaleFactor); |
| |
| #if ENABLE(VIDEO) |
| RefPtr<Image> videoFrameToImage(HTMLVideoElement*, BackingStoreCopy); |
| #endif |
| |
| WebGLTexture::TextureExtensionFlag textureExtensionFlags() const; |
| |
| bool enableSupportedExtension(ASCIILiteral extensionNameLiteral); |
| |
| RefPtr<GraphicsContext3D> m_context; |
| RefPtr<WebGLContextGroup> m_contextGroup; |
| |
| // Dispatches a context lost event once it is determined that one is needed. |
| // This is used both for synthetic and real context losses. For real ones, it's |
| // likely that there's no JavaScript on the stack, but that might be dependent |
| // on how exactly the platform discovers that the context was lost. For better |
| // portability we always defer the dispatch of the event. |
| SuspendableTimer m_dispatchContextLostEventTimer; |
| SuspendableTimer m_dispatchContextChangedEventTimer; |
| bool m_restoreAllowed { false }; |
| SuspendableTimer m_restoreTimer; |
| |
| bool m_needsUpdate; |
| bool m_markedCanvasDirty; |
| HashSet<WebGLContextObject*> m_contextObjects; |
| |
| // List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and stored values for ELEMENT_ARRAY_BUFFER |
| RefPtr<WebGLBuffer> m_boundArrayBuffer; |
| RefPtr<WebGLBuffer> m_boundCopyReadBuffer; |
| RefPtr<WebGLBuffer> m_boundCopyWriteBuffer; |
| RefPtr<WebGLBuffer> m_boundPixelPackBuffer; |
| RefPtr<WebGLBuffer> m_boundPixelUnpackBuffer; |
| RefPtr<WebGLBuffer> m_boundTransformFeedbackBuffer; |
| RefPtr<WebGLBuffer> m_boundUniformBuffer; |
| |
| RefPtr<WebGLVertexArrayObjectBase> m_defaultVertexArrayObject; |
| RefPtr<WebGLVertexArrayObjectBase> m_boundVertexArrayObject; |
| |
| void setBoundVertexArrayObject(WebGLVertexArrayObjectBase* arrayObject) |
| { |
| m_boundVertexArrayObject = arrayObject ? arrayObject : m_defaultVertexArrayObject; |
| } |
| |
| class VertexAttribValue { |
| public: |
| VertexAttribValue() |
| { |
| initValue(); |
| } |
| |
| void initValue() |
| { |
| value[0] = 0.0f; |
| value[1] = 0.0f; |
| value[2] = 0.0f; |
| value[3] = 1.0f; |
| } |
| |
| GC3Dfloat value[4]; |
| }; |
| Vector<VertexAttribValue> m_vertexAttribValue; |
| unsigned m_maxVertexAttribs; |
| RefPtr<WebGLBuffer> m_vertexAttrib0Buffer; |
| long m_vertexAttrib0BufferSize { 0 }; |
| GC3Dfloat m_vertexAttrib0BufferValue[4]; |
| bool m_forceAttrib0BufferRefill { true }; |
| bool m_vertexAttrib0UsedBefore { false }; |
| |
| RefPtr<WebGLProgram> m_currentProgram; |
| RefPtr<WebGLFramebuffer> m_framebufferBinding; |
| RefPtr<WebGLFramebuffer> m_readFramebufferBinding; |
| RefPtr<WebGLRenderbuffer> m_renderbufferBinding; |
| struct TextureUnitState { |
| RefPtr<WebGLTexture> texture2DBinding; |
| RefPtr<WebGLTexture> textureCubeMapBinding; |
| }; |
| Vector<TextureUnitState> m_textureUnits; |
| HashSet<unsigned, DefaultHash<unsigned>::Hash, WTF::UnsignedWithZeroKeyHashTraits<unsigned>> m_unrenderableTextureUnits; |
| |
| unsigned long m_activeTextureUnit; |
| |
| RefPtr<WebGLTexture> m_blackTexture2D; |
| RefPtr<WebGLTexture> m_blackTextureCubeMap; |
| |
| Vector<GC3Denum> m_compressedTextureFormats; |
| |
| // Fixed-size cache of reusable image buffers for video texImage2D calls. |
| class LRUImageBufferCache { |
| public: |
| LRUImageBufferCache(int capacity); |
| // The pointer returned is owned by the image buffer map. |
| ImageBuffer* imageBuffer(const IntSize& size); |
| private: |
| void bubbleToFront(size_t idx); |
| Vector<std::unique_ptr<ImageBuffer>> m_buffers; |
| }; |
| LRUImageBufferCache m_generatedImageCache { 0 }; |
| |
| GC3Dint m_maxTextureSize; |
| GC3Dint m_maxCubeMapTextureSize; |
| GC3Dint m_maxRenderbufferSize; |
| GC3Dint m_maxViewportDims[2] { 0, 0 }; |
| GC3Dint m_maxTextureLevel; |
| GC3Dint m_maxCubeMapTextureLevel; |
| |
| GC3Dint m_maxDrawBuffers; |
| GC3Dint m_maxColorAttachments; |
| GC3Denum m_backDrawBuffer; |
| bool m_drawBuffersWebGLRequirementsChecked; |
| bool m_drawBuffersSupported; |
| |
| GC3Dint m_packAlignment; |
| GC3Dint m_unpackAlignment; |
| bool m_unpackFlipY; |
| bool m_unpackPremultiplyAlpha; |
| GC3Denum m_unpackColorspaceConversion; |
| bool m_contextLost { false }; |
| LostContextMode m_contextLostMode { SyntheticLostContext }; |
| WebGLContextAttributes m_attributes; |
| |
| bool m_layerCleared; |
| GC3Dfloat m_clearColor[4]; |
| bool m_scissorEnabled; |
| GC3Dfloat m_clearDepth; |
| GC3Dint m_clearStencil; |
| GC3Dboolean m_colorMask[4]; |
| GC3Dboolean m_depthMask; |
| |
| bool m_stencilEnabled; |
| GC3Duint m_stencilMask, m_stencilMaskBack; |
| GC3Dint m_stencilFuncRef, m_stencilFuncRefBack; // Note that these are the user specified values, not the internal clamped value. |
| GC3Duint m_stencilFuncMask, m_stencilFuncMaskBack; |
| |
| bool m_isGLES2Compliant; |
| bool m_isGLES2NPOTStrict; |
| bool m_isDepthStencilSupported; |
| bool m_isRobustnessEXTSupported; |
| |
| bool m_synthesizedErrorsToConsole { true }; |
| int m_numGLErrorsToConsoleAllowed; |
| |
| bool m_preventBufferClearForInspector { false }; |
| |
| // A WebGLRenderingContext can be created in a state where it appears as |
| // a valid and active context, but will not execute any important operations |
| // until its load policy is completely resolved. |
| bool m_isPendingPolicyResolution { false }; |
| bool m_hasRequestedPolicyResolution { false }; |
| bool isContextLostOrPending(); |
| |
| // Enabled extension objects. |
| // FIXME: Move some of these to WebGLRenderingContext, the ones not needed for WebGL2 |
| std::unique_ptr<EXTFragDepth> m_extFragDepth; |
| std::unique_ptr<EXTBlendMinMax> m_extBlendMinMax; |
| std::unique_ptr<EXTsRGB> m_extsRGB; |
| std::unique_ptr<EXTTextureFilterAnisotropic> m_extTextureFilterAnisotropic; |
| std::unique_ptr<EXTShaderTextureLOD> m_extShaderTextureLOD; |
| std::unique_ptr<OESTextureFloat> m_oesTextureFloat; |
| std::unique_ptr<OESTextureFloatLinear> m_oesTextureFloatLinear; |
| std::unique_ptr<OESTextureHalfFloat> m_oesTextureHalfFloat; |
| std::unique_ptr<OESTextureHalfFloatLinear> m_oesTextureHalfFloatLinear; |
| std::unique_ptr<OESStandardDerivatives> m_oesStandardDerivatives; |
| std::unique_ptr<OESVertexArrayObject> m_oesVertexArrayObject; |
| std::unique_ptr<OESElementIndexUint> m_oesElementIndexUint; |
| std::unique_ptr<WebGLLoseContext> m_webglLoseContext; |
| std::unique_ptr<WebGLDebugRendererInfo> m_webglDebugRendererInfo; |
| std::unique_ptr<WebGLDebugShaders> m_webglDebugShaders; |
| std::unique_ptr<WebGLCompressedTextureASTC> m_webglCompressedTextureASTC; |
| std::unique_ptr<WebGLCompressedTextureATC> m_webglCompressedTextureATC; |
| std::unique_ptr<WebGLCompressedTextureETC> m_webglCompressedTextureETC; |
| std::unique_ptr<WebGLCompressedTextureETC1> m_webglCompressedTextureETC1; |
| std::unique_ptr<WebGLCompressedTexturePVRTC> m_webglCompressedTexturePVRTC; |
| std::unique_ptr<WebGLCompressedTextureS3TC> m_webglCompressedTextureS3TC; |
| std::unique_ptr<WebGLDepthTexture> m_webglDepthTexture; |
| std::unique_ptr<WebGLDrawBuffers> m_webglDrawBuffers; |
| std::unique_ptr<ANGLEInstancedArrays> m_angleInstancedArrays; |
| |
| // Helpers for getParameter and other similar functions. |
| bool getBooleanParameter(GC3Denum); |
| Vector<bool> getBooleanArrayParameter(GC3Denum); |
| float getFloatParameter(GC3Denum); |
| int getIntParameter(GC3Denum); |
| unsigned getUnsignedIntParameter(GC3Denum); |
| long long getInt64Parameter(GC3Denum); |
| RefPtr<Float32Array> getWebGLFloatArrayParameter(GC3Denum); |
| RefPtr<Int32Array> getWebGLIntArrayParameter(GC3Denum); |
| |
| // Clear the backbuffer if it was composited since the last operation. |
| // clearMask is set to the bitfield of any clear that would happen anyway at this time |
| // and the function returns true if that clear is now unnecessary. |
| bool clearIfComposited(GC3Dbitfield clearMask = 0); |
| |
| // Helper to restore state that clearing the framebuffer may destroy. |
| void restoreStateAfterClear(); |
| |
| void texImage2DBase(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels); |
| void texImage2DImpl(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha); |
| void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum internalformat, GC3Denum format, GC3Denum type, const void* pixels); |
| void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha); |
| |
| bool checkTextureCompleteness(const char*, bool); |
| |
| void createFallbackBlackTextures1x1(); |
| |
| // Helper function for copyTex{Sub}Image, check whether the internalformat |
| // and the color buffer format of the current bound framebuffer combination |
| // is valid. |
| bool isTexInternalFormatColorBufferCombinationValid(GC3Denum texInternalFormat, |
| GC3Denum colorBufferFormat); |
| |
| // Helper function to get the bound framebuffer's color buffer format. |
| GC3Denum getBoundFramebufferColorFormat(); |
| |
| // Helper function to get the bound framebuffer's width. |
| int getBoundFramebufferWidth(); |
| |
| // Helper function to get the bound framebuffer's height. |
| int getBoundFramebufferHeight(); |
| |
| // Helper function to verify limits on the length of uniform and attribute locations. |
| bool validateLocationLength(const char* functionName, const String&); |
| |
| // Helper function to check if size is non-negative. |
| // Generate GL error and return false for negative inputs; otherwise, return true. |
| bool validateSize(const char* functionName, GC3Dint x, GC3Dint y); |
| |
| // Helper function to check if all characters in the string belong to the |
| // ASCII subset as defined in GLSL ES 1.0 spec section 3.1. |
| bool validateString(const char* functionName, const String&); |
| |
| // Helper function to check target and texture bound to the target. |
| // Generate GL errors and return 0 if target is invalid or texture bound is |
| // null. Otherwise, return the texture bound to the target. |
| RefPtr<WebGLTexture> validateTextureBinding(const char* functionName, GC3Denum target, bool useSixEnumsForCubeMap); |
| |
| // Helper function to check input format/type for functions {copy}Tex{Sub}Image. |
| // Generates GL error and returns false if parameters are invalid. |
| bool validateTexFuncFormatAndType(const char* functionName, GC3Denum internalformat, GC3Denum format, GC3Denum type, GC3Dint level); |
| |
| // Helper function to check input level for functions {copy}Tex{Sub}Image. |
| // Generates GL error and returns false if level is invalid. |
| bool validateTexFuncLevel(const char* functionName, GC3Denum target, GC3Dint level); |
| |
| enum TexFuncValidationFunctionType { |
| TexImage, |
| TexSubImage, |
| CopyTexImage |
| }; |
| |
| enum TexFuncValidationSourceType { |
| SourceArrayBufferView, |
| SourceImageBitmap, |
| SourceImageData, |
| SourceHTMLImageElement, |
| SourceHTMLCanvasElement, |
| #if ENABLE(VIDEO) |
| SourceHTMLVideoElement, |
| #endif |
| }; |
| |
| // Helper function for tex{Sub}Image2D to check if the input format/type/level/target/width/height/border/xoffset/yoffset are valid. |
| // Otherwise, it would return quickly without doing other work. |
| bool validateTexFunc(const char* functionName, TexFuncValidationFunctionType, TexFuncValidationSourceType, GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, |
| GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint xoffset, GC3Dint yoffset); |
| |
| // Helper function to check input parameters for functions {copy}Tex{Sub}Image. |
| // Generates GL error and returns false if parameters are invalid. |
| bool validateTexFuncParameters(const char* functionName, |
| TexFuncValidationFunctionType, |
| GC3Denum target, GC3Dint level, |
| GC3Denum internalformat, |
| GC3Dsizei width, GC3Dsizei height, GC3Dint border, |
| GC3Denum format, GC3Denum type); |
| |
| enum NullDisposition { |
| NullAllowed, |
| NullNotAllowed |
| }; |
| |
| // Helper function to validate that the given ArrayBufferView |
| // is of the correct type and contains enough data for the texImage call. |
| // Generates GL error and returns false if parameters are invalid. |
| bool validateTexFuncData(const char* functionName, GC3Dint level, |
| GC3Dsizei width, GC3Dsizei height, |
| GC3Denum internalformat, GC3Denum format, GC3Denum type, |
| ArrayBufferView* pixels, |
| NullDisposition); |
| |
| // Helper function to validate a given texture format is settable as in |
| // you can supply data to texImage2D, or call texImage2D, copyTexImage2D and |
| // copyTexSubImage2D. |
| // Generates GL error and returns false if the format is not settable. |
| bool validateSettableTexInternalFormat(const char* functionName, GC3Denum format); |
| |
| // Helper function to validate compressed texture data is correct size |
| // for the given format and dimensions. |
| bool validateCompressedTexFuncData(const char* functionName, GC3Dsizei width, GC3Dsizei height, GC3Denum format, ArrayBufferView& pixels); |
| |
| // Helper function for validating compressed texture formats. |
| bool validateCompressedTexFormat(GC3Denum format); |
| |
| // Helper function to validate compressed texture dimensions are valid for |
| // the given format. |
| bool validateCompressedTexDimensions(const char* functionName, GC3Denum target, GC3Dint level, GC3Dsizei width, GC3Dsizei height, GC3Denum format); |
| |
| // Helper function to validate compressed texture dimensions are valid for |
| // the given format. |
| bool validateCompressedTexSubDimensions(const char* functionName, GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, |
| GC3Dsizei width, GC3Dsizei height, GC3Denum format, WebGLTexture*); |
| |
| // Helper function to validate mode for draw{Arrays/Elements}. |
| bool validateDrawMode(const char* functionName, GC3Denum); |
| |
| // Helper function to validate if front/back stencilMask and stencilFunc settings are the same. |
| bool validateStencilSettings(const char* functionName); |
| |
| // Helper function to validate stencil func. |
| bool validateStencilFunc(const char* functionName, GC3Denum); |
| |
| // Helper function for texParameterf and texParameteri. |
| void texParameter(GC3Denum target, GC3Denum pname, GC3Dfloat parami, GC3Dint paramf, bool isFloat); |
| |
| // Helper function to print errors and warnings to console. |
| void printToConsole(MessageLevel, const String&); |
| |
| // Helper function to validate input parameters for framebuffer functions. |
| // Generate GL error if parameters are illegal. |
| virtual bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) = 0; |
| |
| // Helper function to validate blend equation mode. |
| virtual bool validateBlendEquation(const char* functionName, GC3Denum) = 0; |
| |
| // Helper function to validate blend func factors. |
| bool validateBlendFuncFactors(const char* functionName, GC3Denum src, GC3Denum dst); |
| |
| // Helper function to validate a GL capability. |
| virtual bool validateCapability(const char* functionName, GC3Denum) = 0; |
| |
| // Helper function to validate input parameters for uniform functions. |
| bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, const Float32List&, GC3Dsizei mod); |
| bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, const Int32List&, GC3Dsizei mod); |
| bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, void*, GC3Dsizei, GC3Dsizei mod); |
| bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GC3Dboolean transpose, const Float32List&, GC3Dsizei mod); |
| bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GC3Dboolean transpose, const void*, GC3Dsizei, GC3Dsizei mod); |
| |
| // Helper function to validate parameters for bufferData. |
| // Return the current bound buffer to target, or 0 if parameters are invalid. |
| WebGLBuffer* validateBufferDataParameters(const char* functionName, GC3Denum target, GC3Denum usage); |
| |
| // Helper function for tex{Sub}Image2D to make sure image is ready. |
| ExceptionOr<bool> validateHTMLImageElement(const char* functionName, HTMLImageElement*); |
| ExceptionOr<bool> validateHTMLCanvasElement(const char* functionName, HTMLCanvasElement*); |
| #if ENABLE(VIDEO) |
| ExceptionOr<bool> validateHTMLVideoElement(const char* functionName, HTMLVideoElement*); |
| #endif |
| |
| // Helper functions for vertexAttribNf{v}. |
| void vertexAttribfImpl(const char* functionName, GC3Duint index, GC3Dsizei expectedSize, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat); |
| void vertexAttribfvImpl(const char* functionName, GC3Duint index, Float32List&&, GC3Dsizei expectedSize); |
| |
| // Helper function for delete* (deleteBuffer, deleteProgram, etc) functions. |
| // Return false if caller should return without further processing. |
| bool deleteObject(WebGLObject*); |
| |
| // Helper function for bind* (bindBuffer, bindTexture, etc) and useProgram. |
| // If the object has already been deleted, set deleted to true upon return. |
| // Return false if caller should return without further processing. |
| bool checkObjectToBeBound(const char* functionName, WebGLObject*, bool& deleted); |
| |
| // Helpers for simulating vertexAttrib0. |
| void initVertexAttrib0(); |
| Optional<bool> simulateVertexAttrib0(GC3Duint numVertex); |
| bool validateSimulatedVertexAttrib0(GC3Duint numVertex); |
| void restoreStatesAfterVertexAttrib0Simulation(); |
| |
| // Wrapper for GraphicsContext3D::synthesizeGLError that sends a message to the JavaScript console. |
| enum ConsoleDisplayPreference { DisplayInConsole, DontDisplayInConsole }; |
| void synthesizeGLError(GC3Denum, const char* functionName, const char* description, ConsoleDisplayPreference = DisplayInConsole); |
| |
| String ensureNotNull(const String&) const; |
| |
| // Enable or disable stencil test based on user setting and whether the current FBO has a stencil buffer. |
| void applyStencilTest(); |
| |
| // Helper for enabling or disabling a capability. |
| void enableOrDisable(GC3Denum capability, bool enable); |
| |
| // Clamp the width and height to GL_MAX_VIEWPORT_DIMS. |
| IntSize clampedCanvasSize(); |
| |
| virtual GC3Dint getMaxDrawBuffers() = 0; |
| virtual GC3Dint getMaxColorAttachments() = 0; |
| |
| void setBackDrawBuffer(GC3Denum); |
| |
| void restoreCurrentFramebuffer(); |
| void restoreCurrentTexture2D(); |
| |
| // Check if EXT_draw_buffers extension is supported and if it satisfies the WebGL requirements. |
| bool supportsDrawBuffers(); |
| |
| #if ENABLE(OFFSCREEN_CANVAS) |
| OffscreenCanvas* offscreenCanvas(); |
| #endif |
| |
| template <typename T> inline Optional<T> checkedAddAndMultiply(T value, T add, T multiply); |
| template <typename T> unsigned getMaxIndex(const RefPtr<JSC::ArrayBuffer> elementArrayBuffer, GC3Dintptr uoffset, GC3Dsizei n); |
| |
| private: |
| void dispatchContextLostEvent(); |
| void dispatchContextChangedEvent(); |
| // Helper for restoration after context lost. |
| void maybeRestoreContext(); |
| |
| bool validateArrayBufferType(const char* functionName, GC3Denum type, Optional<JSC::TypedArrayType>); |
| void registerWithWebGLStateTracker(); |
| void checkForContextLossHandling(); |
| |
| void activityStateDidChange(OptionSet<ActivityState::Flag> oldActivityState, OptionSet<ActivityState::Flag> newActivityState) override; |
| |
| WebGLStateTracker::Token m_trackerToken; |
| Timer m_checkForContextLossHandlingTimer; |
| bool m_isSuspended { false }; |
| }; |
| |
| template <typename T> |
| inline Optional<T> WebGLRenderingContextBase::checkedAddAndMultiply(T value, T add, T multiply) |
| { |
| Checked<T, RecordOverflow> checkedResult = Checked<T>(value); |
| checkedResult += Checked<T>(add); |
| checkedResult *= Checked<T>(multiply); |
| if (checkedResult.hasOverflowed()) |
| return WTF::nullopt; |
| |
| return checkedResult.unsafeGet(); |
| } |
| |
| template<typename T> |
| inline unsigned WebGLRenderingContextBase::getMaxIndex(const RefPtr<JSC::ArrayBuffer> elementArrayBuffer, GC3Dintptr uoffset, GC3Dsizei n) |
| { |
| unsigned maxIndex = 0; |
| T restartIndex = 0; |
| |
| #if ENABLE(WEBGL2) |
| // WebGL 2 spec enforces that GL_PRIMITIVE_RESTART_FIXED_INDEX is always enabled, so ignore the restart index. |
| if (isWebGL2()) |
| restartIndex = std::numeric_limits<T>::max(); |
| #endif |
| |
| // Make uoffset an element offset. |
| uoffset /= sizeof(T); |
| const T* p = static_cast<const T*>(elementArrayBuffer->data()) + uoffset; |
| while (n-- > 0) { |
| if (*p != restartIndex && *p > maxIndex) |
| maxIndex = *p; |
| ++p; |
| } |
| |
| return maxIndex; |
| } |
| |
| } // namespace WebCore |
| |
| SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGLRenderingContextBase, isWebGL()) |
| |
| #endif |