blob: b5c2f7e308dda57d6dcb738f225ae72efad5299e [file] [log] [blame]
/*
* Copyright (C) 2009, 2014-2019 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 "GraphicsContextGL.h"
#include <memory>
#include <wtf/HashCountedSet.h>
#include <wtf/HashMap.h>
#include <wtf/ListHashSet.h>
#include <wtf/RetainPtr.h>
#include <wtf/UniqueArray.h>
#include <wtf/UniqueRef.h>
#if PLATFORM(COCOA)
#include "GraphicsContextGLIOSurfaceSwapChain.h"
#include "IOSurface.h"
#endif
#if USE(CA)
#include "PlatformCALayer.h"
#endif
#if USE(ANGLE)
#include "ANGLEUtilities.h"
#else
#include "ANGLEWebKitBridge.h"
#include "ExtensionsGLOpenGLCommon.h"
#endif
#if PLATFORM(MAC)
#include "ScopedHighPerformanceGPURequest.h"
#endif
// FIXME: Find a better way to avoid the name confliction for NO_ERROR.
#if PLATFORM(WIN)
#undef NO_ERROR
#elif PLATFORM(GTK)
// This define is from the X11 headers, but it's used below, so we must undefine it.
#undef VERSION
#endif
#if PLATFORM(COCOA)
OBJC_CLASS CALayer;
OBJC_CLASS WebGLLayer;
namespace WebCore {
class GraphicsContextGLCVANGLE;
}
#endif // PLATFORM(COCOA)
#if USE(NICOSIA)
namespace Nicosia {
class GCGLLayer;
}
#endif
namespace WebCore {
class ExtensionsGL;
#if USE(ANGLE)
class ExtensionsGLANGLE;
#elif USE(OPENGL_ES)
class ExtensionsGLOpenGLES;
#elif USE(OPENGL)
class ExtensionsGLOpenGL;
#endif
class HostWindow;
class ImageBuffer;
class MediaPlayer;
class PixelBuffer;
#if USE(TEXTURE_MAPPER)
class TextureMapperGCGLPlatformLayer;
#endif
typedef HashMap<CString, uint64_t> ShaderNameHash;
class WEBCORE_EXPORT GraphicsContextGLOpenGL : public GraphicsContextGL
{
public:
static RefPtr<GraphicsContextGLOpenGL> create(GraphicsContextGLAttributes, HostWindow*);
virtual ~GraphicsContextGLOpenGL();
#if PLATFORM(COCOA)
PlatformLayer* platformLayer() const override;
PlatformGraphicsContextGLDisplay platformDisplay() const { return m_displayObj; }
PlatformGraphicsContextGLConfig platformConfig() const { return m_configObj; }
static GCGLenum drawingBufferTextureTargetQueryForDrawingTarget(GCGLenum drawingTarget);
static GCGLint EGLDrawingBufferTextureTargetForDrawingTarget(GCGLenum drawingTarget);
#else
PlatformLayer* platformLayer() const final;
#endif
#if USE(ANGLE)
GCGLenum drawingBufferTextureTarget();
#endif
enum class ReleaseThreadResourceBehavior {
// Releases current context after GraphicsContextGLOpenGL calls done in the thread.
ReleaseCurrentContext,
// Releases all thread resources after GraphicsContextGLOpenGL calls done in the thread.
ReleaseThreadResources,
// Releases all global state. Should be used only after all depending objects have
// been released.
TerminateAndReleaseThreadResources
};
static bool releaseThreadResources(ReleaseThreadResourceBehavior);
// With multisampling on, blit from multisampleFBO to regular FBO.
void prepareTexture();
// Get an attribute location without checking the name -> mangledname mapping.
int getAttribLocationDirect(PlatformGLObject program, const String& name);
// Compile a shader without going through ANGLE.
void compileShaderDirect(PlatformGLObject);
// Equivalent to ::glTexImage2D(). Allows pixels==0 with no allocation.
void texImage2DDirect(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, const void* pixels);
#if !USE(ANGLE)
// Helper to texImage2D with pixel==0 case: pixels are initialized to 0.
// Return true if no GL error is synthesized.
// By default, alignment is 4, the OpenGL default setting.
bool texImage2DResourceSafe(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, GCGLint alignment = 4);
#endif
bool isGLES2Compliant() const final;
//----------------------------------------------------------------------
// Entry points for WebGL.
//
void activeTexture(GCGLenum texture) final;
void attachShader(PlatformGLObject program, PlatformGLObject shader) final;
void bindAttribLocation(PlatformGLObject, GCGLuint index, const String& name) final;
void bindBuffer(GCGLenum target, PlatformGLObject) final;
void bindFramebuffer(GCGLenum target, PlatformGLObject) final;
void bindRenderbuffer(GCGLenum target, PlatformGLObject) final;
void bindTexture(GCGLenum target, PlatformGLObject) final;
void blendColor(GCGLclampf red, GCGLclampf green, GCGLclampf blue, GCGLclampf alpha) final;
void blendEquation(GCGLenum mode) final;
void blendEquationSeparate(GCGLenum modeRGB, GCGLenum modeAlpha) final;
void blendFunc(GCGLenum sfactor, GCGLenum dfactor) final;
void blendFuncSeparate(GCGLenum srcRGB, GCGLenum dstRGB, GCGLenum srcAlpha, GCGLenum dstAlpha) final;
void bufferData(GCGLenum target, GCGLsizeiptr size, GCGLenum usage) final;
void bufferData(GCGLenum target, GCGLSpan<const GCGLvoid> data, GCGLenum usage) final;
void bufferSubData(GCGLenum target, GCGLintptr offset, GCGLSpan<const GCGLvoid> data) final;
GCGLenum checkFramebufferStatus(GCGLenum target) final;
void clear(GCGLbitfield mask) final;
void clearColor(GCGLclampf red, GCGLclampf green, GCGLclampf blue, GCGLclampf alpha) final;
void clearDepth(GCGLclampf depth) final;
void clearStencil(GCGLint s) final;
void colorMask(GCGLboolean red, GCGLboolean green, GCGLboolean blue, GCGLboolean alpha) final;
void compileShader(PlatformGLObject) final;
void copyTexImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height, GCGLint border) final;
void copyTexSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height) final;
void cullFace(GCGLenum mode) final;
void depthFunc(GCGLenum func) final;
void depthMask(GCGLboolean flag) final;
void depthRange(GCGLclampf zNear, GCGLclampf zFar) final;
void detachShader(PlatformGLObject, PlatformGLObject) final;
void disable(GCGLenum cap) final;
void disableVertexAttribArray(GCGLuint index) final;
void drawArrays(GCGLenum mode, GCGLint first, GCGLsizei count) final;
void drawElements(GCGLenum mode, GCGLsizei count, GCGLenum type, GCGLintptr offset) final;
void enable(GCGLenum cap) final;
void enableVertexAttribArray(GCGLuint index) final;
void finish() final;
void flush() final;
void framebufferRenderbuffer(GCGLenum target, GCGLenum attachment, GCGLenum renderbuffertarget, PlatformGLObject) final;
void framebufferTexture2D(GCGLenum target, GCGLenum attachment, GCGLenum textarget, PlatformGLObject, GCGLint level) final;
void frontFace(GCGLenum mode) final;
void generateMipmap(GCGLenum target) final;
bool getActiveAttrib(PlatformGLObject program, GCGLuint index, ActiveInfo&) final;
bool getActiveAttribImpl(PlatformGLObject program, GCGLuint index, ActiveInfo&);
bool getActiveUniform(PlatformGLObject program, GCGLuint index, ActiveInfo&) final;
bool getActiveUniformImpl(PlatformGLObject program, GCGLuint index, ActiveInfo&);
void getAttachedShaders(PlatformGLObject program, GCGLsizei maxCount, GCGLsizei* count, PlatformGLObject* shaders);
GCGLint getAttribLocation(PlatformGLObject, const String& name) final;
void getBooleanv(GCGLenum pname, GCGLSpan<GCGLboolean> value) final;
GCGLint getBufferParameteri(GCGLenum target, GCGLenum pname) final;
GCGLenum getError() final;
void getFloatv(GCGLenum pname, GCGLSpan<GCGLfloat> value) final;
GCGLint getFramebufferAttachmentParameteri(GCGLenum target, GCGLenum attachment, GCGLenum pname) final;
void getIntegerv(GCGLenum pname, GCGLSpan<GCGLint> value) final;
GCGLint64 getInteger64(GCGLenum pname) final;
GCGLint64 getInteger64i(GCGLenum pname, GCGLuint index) final;
GCGLint getProgrami(PlatformGLObject program, GCGLenum pname) final;
#if !USE(ANGLE)
void getNonBuiltInActiveSymbolCount(PlatformGLObject program, GCGLenum pname, GCGLint* value);
#endif // !USE(ANGLE)
String getProgramInfoLog(PlatformGLObject) final;
String getUnmangledInfoLog(PlatformGLObject[2], GCGLsizei, const String&);
GCGLint getRenderbufferParameteri(GCGLenum target, GCGLenum pname) final;
GCGLint getShaderi(PlatformGLObject, GCGLenum pname) final;
String getShaderInfoLog(PlatformGLObject) final;
void getShaderPrecisionFormat(GCGLenum shaderType, GCGLenum precisionType, GCGLSpan<GCGLint, 2> range, GCGLint* precision) final;
String getShaderSource(PlatformGLObject) final;
String getString(GCGLenum name) final;
GCGLfloat getTexParameterf(GCGLenum target, GCGLenum pname) final;
GCGLint getTexParameteri(GCGLenum target, GCGLenum pname) final;
void getUniformfv(PlatformGLObject program, GCGLint location, GCGLSpan<GCGLfloat> value) final;
void getUniformiv(PlatformGLObject program, GCGLint location, GCGLSpan<GCGLint> value) final;
void getUniformuiv(PlatformGLObject program, GCGLint location, GCGLSpan<GCGLuint> value) final;
GCGLint getUniformLocation(PlatformGLObject, const String& name) final;
GCGLsizeiptr getVertexAttribOffset(GCGLuint index, GCGLenum pname) final;
void hint(GCGLenum target, GCGLenum mode) final;
GCGLboolean isBuffer(PlatformGLObject) final;
GCGLboolean isEnabled(GCGLenum cap) final;
GCGLboolean isFramebuffer(PlatformGLObject) final;
GCGLboolean isProgram(PlatformGLObject) final;
GCGLboolean isRenderbuffer(PlatformGLObject) final;
GCGLboolean isShader(PlatformGLObject) final;
GCGLboolean isTexture(PlatformGLObject) final;
void lineWidth(GCGLfloat) final;
void linkProgram(PlatformGLObject) final;
void pixelStorei(GCGLenum pname, GCGLint param) final;
void polygonOffset(GCGLfloat factor, GCGLfloat units) final;
void readnPixels(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLSpan<GCGLvoid> data) final;
void readnPixels(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLintptr offset) final;
void renderbufferStorage(GCGLenum target, GCGLenum internalformat, GCGLsizei width, GCGLsizei height) final;
void sampleCoverage(GCGLclampf value, GCGLboolean invert) final;
void scissor(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height) final;
void shaderSource(PlatformGLObject, const String& string) final;
void stencilFunc(GCGLenum func, GCGLint ref, GCGLuint mask) final;
void stencilFuncSeparate(GCGLenum face, GCGLenum func, GCGLint ref, GCGLuint mask) final;
void stencilMask(GCGLuint mask) final;
void stencilMaskSeparate(GCGLenum face, GCGLuint mask) final;
void stencilOp(GCGLenum fail, GCGLenum zfail, GCGLenum zpass) final;
void stencilOpSeparate(GCGLenum face, GCGLenum fail, GCGLenum zfail, GCGLenum zpass) final;
void texImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, GCGLSpan<const GCGLvoid> pixels) final;
void texImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, GCGLintptr offset) final;
void texSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLSpan<const GCGLvoid> pixels) final;
void texSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLintptr offset) final;
void compressedTexImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLsizei imageSize, GCGLSpan<const GCGLvoid> data) final;
void compressedTexImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLsizei imageSize, GCGLintptr offset) final;
void compressedTexSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLsizei imageSize, GCGLSpan<const GCGLvoid> data) final;
void compressedTexSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLsizei imageSize, GCGLintptr offset) final;
void texParameterf(GCGLenum target, GCGLenum pname, GCGLfloat param) final;
void texParameteri(GCGLenum target, GCGLenum pname, GCGLint param) final;
void uniform1f(GCGLint location, GCGLfloat x) final;
void uniform1fv(GCGLint location, GCGLSpan<const GCGLfloat> v) final;
void uniform1i(GCGLint location, GCGLint x) final;
void uniform1iv(GCGLint location, GCGLSpan<const GCGLint> v) final;
void uniform2f(GCGLint location, GCGLfloat x, GCGLfloat y) final;
void uniform2fv(GCGLint location, GCGLSpan<const GCGLfloat> v) final;
void uniform2i(GCGLint location, GCGLint x, GCGLint y) final;
void uniform2iv(GCGLint location, GCGLSpan<const GCGLint> v) final;
void uniform3f(GCGLint location, GCGLfloat x, GCGLfloat y, GCGLfloat z) final;
void uniform3fv(GCGLint location, GCGLSpan<const GCGLfloat> v) final;
void uniform3i(GCGLint location, GCGLint x, GCGLint y, GCGLint z) final;
void uniform3iv(GCGLint location, GCGLSpan<const GCGLint> v) final;
void uniform4f(GCGLint location, GCGLfloat x, GCGLfloat y, GCGLfloat z, GCGLfloat w) final;
void uniform4fv(GCGLint location, GCGLSpan<const GCGLfloat> v) final;
void uniform4i(GCGLint location, GCGLint x, GCGLint y, GCGLint z, GCGLint w) final;
void uniform4iv(GCGLint location, GCGLSpan<const GCGLint> v) final;
void uniformMatrix2fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> value) final;
void uniformMatrix3fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> value) final;
void uniformMatrix4fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> value) final;
void useProgram(PlatformGLObject) final;
void validateProgram(PlatformGLObject) final;
#if !USE(ANGLE)
bool checkVaryingsPacking(PlatformGLObject vertexShader, PlatformGLObject fragmentShader) const;
bool precisionsMatch(PlatformGLObject vertexShader, PlatformGLObject fragmentShader) const;
#endif
void vertexAttrib1f(GCGLuint index, GCGLfloat x) final;
void vertexAttrib1fv(GCGLuint index, GCGLSpan<const GCGLfloat, 1> values) final;
void vertexAttrib2f(GCGLuint index, GCGLfloat x, GCGLfloat y) final;
void vertexAttrib2fv(GCGLuint index, GCGLSpan<const GCGLfloat, 2> values) final;
void vertexAttrib3f(GCGLuint index, GCGLfloat x, GCGLfloat y, GCGLfloat z) final;
void vertexAttrib3fv(GCGLuint index, GCGLSpan<const GCGLfloat, 3> values) final;
void vertexAttrib4f(GCGLuint index, GCGLfloat x, GCGLfloat y, GCGLfloat z, GCGLfloat w) final;
void vertexAttrib4fv(GCGLuint index, GCGLSpan<const GCGLfloat, 4> values) final;
void vertexAttribPointer(GCGLuint index, GCGLint size, GCGLenum type, GCGLboolean normalized, GCGLsizei stride, GCGLintptr offset) final;
void viewport(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height) final;
void reshape(int width, int height) final;
void drawArraysInstanced(GCGLenum mode, GCGLint first, GCGLsizei count, GCGLsizei primcount) final;
void drawElementsInstanced(GCGLenum mode, GCGLsizei count, GCGLenum type, GCGLintptr offset, GCGLsizei primcount) final;
void vertexAttribDivisor(GCGLuint index, GCGLuint divisor) final;
// VertexArrayOject calls
PlatformGLObject createVertexArray() final;
void deleteVertexArray(PlatformGLObject) final;
GCGLboolean isVertexArray(PlatformGLObject) final;
void bindVertexArray(PlatformGLObject) final;
// ========== WebGL2 entry points.
#if !USE(ANGLE)
void bufferData(GCGLenum target, const void* data, GCGLenum usage, GCGLuint srcOffset, GCGLuint length);
void bufferSubData(GCGLenum target, GCGLintptr dstByteOffset, const void* srcData, GCGLuint srcOffset, GCGLuint length);
#endif
void copyBufferSubData(GCGLenum readTarget, GCGLenum writeTarget, GCGLintptr readOffset, GCGLintptr writeOffset, GCGLsizeiptr size) final;
void getBufferSubData(GCGLenum target, GCGLintptr offset, GCGLSpan<GCGLvoid> data) final;
void blitFramebuffer(GCGLint srcX0, GCGLint srcY0, GCGLint srcX1, GCGLint srcY1, GCGLint dstX0, GCGLint dstY0, GCGLint dstX1, GCGLint dstY1, GCGLbitfield mask, GCGLenum filter) final;
void framebufferTextureLayer(GCGLenum target, GCGLenum attachment, PlatformGLObject texture, GCGLint level, GCGLint layer) final;
void invalidateFramebuffer(GCGLenum target, GCGLSpan<const GCGLenum> attachments) final;
void invalidateSubFramebuffer(GCGLenum target, GCGLSpan<const GCGLenum> attachments, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height) final;
void readBuffer(GCGLenum src) final;
// getInternalFormatParameter
void getInternalformativ(GCGLenum target, GCGLenum internalformat, GCGLenum pname, GCGLSpan<GCGLint> data) final;
void renderbufferStorageMultisample(GCGLenum target, GCGLsizei samples, GCGLenum internalformat, GCGLsizei width, GCGLsizei height) final;
void texStorage2D(GCGLenum target, GCGLsizei levels, GCGLenum internalformat, GCGLsizei width, GCGLsizei height) final;
void texStorage3D(GCGLenum target, GCGLsizei levels, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth) final;
void texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, GCGLSpan<const GCGLvoid> pixels) final;
void texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, GCGLintptr offset) final;
void texSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLenum type, GCGLSpan<const GCGLvoid> pixels) final;
void texSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLenum type, GCGLintptr offset) final;
void copyTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height) final;
void compressedTexImage3D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLsizei imageSize, GCGLSpan<const GCGLvoid> data) final;
void compressedTexImage3D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLsizei imageSize, GCGLintptr offset) final;
void compressedTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLsizei imageSize, GCGLSpan<const GCGLvoid> data) final;
void compressedTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLsizei imageSize, GCGLintptr offset) final;
GCGLint getFragDataLocation(PlatformGLObject program, const String& name) final;
void uniform1ui(GCGLint location, GCGLuint v0) final;
void uniform2ui(GCGLint location, GCGLuint v0, GCGLuint v1) final;
void uniform3ui(GCGLint location, GCGLuint v0, GCGLuint v1, GCGLuint v2) final;
void uniform4ui(GCGLint location, GCGLuint v0, GCGLuint v1, GCGLuint v2, GCGLuint v3) final;
void uniform1uiv(GCGLint location, GCGLSpan<const GCGLuint>) final;
void uniform2uiv(GCGLint location, GCGLSpan<const GCGLuint>) final;
void uniform3uiv(GCGLint location, GCGLSpan<const GCGLuint>) final;
void uniform4uiv(GCGLint location, GCGLSpan<const GCGLuint>) final;
void uniformMatrix2x3fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void uniformMatrix3x2fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void uniformMatrix2x4fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void uniformMatrix4x2fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void uniformMatrix3x4fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void uniformMatrix4x3fv(GCGLint location, GCGLboolean transpose, GCGLSpan<const GCGLfloat> data) final;
void vertexAttribI4i(GCGLuint index, GCGLint x, GCGLint y, GCGLint z, GCGLint w) final;
void vertexAttribI4iv(GCGLuint index, GCGLSpan<const GCGLint, 4> values) final;
void vertexAttribI4ui(GCGLuint index, GCGLuint x, GCGLuint y, GCGLuint z, GCGLuint w) final;
void vertexAttribI4uiv(GCGLuint index, GCGLSpan<const GCGLuint, 4> values) final;
void vertexAttribIPointer(GCGLuint index, GCGLint size, GCGLenum type, GCGLsizei stride, GCGLintptr offset) final;
void drawRangeElements(GCGLenum mode, GCGLuint start, GCGLuint end, GCGLsizei count, GCGLenum type, GCGLintptr offset) final;
void drawBuffers(GCGLSpan<const GCGLenum> bufs) final;
void clearBufferiv(GCGLenum buffer, GCGLint drawbuffer, GCGLSpan<const GCGLint> values) final;
void clearBufferuiv(GCGLenum buffer, GCGLint drawbuffer, GCGLSpan<const GCGLuint> values) final;
void clearBufferfv(GCGLenum buffer, GCGLint drawbuffer, GCGLSpan<const GCGLfloat> values) final;
void clearBufferfi(GCGLenum buffer, GCGLint drawbuffer, GCGLfloat depth, GCGLint stencil) final;
PlatformGLObject createQuery() final;
void deleteQuery(PlatformGLObject query) final;
GCGLboolean isQuery(PlatformGLObject query) final;
void beginQuery(GCGLenum target, PlatformGLObject query) final;
void endQuery(GCGLenum target) final;
PlatformGLObject getQuery(GCGLenum target, GCGLenum pname) final;
// getQueryParameter
GCGLuint getQueryObjectui(PlatformGLObject query, GCGLenum pname) final;
PlatformGLObject createSampler() final;
void deleteSampler(PlatformGLObject sampler) final;
GCGLboolean isSampler(PlatformGLObject sampler) final;
void bindSampler(GCGLuint unit, PlatformGLObject sampler) final;
void samplerParameteri(PlatformGLObject sampler, GCGLenum pname, GCGLint param) final;
void samplerParameterf(PlatformGLObject sampler, GCGLenum pname, GCGLfloat param) final;
// getSamplerParameter
GCGLfloat getSamplerParameterf(PlatformGLObject sampler, GCGLenum pname) final;
GCGLint getSamplerParameteri(PlatformGLObject sampler, GCGLenum pname) final;
GCGLsync fenceSync(GCGLenum condition, GCGLbitfield flags) final;
GCGLboolean isSync(GCGLsync) final;
void deleteSync(GCGLsync) final;
GCGLenum clientWaitSync(GCGLsync, GCGLbitfield flags, GCGLuint64 timeout) final;
void waitSync(GCGLsync, GCGLbitfield flags, GCGLint64 timeout) final;
// getSyncParameter
// FIXME - this can be implemented at the WebGL level if we signal the WebGLSync object.
GCGLint getSynci(GCGLsync, GCGLenum pname) final;
PlatformGLObject createTransformFeedback() final;
void deleteTransformFeedback(PlatformGLObject id) final;
GCGLboolean isTransformFeedback(PlatformGLObject id) final;
void bindTransformFeedback(GCGLenum target, PlatformGLObject id) final;
void beginTransformFeedback(GCGLenum primitiveMode) final;
void endTransformFeedback() final;
void transformFeedbackVaryings(PlatformGLObject program, const Vector<String>& varyings, GCGLenum bufferMode) final;
void getTransformFeedbackVarying(PlatformGLObject program, GCGLuint index, ActiveInfo&) final;
void pauseTransformFeedback() final;
void resumeTransformFeedback() final;
void bindBufferBase(GCGLenum target, GCGLuint index, PlatformGLObject buffer) final;
void bindBufferRange(GCGLenum target, GCGLuint index, PlatformGLObject buffer, GCGLintptr offset, GCGLsizeiptr size) final;
// getIndexedParameter -> use getParameter calls above.
Vector<GCGLuint> getUniformIndices(PlatformGLObject program, const Vector<String>& uniformNames) final;
Vector<GCGLint> getActiveUniforms(PlatformGLObject program, const Vector<GCGLuint>& uniformIndices, GCGLenum pname) final;
GCGLuint getUniformBlockIndex(PlatformGLObject program, const String& uniformBlockName) final;
// getActiveUniformBlockParameter
String getActiveUniformBlockName(PlatformGLObject program, GCGLuint uniformBlockIndex) final;
void uniformBlockBinding(PlatformGLObject program, GCGLuint uniformBlockIndex, GCGLuint uniformBlockBinding) final;
void getActiveUniformBlockiv(GCGLuint program, GCGLuint uniformBlockIndex, GCGLenum pname, GCGLSpan<GCGLint> params) final;
// GL_ANGLE_multi_draw
void multiDrawArraysANGLE(GCGLenum mode, GCGLSpan<const GCGLint> firsts, GCGLSpan<const GCGLsizei> counts, GCGLsizei drawcount) override;
void multiDrawArraysInstancedANGLE(GCGLenum mode, GCGLSpan<const GCGLint> firsts, GCGLSpan<const GCGLsizei> counts, GCGLSpan<const GCGLsizei> instanceCounts, GCGLsizei drawcount) override;
void multiDrawElementsANGLE(GCGLenum mode, GCGLSpan<const GCGLsizei> counts, GCGLenum type, GCGLSpan<const GCGLint> offsets, GCGLsizei drawcount) override;
void multiDrawElementsInstancedANGLE(GCGLenum mode, GCGLSpan<const GCGLsizei> counts, GCGLenum type, GCGLSpan<const GCGLint> offsets, GCGLSpan<const GCGLsizei> instanceCounts, GCGLsizei drawcount) override;
// Helper methods.
void markContextChanged() final;
void markLayerComposited() final;
bool layerComposited() const final;
void forceContextLost();
void recycleContext();
// Maintenance of auto-clearing of color/depth/stencil buffers. The
// reset method is present to keep calling code simpler, so it
// doesn't have to know which buffers were allocated.
void resetBuffersToAutoClear();
void setBuffersToAutoClear(GCGLbitfield) final;
GCGLbitfield getBuffersToAutoClear() const final;
void dispatchContextChangedNotification();
void paintRenderingResultsToCanvas(ImageBuffer&) final;
std::optional<PixelBuffer> paintRenderingResultsToPixelBuffer() final;
void paintCompositedResultsToCanvas(ImageBuffer&) final;
#if ENABLE(MEDIA_STREAM)
RefPtr<MediaSample> paintCompositedResultsToMediaSample() final;
#endif
std::optional<PixelBuffer> readRenderingResultsForPainting();
std::optional<PixelBuffer> readCompositedResultsForPainting();
#if ENABLE(VIDEO)
bool copyTextureFromMedia(MediaPlayer&, PlatformGLObject texture, GCGLenum target, GCGLint level, GCGLenum internalFormat, GCGLenum format, GCGLenum type, bool premultiplyAlpha, bool flipY) final;
#endif
#if USE(OPENGL) && ENABLE(WEBGL2)
void primitiveRestartIndex(GCGLuint);
#endif
#if PLATFORM(COCOA)
void displayWasReconfigured();
#endif
void setContextVisibility(bool) final;
// Support for buffer creation and deletion
PlatformGLObject createBuffer() final;
PlatformGLObject createFramebuffer() final;
PlatformGLObject createProgram() final;
PlatformGLObject createRenderbuffer() final;
PlatformGLObject createShader(GCGLenum) final;
PlatformGLObject createTexture() final;
void deleteBuffer(PlatformGLObject) final;
void deleteFramebuffer(PlatformGLObject) final;
void deleteProgram(PlatformGLObject) final;
void deleteRenderbuffer(PlatformGLObject) final;
void deleteShader(PlatformGLObject) final;
void deleteTexture(PlatformGLObject) final;
void synthesizeGLError(GCGLenum error) final;
bool moveErrorsToSyntheticErrorList() final;
// Support for extensions. Returns a non-null object, though not
// all methods it contains may necessarily be supported on the
// current hardware. Must call ExtensionsGL::supports() to
// determine this.
#if !USE(ANGLE)
// Use covariant return type for OPENGL/OPENGL_ES
ExtensionsGLOpenGLCommon& getExtensions() final;
#else
ExtensionsGL& getExtensions() final;
#endif
void simulateEventForTesting(SimulatedEventForTesting) override;
unsigned textureSeed(GCGLuint texture) { return m_state.textureSeedCount.count(texture); }
void prepareForDisplay() override;
#if ENABLE(VIDEO) && USE(AVFOUNDATION)
GraphicsContextGLCV* asCV() final;
#endif
static void paintToCanvas(const GraphicsContextGLAttributes&, PixelBuffer&&, const IntSize& canvasSize, GraphicsContext&);
#if USE(ANGLE)
constexpr static EGLNativeDisplayType defaultDisplay = EGL_DEFAULT_DISPLAY;
#if PLATFORM(COCOA)
constexpr static EGLNativeDisplayType lowPowerDisplay = EGL_CAST(EGLNativeDisplayType, -1);
constexpr static EGLNativeDisplayType highPerformanceDisplay = EGL_CAST(EGLNativeDisplayType, -2);
#endif
#endif
protected:
GraphicsContextGLOpenGL(GraphicsContextGLAttributes);
#if PLATFORM(COCOA)
GraphicsContextGLIOSurfaceSwapChain m_swapChain;
EGLDisplay m_displayObj { nullptr };
PlatformGraphicsContextGL m_contextObj { nullptr };
PlatformGraphicsContextGLConfig m_configObj { nullptr };
#endif
GCGLuint m_texture { 0 };
private:
// Called once by all the public entry points that eventually call OpenGL.
// Called once by all the public entry points of ExtensionsGL that eventually call OpenGL.
bool makeContextCurrent() WARN_UNUSED_RETURN;
// Take into account the user's requested context creation attributes,
// in particular stencil and antialias, and determine which could or
// could not be honored based on the capabilities of the OpenGL
// implementation.
void validateDepthStencil(const char* packedDepthStencilExtension);
void validateAttributes();
void readnPixelsImpl(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLsizei bufSize, GCGLsizei* length, GCGLsizei* columns, GCGLsizei* rows, GCGLvoid* data, bool readingToPixelBufferObject);
// Did the most recent drawing operation leave the GPU in an acceptable state?
void checkGPUStatus();
std::optional<PixelBuffer> readRenderingResults();
std::optional<PixelBuffer> readCompositedResults();
std::optional<PixelBuffer> readPixelsForPaintResults();
bool reshapeFBOs(const IntSize&);
void prepareTextureImpl();
void resolveMultisamplingIfNecessary(const IntRect& = IntRect());
void attachDepthAndStencilBufferIfNeeded(GCGLuint internalDepthStencilFormat, int width, int height);
#if PLATFORM(COCOA)
bool reshapeDisplayBufferBacking();
bool allocateAndBindDisplayBufferBacking();
bool bindDisplayBufferBacking(std::unique_ptr<IOSurface> backing, void* pbuffer);
static bool makeCurrent(PlatformGraphicsContextGLDisplay, PlatformGraphicsContextGL);
friend class GraphicsContextGLCVANGLE;
#endif
#if USE(ANGLE)
// Returns false if context should be lost due to timeout.
bool waitAndUpdateOldestFrame() WARN_UNUSED_RETURN;
#endif
// Platform specific behavior for releaseResources();
static void platformReleaseThreadResources();
#if !USE(ANGLE)
typedef HashMap<String, UniqueRef<sh::ShaderVariable>> ShaderSymbolMap;
struct ShaderSourceEntry {
GCGLenum type;
String source;
String translatedSource;
String log;
bool isValid;
ShaderSymbolMap attributeMap;
ShaderSymbolMap uniformMap;
ShaderSymbolMap varyingMap;
ShaderSourceEntry()
: type(VERTEX_SHADER)
, isValid(false)
{
}
ShaderSymbolMap& symbolMap(enum ANGLEShaderSymbolType symbolType)
{
ASSERT(symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE || symbolType == SHADER_SYMBOL_TYPE_UNIFORM || symbolType == SHADER_SYMBOL_TYPE_VARYING);
if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE)
return attributeMap;
if (symbolType == SHADER_SYMBOL_TYPE_VARYING)
return varyingMap;
return uniformMap;
}
};
// FIXME: Shaders are never removed from this map, even if they and their program are deleted.
// This is bad, and it also relies on the fact we never reuse PlatformGLObject numbers.
typedef HashMap<PlatformGLObject, ShaderSourceEntry> ShaderSourceMap;
ShaderSourceMap m_shaderSourceMap;
typedef HashMap<PlatformGLObject, std::pair<PlatformGLObject, PlatformGLObject>> LinkedShaderMap;
LinkedShaderMap m_linkedShaderMap;
struct ActiveShaderSymbolCounts {
Vector<GCGLint> filteredToActualAttributeIndexMap;
Vector<GCGLint> filteredToActualUniformIndexMap;
ActiveShaderSymbolCounts()
{
}
GCGLint countForType(GCGLenum activeType)
{
ASSERT(activeType == ACTIVE_ATTRIBUTES || activeType == ACTIVE_UNIFORMS);
if (activeType == ACTIVE_ATTRIBUTES)
return filteredToActualAttributeIndexMap.size();
return filteredToActualUniformIndexMap.size();
}
};
typedef HashMap<PlatformGLObject, ActiveShaderSymbolCounts> ShaderProgramSymbolCountMap;
ShaderProgramSymbolCountMap m_shaderProgramSymbolCountMap;
typedef HashMap<String, String> HashedSymbolMap;
HashedSymbolMap m_possiblyUnusedAttributeMap;
String mappedSymbolName(PlatformGLObject program, ANGLEShaderSymbolType, const String& name);
String mappedSymbolName(PlatformGLObject shaders[2], size_t count, const String& name);
String originalSymbolName(PlatformGLObject program, ANGLEShaderSymbolType, const String& name);
std::optional<String> mappedSymbolInShaderSourceMap(PlatformGLObject shader, ANGLEShaderSymbolType, const String& name);
std::optional<String> originalSymbolInShaderSourceMap(PlatformGLObject shader, ANGLEShaderSymbolType, const String& name);
std::unique_ptr<ShaderNameHash> nameHashMapForShaders;
#endif // !USE(ANGLE)
#if USE(ANGLE)
friend class ExtensionsGLANGLE;
std::unique_ptr<ExtensionsGLANGLE> m_extensions;
#elif USE(OPENGL_ES)
friend class ExtensionsGLOpenGLES;
friend class ExtensionsGLOpenGLCommon;
std::unique_ptr<ExtensionsGLOpenGLES> m_extensions;
#elif USE(OPENGL)
friend class ExtensionsGLOpenGL;
friend class ExtensionsGLOpenGLCommon;
std::unique_ptr<ExtensionsGLOpenGL> m_extensions;
#endif
Vector<Vector<float>> m_vertexArray;
#if !USE(ANGLE)
ANGLEWebKitBridge m_compiler;
#endif
GCGLuint m_fbo { 0 };
#if USE(COORDINATED_GRAPHICS)
GCGLuint m_compositorTexture { 0 };
GCGLuint m_intermediateTexture { 0 };
#endif
#if !USE(ANGLE) && USE(OPENGL_ES)
GCGLuint m_depthBuffer { 0 };
GCGLuint m_stencilBuffer { 0 };
#endif
GCGLuint m_depthStencilBuffer { 0 };
bool m_layerComposited { false };
GCGLuint m_internalColorFormat { 0 };
#if USE(ANGLE)
GCGLuint m_internalDepthStencilFormat { 0 };
#endif
struct GraphicsContextGLState {
GCGLuint boundReadFBO { 0 };
GCGLuint boundDrawFBO { 0 };
GCGLenum activeTextureUnit { GraphicsContextGL::TEXTURE0 };
using BoundTextureMap = HashMap<GCGLenum,
std::pair<GCGLuint, GCGLenum>,
IntHash<GCGLenum>,
WTF::UnsignedWithZeroKeyHashTraits<GCGLuint>,
PairHashTraits<WTF::UnsignedWithZeroKeyHashTraits<GCGLuint>, WTF::UnsignedWithZeroKeyHashTraits<GCGLuint>>
>;
BoundTextureMap boundTextureMap;
GCGLuint currentBoundTexture() const { return boundTexture(activeTextureUnit); }
GCGLuint boundTexture(GCGLenum textureUnit) const
{
auto iterator = boundTextureMap.find(textureUnit);
if (iterator != boundTextureMap.end())
return iterator->value.first;
return 0;
}
GCGLuint currentBoundTarget() const { return boundTarget(activeTextureUnit); }
GCGLenum boundTarget(GCGLenum textureUnit) const
{
auto iterator = boundTextureMap.find(textureUnit);
if (iterator != boundTextureMap.end())
return iterator->value.second;
return 0;
}
void setBoundTexture(GCGLenum textureUnit, GCGLuint texture, GCGLenum target)
{
boundTextureMap.set(textureUnit, std::make_pair(texture, target));
}
using TextureSeedCount = HashCountedSet<GCGLuint, IntHash<GCGLuint>, WTF::UnsignedWithZeroKeyHashTraits<GCGLuint>>;
TextureSeedCount textureSeedCount;
};
GraphicsContextGLState m_state;
// For multisampling
GCGLuint m_multisampleFBO { 0 };
GCGLuint m_multisampleDepthStencilBuffer { 0 };
GCGLuint m_multisampleColorBuffer { 0 };
#if USE(ANGLE)
// For preserveDrawingBuffer:true without multisampling.
GCGLuint m_preserveDrawingBufferTexture { 0 };
// Attaches m_texture when m_preserveDrawingBufferTexture is non-zero.
GCGLuint m_preserveDrawingBufferFBO { 0 };
// Queried at display startup.
EGLint m_drawingBufferTextureTarget { -1 };
#endif
// A bitmask of GL buffer bits (GL_COLOR_BUFFER_BIT,
// GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT) which need to be
// auto-cleared.
GCGLbitfield m_buffersToAutoClear { 0 };
// Errors raised by synthesizeGLError().
ListHashSet<GCGLenum> m_syntheticErrors;
#if USE(NICOSIA)
friend class Nicosia::GCGLLayer;
std::unique_ptr<Nicosia::GCGLLayer> m_nicosiaLayer;
#elif USE(TEXTURE_MAPPER)
friend class TextureMapperGCGLPlatformLayer;
std::unique_ptr<TextureMapperGCGLPlatformLayer> m_texmapLayer;
#endif
bool m_isForWebGL2 { false };
bool m_usingCoreProfile { false };
unsigned m_statusCheckCount { 0 };
bool m_failNextStatusCheck { false };
#if USE(CAIRO)
PlatformGLObject m_vao { 0 };
#endif
#if PLATFORM(COCOA)
// Backing store for the the buffer which is eventually used for display.
// When preserveDrawingBuffer == false, this is the drawing buffer backing store.
// When preserveDrawingBuffer == true, this is blitted to during display prepare.
std::unique_ptr<IOSurface> m_displayBufferBacking;
void* m_displayBufferPbuffer { nullptr };
#endif
#if PLATFORM(MAC)
bool m_switchesGPUOnDisplayReconfiguration { false };
ScopedHighPerformanceGPURequest m_highPerformanceGPURequest;
#endif
#if ENABLE(VIDEO) && USE(AVFOUNDATION)
std::unique_ptr<GraphicsContextGLCVANGLE> m_cv;
#endif
#if USE(ANGLE)
bool m_useFenceSyncForDisplayRateLimit = false;
static constexpr size_t maxPendingFrames = 3;
size_t m_oldestFrameCompletionFence { 0 };
ScopedGLFence m_frameCompletionFences[maxPendingFrames];
#endif
};
} // namespace WebCore
#endif // ENABLE(WEBGL)