blob: 637bc74c7ba3b96b962c093acdf2203aab954b5c [file] [log] [blame]
/*
* Copyright (C) 2009, 2014 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 "ANGLEWebKitBridge.h"
#include "GraphicsContext3DAttributes.h"
#include "GraphicsTypes3D.h"
#include "Image.h"
#include "IntRect.h"
#include "PlatformLayer.h"
#include <memory>
#include <wtf/HashCountedSet.h>
#include <wtf/HashMap.h>
#include <wtf/ListHashSet.h>
#include <wtf/RefCounted.h>
#include <wtf/RetainPtr.h>
#include <wtf/UniqueArray.h>
#include <wtf/text/WTFString.h>
#if USE(CA)
#include "PlatformCALayer.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)
#if USE(OPENGL_ES)
#include <OpenGLES/ES2/gl.h>
#ifdef __OBJC__
#import <OpenGLES/EAGL.h>
typedef EAGLContext* PlatformGraphicsContext3D;
#else
typedef void* PlatformGraphicsContext3D;
#endif // __OBJC__
#endif // USE(OPENGL_ES)
#if USE(OPENGL)
typedef struct _CGLContextObject *CGLContextObj;
typedef CGLContextObj PlatformGraphicsContext3D;
#endif // USE(OPENGL)
#if USE(ANGLE)
typedef void* PlatformGraphicsContext3D;
typedef void* PlatformGraphicsContext3DDisplay;
typedef void* PlatformGraphicsContext3DSurface;
typedef void* PlatformGraphicsContext3DConfig;
#endif // USE(ANGLE)
OBJC_CLASS CALayer;
OBJC_CLASS WebGLLayer;
typedef struct __IOSurface* IOSurfaceRef;
#endif // PLATFORM(COCOA)
#if USE(NICOSIA)
namespace Nicosia {
class GC3DLayer;
}
#endif
#if !PLATFORM(COCOA)
typedef unsigned GLuint;
typedef void* PlatformGraphicsContext3D;
typedef void* PlatformGraphicsSurface3D;
#endif // !PLATFORM(COCOA)
// These are currently the same among all implementations.
const PlatformGraphicsContext3D NullPlatformGraphicsContext3D = 0;
const Platform3DObject NullPlatform3DObject = 0;
namespace WebCore {
class Extensions3D;
#if !PLATFORM(COCOA) && USE(OPENGL_ES)
class Extensions3DOpenGLES;
#elif USE(OPENGL) || (PLATFORM(COCOA) && USE(OPENGL_ES))
class Extensions3DOpenGL;
#elif USE(ANGLE)
class Extensions3DANGLE;
#endif
class HostWindow;
class Image;
class ImageBuffer;
class ImageData;
class IntRect;
class IntSize;
class WebGLRenderingContextBase;
#if USE(TEXTURE_MAPPER)
class TextureMapperGC3DPlatformLayer;
#endif
typedef WTF::HashMap<CString, uint64_t> ShaderNameHash;
struct ActiveInfo {
String name;
GC3Denum type;
GC3Dint size;
};
class GraphicsContext3DPrivate;
class GraphicsContext3D : public RefCounted<GraphicsContext3D> {
public:
class Client {
public:
virtual ~Client() { }
virtual void didComposite() = 0;
virtual void forceContextLost() = 0;
virtual void recycleContext() = 0;
virtual void dispatchContextChangedNotification() = 0;
};
enum {
// WebGL 1 constants
DEPTH_BUFFER_BIT = 0x00000100,
STENCIL_BUFFER_BIT = 0x00000400,
COLOR_BUFFER_BIT = 0x00004000,
POINTS = 0x0000,
LINES = 0x0001,
LINE_LOOP = 0x0002,
LINE_STRIP = 0x0003,
TRIANGLES = 0x0004,
TRIANGLE_STRIP = 0x0005,
TRIANGLE_FAN = 0x0006,
ZERO = 0,
ONE = 1,
SRC_COLOR = 0x0300,
ONE_MINUS_SRC_COLOR = 0x0301,
SRC_ALPHA = 0x0302,
ONE_MINUS_SRC_ALPHA = 0x0303,
DST_ALPHA = 0x0304,
ONE_MINUS_DST_ALPHA = 0x0305,
DST_COLOR = 0x0306,
ONE_MINUS_DST_COLOR = 0x0307,
SRC_ALPHA_SATURATE = 0x0308,
FUNC_ADD = 0x8006,
BLEND_EQUATION = 0x8009,
BLEND_EQUATION_RGB = 0x8009,
BLEND_EQUATION_ALPHA = 0x883D,
FUNC_SUBTRACT = 0x800A,
FUNC_REVERSE_SUBTRACT = 0x800B,
BLEND_DST_RGB = 0x80C8,
BLEND_SRC_RGB = 0x80C9,
BLEND_DST_ALPHA = 0x80CA,
BLEND_SRC_ALPHA = 0x80CB,
CONSTANT_COLOR = 0x8001,
ONE_MINUS_CONSTANT_COLOR = 0x8002,
CONSTANT_ALPHA = 0x8003,
ONE_MINUS_CONSTANT_ALPHA = 0x8004,
BLEND_COLOR = 0x8005,
ARRAY_BUFFER = 0x8892,
ELEMENT_ARRAY_BUFFER = 0x8893,
ARRAY_BUFFER_BINDING = 0x8894,
ELEMENT_ARRAY_BUFFER_BINDING = 0x8895,
STREAM_DRAW = 0x88E0,
STATIC_DRAW = 0x88E4,
DYNAMIC_DRAW = 0x88E8,
BUFFER_SIZE = 0x8764,
BUFFER_USAGE = 0x8765,
CURRENT_VERTEX_ATTRIB = 0x8626,
FRONT = 0x0404,
BACK = 0x0405,
FRONT_AND_BACK = 0x0408,
TEXTURE_2D = 0x0DE1,
CULL_FACE = 0x0B44,
BLEND = 0x0BE2,
DITHER = 0x0BD0,
STENCIL_TEST = 0x0B90,
DEPTH_TEST = 0x0B71,
SCISSOR_TEST = 0x0C11,
POLYGON_OFFSET_FILL = 0x8037,
SAMPLE_ALPHA_TO_COVERAGE = 0x809E,
SAMPLE_COVERAGE = 0x80A0,
NO_ERROR = 0,
INVALID_ENUM = 0x0500,
INVALID_VALUE = 0x0501,
INVALID_OPERATION = 0x0502,
OUT_OF_MEMORY = 0x0505,
CW = 0x0900,
CCW = 0x0901,
LINE_WIDTH = 0x0B21,
ALIASED_POINT_SIZE_RANGE = 0x846D,
ALIASED_LINE_WIDTH_RANGE = 0x846E,
CULL_FACE_MODE = 0x0B45,
FRONT_FACE = 0x0B46,
DEPTH_RANGE = 0x0B70,
DEPTH_WRITEMASK = 0x0B72,
DEPTH_CLEAR_VALUE = 0x0B73,
DEPTH_FUNC = 0x0B74,
STENCIL_CLEAR_VALUE = 0x0B91,
STENCIL_FUNC = 0x0B92,
STENCIL_FAIL = 0x0B94,
STENCIL_PASS_DEPTH_FAIL = 0x0B95,
STENCIL_PASS_DEPTH_PASS = 0x0B96,
STENCIL_REF = 0x0B97,
STENCIL_VALUE_MASK = 0x0B93,
STENCIL_WRITEMASK = 0x0B98,
STENCIL_BACK_FUNC = 0x8800,
STENCIL_BACK_FAIL = 0x8801,
STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802,
STENCIL_BACK_PASS_DEPTH_PASS = 0x8803,
STENCIL_BACK_REF = 0x8CA3,
STENCIL_BACK_VALUE_MASK = 0x8CA4,
STENCIL_BACK_WRITEMASK = 0x8CA5,
VIEWPORT = 0x0BA2,
SCISSOR_BOX = 0x0C10,
COLOR_CLEAR_VALUE = 0x0C22,
COLOR_WRITEMASK = 0x0C23,
UNPACK_ALIGNMENT = 0x0CF5,
PACK_ALIGNMENT = 0x0D05,
MAX_TEXTURE_SIZE = 0x0D33,
MAX_VIEWPORT_DIMS = 0x0D3A,
SUBPIXEL_BITS = 0x0D50,
RED_BITS = 0x0D52,
GREEN_BITS = 0x0D53,
BLUE_BITS = 0x0D54,
ALPHA_BITS = 0x0D55,
DEPTH_BITS = 0x0D56,
STENCIL_BITS = 0x0D57,
POLYGON_OFFSET_UNITS = 0x2A00,
POLYGON_OFFSET_FACTOR = 0x8038,
TEXTURE_BINDING_2D = 0x8069,
SAMPLE_BUFFERS = 0x80A8,
SAMPLES = 0x80A9,
SAMPLE_COVERAGE_VALUE = 0x80AA,
SAMPLE_COVERAGE_INVERT = 0x80AB,
NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2,
COMPRESSED_TEXTURE_FORMATS = 0x86A3,
DONT_CARE = 0x1100,
FASTEST = 0x1101,
NICEST = 0x1102,
GENERATE_MIPMAP_HINT = 0x8192,
BYTE = 0x1400,
UNSIGNED_BYTE = 0x1401,
SHORT = 0x1402,
UNSIGNED_SHORT = 0x1403,
INT = 0x1404,
UNSIGNED_INT = 0x1405,
FLOAT = 0x1406,
HALF_FLOAT_OES = 0x8D61,
FIXED = 0x140C,
DEPTH_COMPONENT = 0x1902,
ALPHA = 0x1906,
RGB = 0x1907,
RGBA = 0x1908,
BGRA = 0x80E1,
LUMINANCE = 0x1909,
LUMINANCE_ALPHA = 0x190A,
UNSIGNED_SHORT_4_4_4_4 = 0x8033,
UNSIGNED_SHORT_5_5_5_1 = 0x8034,
UNSIGNED_SHORT_5_6_5 = 0x8363,
FRAGMENT_SHADER = 0x8B30,
VERTEX_SHADER = 0x8B31,
MAX_VERTEX_ATTRIBS = 0x8869,
MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB,
MAX_VARYING_VECTORS = 0x8DFC,
MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D,
MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C,
MAX_TEXTURE_IMAGE_UNITS = 0x8872,
MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD,
SHADER_TYPE = 0x8B4F,
DELETE_STATUS = 0x8B80,
LINK_STATUS = 0x8B82,
VALIDATE_STATUS = 0x8B83,
ATTACHED_SHADERS = 0x8B85,
ACTIVE_UNIFORMS = 0x8B86,
ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87,
ACTIVE_ATTRIBUTES = 0x8B89,
ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A,
SHADING_LANGUAGE_VERSION = 0x8B8C,
CURRENT_PROGRAM = 0x8B8D,
NEVER = 0x0200,
LESS = 0x0201,
EQUAL = 0x0202,
LEQUAL = 0x0203,
GREATER = 0x0204,
NOTEQUAL = 0x0205,
GEQUAL = 0x0206,
ALWAYS = 0x0207,
KEEP = 0x1E00,
REPLACE = 0x1E01,
INCR = 0x1E02,
DECR = 0x1E03,
INVERT = 0x150A,
INCR_WRAP = 0x8507,
DECR_WRAP = 0x8508,
VENDOR = 0x1F00,
RENDERER = 0x1F01,
VERSION = 0x1F02,
EXTENSIONS = 0x1F03,
NEAREST = 0x2600,
LINEAR = 0x2601,
NEAREST_MIPMAP_NEAREST = 0x2700,
LINEAR_MIPMAP_NEAREST = 0x2701,
NEAREST_MIPMAP_LINEAR = 0x2702,
LINEAR_MIPMAP_LINEAR = 0x2703,
TEXTURE_MAG_FILTER = 0x2800,
TEXTURE_MIN_FILTER = 0x2801,
TEXTURE_WRAP_S = 0x2802,
TEXTURE_WRAP_T = 0x2803,
TEXTURE = 0x1702,
TEXTURE_CUBE_MAP = 0x8513,
TEXTURE_BINDING_CUBE_MAP = 0x8514,
TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515,
TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516,
TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517,
TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518,
TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519,
TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A,
MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C,
TEXTURE0 = 0x84C0,
TEXTURE1 = 0x84C1,
TEXTURE2 = 0x84C2,
TEXTURE3 = 0x84C3,
TEXTURE4 = 0x84C4,
TEXTURE5 = 0x84C5,
TEXTURE6 = 0x84C6,
TEXTURE7 = 0x84C7,
TEXTURE8 = 0x84C8,
TEXTURE9 = 0x84C9,
TEXTURE10 = 0x84CA,
TEXTURE11 = 0x84CB,
TEXTURE12 = 0x84CC,
TEXTURE13 = 0x84CD,
TEXTURE14 = 0x84CE,
TEXTURE15 = 0x84CF,
TEXTURE16 = 0x84D0,
TEXTURE17 = 0x84D1,
TEXTURE18 = 0x84D2,
TEXTURE19 = 0x84D3,
TEXTURE20 = 0x84D4,
TEXTURE21 = 0x84D5,
TEXTURE22 = 0x84D6,
TEXTURE23 = 0x84D7,
TEXTURE24 = 0x84D8,
TEXTURE25 = 0x84D9,
TEXTURE26 = 0x84DA,
TEXTURE27 = 0x84DB,
TEXTURE28 = 0x84DC,
TEXTURE29 = 0x84DD,
TEXTURE30 = 0x84DE,
TEXTURE31 = 0x84DF,
ACTIVE_TEXTURE = 0x84E0,
REPEAT = 0x2901,
CLAMP_TO_EDGE = 0x812F,
MIRRORED_REPEAT = 0x8370,
FLOAT_VEC2 = 0x8B50,
FLOAT_VEC3 = 0x8B51,
FLOAT_VEC4 = 0x8B52,
INT_VEC2 = 0x8B53,
INT_VEC3 = 0x8B54,
INT_VEC4 = 0x8B55,
BOOL = 0x8B56,
BOOL_VEC2 = 0x8B57,
BOOL_VEC3 = 0x8B58,
BOOL_VEC4 = 0x8B59,
FLOAT_MAT2 = 0x8B5A,
FLOAT_MAT3 = 0x8B5B,
FLOAT_MAT4 = 0x8B5C,
SAMPLER_2D = 0x8B5E,
SAMPLER_CUBE = 0x8B60,
VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622,
VERTEX_ATTRIB_ARRAY_SIZE = 0x8623,
VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624,
VERTEX_ATTRIB_ARRAY_TYPE = 0x8625,
VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A,
VERTEX_ATTRIB_ARRAY_POINTER = 0x8645,
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F,
IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A,
IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B,
COMPILE_STATUS = 0x8B81,
INFO_LOG_LENGTH = 0x8B84,
SHADER_SOURCE_LENGTH = 0x8B88,
SHADER_COMPILER = 0x8DFA,
SHADER_BINARY_FORMATS = 0x8DF8,
NUM_SHADER_BINARY_FORMATS = 0x8DF9,
LOW_FLOAT = 0x8DF0,
MEDIUM_FLOAT = 0x8DF1,
HIGH_FLOAT = 0x8DF2,
LOW_INT = 0x8DF3,
MEDIUM_INT = 0x8DF4,
HIGH_INT = 0x8DF5,
FRAMEBUFFER = 0x8D40,
RENDERBUFFER = 0x8D41,
RGBA4 = 0x8056,
RGB5_A1 = 0x8057,
RGB565 = 0x8D62,
DEPTH_COMPONENT16 = 0x81A5,
STENCIL_INDEX = 0x1901,
STENCIL_INDEX8 = 0x8D48,
RENDERBUFFER_WIDTH = 0x8D42,
RENDERBUFFER_HEIGHT = 0x8D43,
RENDERBUFFER_INTERNAL_FORMAT = 0x8D44,
RENDERBUFFER_RED_SIZE = 0x8D50,
RENDERBUFFER_GREEN_SIZE = 0x8D51,
RENDERBUFFER_BLUE_SIZE = 0x8D52,
RENDERBUFFER_ALPHA_SIZE = 0x8D53,
RENDERBUFFER_DEPTH_SIZE = 0x8D54,
RENDERBUFFER_STENCIL_SIZE = 0x8D55,
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0,
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1,
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2,
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3,
COLOR_ATTACHMENT0 = 0x8CE0,
DEPTH_ATTACHMENT = 0x8D00,
STENCIL_ATTACHMENT = 0x8D20,
NONE = 0,
FRAMEBUFFER_COMPLETE = 0x8CD5,
FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6,
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7,
FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9,
FRAMEBUFFER_UNSUPPORTED = 0x8CDD,
FRAMEBUFFER_BINDING = 0x8CA6,
RENDERBUFFER_BINDING = 0x8CA7,
MAX_RENDERBUFFER_SIZE = 0x84E8,
INVALID_FRAMEBUFFER_OPERATION = 0x0506,
// WebGL-specific enums
UNPACK_FLIP_Y_WEBGL = 0x9240,
UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241,
CONTEXT_LOST_WEBGL = 0x9242,
UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243,
BROWSER_DEFAULT_WEBGL = 0x9244,
VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE,
// WebGL2 constants
READ_BUFFER = 0x0C02,
UNPACK_ROW_LENGTH = 0x0CF2,
UNPACK_SKIP_ROWS = 0x0CF3,
UNPACK_SKIP_PIXELS = 0x0CF4,
PACK_ROW_LENGTH = 0x0D02,
PACK_SKIP_ROWS = 0x0D03,
PACK_SKIP_PIXELS = 0x0D04,
COLOR = 0x1800,
DEPTH = 0x1801,
STENCIL = 0x1802,
RED = 0x1903,
RGB8 = 0x8051,
RGBA8 = 0x8058,
RGB10_A2 = 0x8059,
TEXTURE_BINDING_3D = 0x806A,
UNPACK_SKIP_IMAGES = 0x806D,
UNPACK_IMAGE_HEIGHT = 0x806E,
TEXTURE_3D = 0x806F,
TEXTURE_WRAP_R = 0x8072,
MAX_3D_TEXTURE_SIZE = 0x8073,
UNSIGNED_INT_2_10_10_10_REV = 0x8368,
MAX_ELEMENTS_VERTICES = 0x80E8,
MAX_ELEMENTS_INDICES = 0x80E9,
TEXTURE_MIN_LOD = 0x813A,
TEXTURE_MAX_LOD = 0x813B,
TEXTURE_BASE_LEVEL = 0x813C,
TEXTURE_MAX_LEVEL = 0x813D,
MIN = 0x8007,
MAX = 0x8008,
DEPTH_COMPONENT24 = 0x81A6,
MAX_TEXTURE_LOD_BIAS = 0x84FD,
TEXTURE_COMPARE_MODE = 0x884C,
TEXTURE_COMPARE_FUNC = 0x884D,
CURRENT_QUERY = 0x8865,
QUERY_RESULT = 0x8866,
QUERY_RESULT_AVAILABLE = 0x8867,
STREAM_READ = 0x88E1,
STREAM_COPY = 0x88E2,
STATIC_READ = 0x88E5,
STATIC_COPY = 0x88E6,
DYNAMIC_READ = 0x88E9,
DYNAMIC_COPY = 0x88EA,
MAX_DRAW_BUFFERS = 0x8824,
DRAW_BUFFER0 = 0x8825,
DRAW_BUFFER1 = 0x8826,
DRAW_BUFFER2 = 0x8827,
DRAW_BUFFER3 = 0x8828,
DRAW_BUFFER4 = 0x8829,
DRAW_BUFFER5 = 0x882A,
DRAW_BUFFER6 = 0x882B,
DRAW_BUFFER7 = 0x882C,
DRAW_BUFFER8 = 0x882D,
DRAW_BUFFER9 = 0x882E,
DRAW_BUFFER10 = 0x882F,
DRAW_BUFFER11 = 0x8830,
DRAW_BUFFER12 = 0x8831,
DRAW_BUFFER13 = 0x8832,
DRAW_BUFFER14 = 0x8833,
DRAW_BUFFER15 = 0x8834,
MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49,
MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A,
SAMPLER_3D = 0x8B5F,
SAMPLER_2D_SHADOW = 0x8B62,
FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B,
PIXEL_PACK_BUFFER = 0x88EB,
PIXEL_UNPACK_BUFFER = 0x88EC,
PIXEL_PACK_BUFFER_BINDING = 0x88ED,
PIXEL_UNPACK_BUFFER_BINDING = 0x88EF,
FLOAT_MAT2x3 = 0x8B65,
FLOAT_MAT2x4 = 0x8B66,
FLOAT_MAT3x2 = 0x8B67,
FLOAT_MAT3x4 = 0x8B68,
FLOAT_MAT4x2 = 0x8B69,
FLOAT_MAT4x3 = 0x8B6A,
SRGB = 0x8C40,
SRGB8 = 0x8C41,
SRGB_ALPHA = 0x8C42,
SRGB8_ALPHA8 = 0x8C43,
COMPARE_REF_TO_TEXTURE = 0x884E,
RGBA32F = 0x8814,
RGB32F = 0x8815,
RGBA16F = 0x881A,
RGB16F = 0x881B,
VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD,
MAX_ARRAY_TEXTURE_LAYERS = 0x88FF,
MIN_PROGRAM_TEXEL_OFFSET = 0x8904,
MAX_PROGRAM_TEXEL_OFFSET = 0x8905,
MAX_VARYING_COMPONENTS = 0x8B4B,
TEXTURE_2D_ARRAY = 0x8C1A,
TEXTURE_BINDING_2D_ARRAY = 0x8C1D,
R11F_G11F_B10F = 0x8C3A,
UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B,
RGB9_E5 = 0x8C3D,
UNSIGNED_INT_5_9_9_9_REV = 0x8C3E,
TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F,
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80,
TRANSFORM_FEEDBACK_VARYINGS = 0x8C83,
TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84,
TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85,
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88,
RASTERIZER_DISCARD = 0x8C89,
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A,
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B,
INTERLEAVED_ATTRIBS = 0x8C8C,
SEPARATE_ATTRIBS = 0x8C8D,
TRANSFORM_FEEDBACK_BUFFER = 0x8C8E,
TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F,
RGBA32UI = 0x8D70,
RGB32UI = 0x8D71,
RGBA16UI = 0x8D76,
RGB16UI = 0x8D77,
RGBA8UI = 0x8D7C,
RGB8UI = 0x8D7D,
RGBA32I = 0x8D82,
RGB32I = 0x8D83,
RGBA16I = 0x8D88,
RGB16I = 0x8D89,
RGBA8I = 0x8D8E,
RGB8I = 0x8D8F,
RED_INTEGER = 0x8D94,
RGB_INTEGER = 0x8D98,
RGBA_INTEGER = 0x8D99,
SAMPLER_2D_ARRAY = 0x8DC1,
SAMPLER_2D_ARRAY_SHADOW = 0x8DC4,
SAMPLER_CUBE_SHADOW = 0x8DC5,
UNSIGNED_INT_VEC2 = 0x8DC6,
UNSIGNED_INT_VEC3 = 0x8DC7,
UNSIGNED_INT_VEC4 = 0x8DC8,
INT_SAMPLER_2D = 0x8DCA,
INT_SAMPLER_3D = 0x8DCB,
INT_SAMPLER_CUBE = 0x8DCC,
INT_SAMPLER_2D_ARRAY = 0x8DCF,
UNSIGNED_INT_SAMPLER_2D = 0x8DD2,
UNSIGNED_INT_SAMPLER_3D = 0x8DD3,
UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4,
UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7,
DEPTH_COMPONENT32F = 0x8CAC,
DEPTH32F_STENCIL8 = 0x8CAD,
FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD,
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210,
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211,
FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212,
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213,
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214,
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215,
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216,
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217,
FRAMEBUFFER_DEFAULT = 0x8218,
DEPTH_STENCIL_ATTACHMENT = 0x821A,
DEPTH_STENCIL = 0x84F9,
UNSIGNED_INT_24_8 = 0x84FA,
DEPTH24_STENCIL8 = 0x88F0,
UNSIGNED_NORMALIZED = 0x8C17,
DRAW_FRAMEBUFFER_BINDING = 0x8CA6, /* Same as FRAMEBUFFER_BINDING */
READ_FRAMEBUFFER = 0x8CA8,
DRAW_FRAMEBUFFER = 0x8CA9,
READ_FRAMEBUFFER_BINDING = 0x8CAA,
RENDERBUFFER_SAMPLES = 0x8CAB,
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4,
MAX_COLOR_ATTACHMENTS = 0x8CDF,
COLOR_ATTACHMENT1 = 0x8CE1,
COLOR_ATTACHMENT2 = 0x8CE2,
COLOR_ATTACHMENT3 = 0x8CE3,
COLOR_ATTACHMENT4 = 0x8CE4,
COLOR_ATTACHMENT5 = 0x8CE5,
COLOR_ATTACHMENT6 = 0x8CE6,
COLOR_ATTACHMENT7 = 0x8CE7,
COLOR_ATTACHMENT8 = 0x8CE8,
COLOR_ATTACHMENT9 = 0x8CE9,
COLOR_ATTACHMENT10 = 0x8CEA,
COLOR_ATTACHMENT11 = 0x8CEB,
COLOR_ATTACHMENT12 = 0x8CEC,
COLOR_ATTACHMENT13 = 0x8CED,
COLOR_ATTACHMENT14 = 0x8CEE,
COLOR_ATTACHMENT15 = 0x8CEF,
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56,
MAX_SAMPLES = 0x8D57,
HALF_FLOAT = 0x140B,
RG = 0x8227,
RG_INTEGER = 0x8228,
R8 = 0x8229,
RG8 = 0x822B,
R16F = 0x822D,
R32F = 0x822E,
RG16F = 0x822F,
RG32F = 0x8230,
R8I = 0x8231,
R8UI = 0x8232,
R16I = 0x8233,
R16UI = 0x8234,
R32I = 0x8235,
R32UI = 0x8236,
RG8I = 0x8237,
RG8UI = 0x8238,
RG16I = 0x8239,
RG16UI = 0x823A,
RG32I = 0x823B,
RG32UI = 0x823C,
VERTEX_ARRAY_BINDING = 0x85B5,
R8_SNORM = 0x8F94,
RG8_SNORM = 0x8F95,
RGB8_SNORM = 0x8F96,
RGBA8_SNORM = 0x8F97,
SIGNED_NORMALIZED = 0x8F9C,
COPY_READ_BUFFER = 0x8F36,
COPY_WRITE_BUFFER = 0x8F37,
COPY_READ_BUFFER_BINDING = 0x8F36, /* Same as COPY_READ_BUFFER */
COPY_WRITE_BUFFER_BINDING = 0x8F37, /* Same as COPY_WRITE_BUFFER */
UNIFORM_BUFFER = 0x8A11,
UNIFORM_BUFFER_BINDING = 0x8A28,
UNIFORM_BUFFER_START = 0x8A29,
UNIFORM_BUFFER_SIZE = 0x8A2A,
MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B,
MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D,
MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E,
MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F,
MAX_UNIFORM_BLOCK_SIZE = 0x8A30,
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31,
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33,
UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34,
ACTIVE_UNIFORM_BLOCKS = 0x8A36,
UNIFORM_TYPE = 0x8A37,
UNIFORM_SIZE = 0x8A38,
UNIFORM_BLOCK_INDEX = 0x8A3A,
UNIFORM_OFFSET = 0x8A3B,
UNIFORM_ARRAY_STRIDE = 0x8A3C,
UNIFORM_MATRIX_STRIDE = 0x8A3D,
UNIFORM_IS_ROW_MAJOR = 0x8A3E,
UNIFORM_BLOCK_BINDING = 0x8A3F,
UNIFORM_BLOCK_DATA_SIZE = 0x8A40,
UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42,
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43,
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44,
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46,
INVALID_INDEX = 0xFFFFFFFF,
MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122,
MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125,
MAX_SERVER_WAIT_TIMEOUT = 0x9111,
OBJECT_TYPE = 0x9112,
SYNC_CONDITION = 0x9113,
SYNC_STATUS = 0x9114,
SYNC_FLAGS = 0x9115,
SYNC_FENCE = 0x9116,
SYNC_GPU_COMMANDS_COMPLETE = 0x9117,
UNSIGNALED = 0x9118,
SIGNALED = 0x9119,
ALREADY_SIGNALED = 0x911A,
TIMEOUT_EXPIRED = 0x911B,
CONDITION_SATISFIED = 0x911C,
#if PLATFORM(WIN)
WAIT_FAILED_WIN = 0x911D,
#else
WAIT_FAILED = 0x911D,
#endif
SYNC_FLUSH_COMMANDS_BIT = 0x00000001,
VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE,
ANY_SAMPLES_PASSED = 0x8C2F,
ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A,
SAMPLER_BINDING = 0x8919,
RGB10_A2UI = 0x906F,
TEXTURE_SWIZZLE_R = 0x8E42,
TEXTURE_SWIZZLE_G = 0x8E43,
TEXTURE_SWIZZLE_B = 0x8E44,
TEXTURE_SWIZZLE_A = 0x8E45,
GREEN = 0x1904,
BLUE = 0x1905,
INT_2_10_10_10_REV = 0x8D9F,
TRANSFORM_FEEDBACK = 0x8E22,
TRANSFORM_FEEDBACK_PAUSED = 0x8E23,
TRANSFORM_FEEDBACK_ACTIVE = 0x8E24,
TRANSFORM_FEEDBACK_BINDING = 0x8E25,
COMPRESSED_R11_EAC = 0x9270,
COMPRESSED_SIGNED_R11_EAC = 0x9271,
COMPRESSED_RG11_EAC = 0x9272,
COMPRESSED_SIGNED_RG11_EAC = 0x9273,
COMPRESSED_RGB8_ETC2 = 0x9274,
COMPRESSED_SRGB8_ETC2 = 0x9275,
COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276,
COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277,
COMPRESSED_RGBA8_ETC2_EAC = 0x9278,
COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279,
TEXTURE_IMMUTABLE_FORMAT = 0x912F,
MAX_ELEMENT_INDEX = 0x8D6B,
NUM_SAMPLE_COUNTS = 0x9380,
TEXTURE_IMMUTABLE_LEVELS = 0x82DF,
PRIMITIVE_RESTART_FIXED_INDEX = 0x8D69,
PRIMITIVE_RESTART = 0x8F9D,
// OpenGL ES 3 constants
MAP_READ_BIT = 0x0001
};
enum RenderStyle {
RenderOffscreen,
RenderDirectlyToHostWindow,
};
class ContextLostCallback {
public:
virtual void onContextLost() = 0;
virtual ~ContextLostCallback() = default;
};
class ErrorMessageCallback {
public:
virtual void onErrorMessage(const String& message, GC3Dint id) = 0;
virtual ~ErrorMessageCallback() = default;
};
void setContextLostCallback(std::unique_ptr<ContextLostCallback>);
void setErrorMessageCallback(std::unique_ptr<ErrorMessageCallback>);
static RefPtr<GraphicsContext3D> create(GraphicsContext3DAttributes, HostWindow*, RenderStyle = RenderOffscreen);
~GraphicsContext3D();
#if PLATFORM(COCOA)
static Ref<GraphicsContext3D> createShared(GraphicsContext3D& sharedContext);
#endif
#if PLATFORM(COCOA)
PlatformGraphicsContext3D platformGraphicsContext3D() const { return m_contextObj; }
Platform3DObject platformTexture() const { return m_texture; }
CALayer* platformLayer() const { return reinterpret_cast<CALayer*>(m_webGLLayer.get()); }
#else
PlatformGraphicsContext3D platformGraphicsContext3D();
Platform3DObject platformTexture() const;
PlatformLayer* platformLayer() const;
#endif
bool makeContextCurrent();
void addClient(Client& client) { m_clients.add(&client); }
void removeClient(Client& client) { m_clients.remove(&client); }
// With multisampling on, blit from multisampleFBO to regular FBO.
void prepareTexture();
// Equivalent to ::glTexImage2D(). Allows pixels==0 with no allocation.
void texImage2DDirect(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels);
// Get an attribute location without checking the name -> mangledname mapping.
int getAttribLocationDirect(Platform3DObject program, const String& name);
// Compile a shader without going through ANGLE.
void compileShaderDirect(Platform3DObject);
// 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(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint alignment = 4);
bool isGLES2Compliant() const;
//----------------------------------------------------------------------
// Helpers for texture uploading and pixel readback.
//
// Computes the components per pixel and bytes per component
// for the given format and type combination. Returns false if
// either was an invalid enum.
static bool computeFormatAndTypeParameters(GC3Denum format,
GC3Denum type,
unsigned int* componentsPerPixel,
unsigned int* bytesPerComponent);
// Computes the image size in bytes. If paddingInBytes is not null, padding
// is also calculated in return. Returns NO_ERROR if succeed, otherwise
// return the suggested GL error indicating the cause of the failure:
// INVALID_VALUE if width/height is negative or overflow happens.
// INVALID_ENUM if format/type is illegal.
static GC3Denum computeImageSizeInBytes(GC3Denum format,
GC3Denum type,
GC3Dsizei width,
GC3Dsizei height,
GC3Dint alignment,
unsigned int* imageSizeInBytes,
unsigned int* paddingInBytes);
static bool possibleFormatAndTypeForInternalFormat(GC3Denum internalFormat, GC3Denum& format, GC3Denum& type);
// Extracts the contents of the given ImageData into the passed Vector,
// packing the pixel data according to the given format and type,
// and obeying the flipY and premultiplyAlpha flags. Returns true
// upon success.
static bool extractImageData(ImageData*,
GC3Denum format,
GC3Denum type,
bool flipY,
bool premultiplyAlpha,
Vector<uint8_t>& data);
// Helper function which extracts the user-supplied texture
// data, applying the flipY and premultiplyAlpha parameters.
// If the data is not tightly packed according to the passed
// unpackAlignment, the output data will be tightly packed.
// Returns true if successful, false if any error occurred.
static bool extractTextureData(unsigned int width, unsigned int height,
GC3Denum format, GC3Denum type,
unsigned int unpackAlignment,
bool flipY, bool premultiplyAlpha,
const void* pixels,
Vector<uint8_t>& data);
// Attempt to enumerate all possible native image formats to
// reduce the amount of temporary allocations during texture
// uploading. This enum must be public because it is accessed
// by non-member functions.
enum DataFormat {
DataFormatRGBA8 = 0,
DataFormatRGBA16Little,
DataFormatRGBA16Big,
DataFormatRGBA16F,
DataFormatRGBA32F,
DataFormatRGB8,
DataFormatRGB16Little,
DataFormatRGB16Big,
DataFormatRGB16F,
DataFormatRGB32F,
DataFormatBGR8,
DataFormatBGRA8,
DataFormatBGRA16Little,
DataFormatBGRA16Big,
DataFormatARGB8,
DataFormatARGB16Little,
DataFormatARGB16Big,
DataFormatABGR8,
DataFormatRGBA5551,
DataFormatRGBA4444,
DataFormatRGB565,
DataFormatR8,
DataFormatR16Little,
DataFormatR16Big,
DataFormatR16F,
DataFormatR32F,
DataFormatRA8,
DataFormatRA16Little,
DataFormatRA16Big,
DataFormatRA16F,
DataFormatRA32F,
DataFormatAR8,
DataFormatAR16Little,
DataFormatAR16Big,
DataFormatA8,
DataFormatA16Little,
DataFormatA16Big,
DataFormatA16F,
DataFormatA32F,
DataFormatNumFormats
};
ALWAYS_INLINE static bool hasAlpha(DataFormat format)
{
switch (format) {
case GraphicsContext3D::DataFormatA8:
case GraphicsContext3D::DataFormatA16F:
case GraphicsContext3D::DataFormatA32F:
case GraphicsContext3D::DataFormatRA8:
case GraphicsContext3D::DataFormatAR8:
case GraphicsContext3D::DataFormatRA16F:
case GraphicsContext3D::DataFormatRA32F:
case GraphicsContext3D::DataFormatRGBA8:
case GraphicsContext3D::DataFormatBGRA8:
case GraphicsContext3D::DataFormatARGB8:
case GraphicsContext3D::DataFormatABGR8:
case GraphicsContext3D::DataFormatRGBA16F:
case GraphicsContext3D::DataFormatRGBA32F:
case GraphicsContext3D::DataFormatRGBA4444:
case GraphicsContext3D::DataFormatRGBA5551:
return true;
default:
return false;
}
}
ALWAYS_INLINE static bool hasColor(DataFormat format)
{
switch (format) {
case GraphicsContext3D::DataFormatRGBA8:
case GraphicsContext3D::DataFormatRGBA16F:
case GraphicsContext3D::DataFormatRGBA32F:
case GraphicsContext3D::DataFormatRGB8:
case GraphicsContext3D::DataFormatRGB16F:
case GraphicsContext3D::DataFormatRGB32F:
case GraphicsContext3D::DataFormatBGR8:
case GraphicsContext3D::DataFormatBGRA8:
case GraphicsContext3D::DataFormatARGB8:
case GraphicsContext3D::DataFormatABGR8:
case GraphicsContext3D::DataFormatRGBA5551:
case GraphicsContext3D::DataFormatRGBA4444:
case GraphicsContext3D::DataFormatRGB565:
case GraphicsContext3D::DataFormatR8:
case GraphicsContext3D::DataFormatR16F:
case GraphicsContext3D::DataFormatR32F:
case GraphicsContext3D::DataFormatRA8:
case GraphicsContext3D::DataFormatRA16F:
case GraphicsContext3D::DataFormatRA32F:
case GraphicsContext3D::DataFormatAR8:
return true;
default:
return false;
}
}
// Check if the format is one of the formats from the ImageData or DOM elements.
// The formats from ImageData is always RGBA8.
// The formats from DOM elements vary with Graphics ports. It can only be RGBA8 or BGRA8 for non-CG port while a little more for CG port.
static ALWAYS_INLINE bool srcFormatComesFromDOMElementOrImageData(DataFormat SrcFormat)
{
#if USE(CG)
#if CPU(BIG_ENDIAN)
return SrcFormat == DataFormatRGBA8 || SrcFormat == DataFormatARGB8 || SrcFormat == DataFormatRGB8
|| SrcFormat == DataFormatRA8 || SrcFormat == DataFormatAR8 || SrcFormat == DataFormatR8 || SrcFormat == DataFormatA8;
#else
// That LITTLE_ENDIAN case has more possible formats than BIG_ENDIAN case is because some decoded image data is actually big endian
// even on little endian architectures.
return SrcFormat == DataFormatBGRA8 || SrcFormat == DataFormatABGR8 || SrcFormat == DataFormatBGR8
|| SrcFormat == DataFormatRGBA8 || SrcFormat == DataFormatARGB8 || SrcFormat == DataFormatRGB8
|| SrcFormat == DataFormatR8 || SrcFormat == DataFormatA8
|| SrcFormat == DataFormatRA8 || SrcFormat == DataFormatAR8;
#endif
#else
return SrcFormat == DataFormatBGRA8 || SrcFormat == DataFormatRGBA8;
#endif
}
//----------------------------------------------------------------------
// Entry points for WebGL.
//
void activeTexture(GC3Denum texture);
void attachShader(Platform3DObject program, Platform3DObject shader);
void bindAttribLocation(Platform3DObject, GC3Duint index, const String& name);
void bindBuffer(GC3Denum target, Platform3DObject);
void bindFramebuffer(GC3Denum target, Platform3DObject);
void bindRenderbuffer(GC3Denum target, Platform3DObject);
void bindTexture(GC3Denum target, Platform3DObject);
void blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf 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);
void bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage);
void bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage);
void bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data);
void* mapBufferRange(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr length, GC3Dbitfield access);
GC3Dboolean unmapBuffer(GC3Denum target);
void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dintptr readOffset, GC3Dintptr writeOffset, GC3Dsizeiptr);
void getInternalformativ(GC3Denum target, GC3Denum internalformat, GC3Denum pname, GC3Dsizei bufSize, GC3Dint* params);
void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth);
void getActiveUniforms(Platform3DObject program, const Vector<GC3Duint>& uniformIndices, GC3Denum pname, Vector<GC3Dint>& params);
GC3Denum checkFramebufferStatus(GC3Denum target);
void clear(GC3Dbitfield mask);
void clearColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha);
void clearDepth(GC3Dclampf depth);
void clearStencil(GC3Dint s);
void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha);
void compileShader(Platform3DObject);
void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data);
void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* 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);
void cullFace(GC3Denum mode);
void depthFunc(GC3Denum func);
void depthMask(GC3Dboolean flag);
void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
void detachShader(Platform3DObject, Platform3DObject);
void disable(GC3Denum cap);
void disableVertexAttribArray(GC3Duint index);
void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count);
void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset);
void enable(GC3Denum cap);
void enableVertexAttribArray(GC3Duint index);
void finish();
void flush();
void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject);
void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject, GC3Dint level);
void frontFace(GC3Denum mode);
void generateMipmap(GC3Denum target);
bool getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo&);
bool getActiveAttribImpl(Platform3DObject program, GC3Duint index, ActiveInfo&);
bool getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo&);
bool getActiveUniformImpl(Platform3DObject program, GC3Duint index, ActiveInfo&);
void getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders);
GC3Dint getAttribLocation(Platform3DObject, const String& name);
void getBooleanv(GC3Denum pname, GC3Dboolean* value);
void getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
GraphicsContext3DAttributes getContextAttributes();
GC3Denum getError();
void getFloatv(GC3Denum pname, GC3Dfloat* value);
void getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value);
void getIntegerv(GC3Denum pname, GC3Dint* value);
void getInteger64v(GC3Denum pname, GC3Dint64* value);
void getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value);
#if !USE(ANGLE)
void getNonBuiltInActiveSymbolCount(Platform3DObject program, GC3Denum pname, GC3Dint* value);
#endif // !USE(ANGLE)
String getProgramInfoLog(Platform3DObject);
String getUnmangledInfoLog(Platform3DObject[2], GC3Dsizei, const String&);
void getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
void getShaderiv(Platform3DObject, GC3Denum pname, GC3Dint* value);
String getShaderInfoLog(Platform3DObject);
void getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision);
#if !USE(ANGLE)
String getShaderSource(Platform3DObject);
#endif // !USE(ANGLE)
String getString(GC3Denum name);
void getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value);
void getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
void getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value);
void getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value);
GC3Dint getUniformLocation(Platform3DObject, const String& name);
void getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value);
void getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value);
GC3Dsizeiptr getVertexAttribOffset(GC3Duint index, GC3Denum pname);
void hint(GC3Denum target, GC3Denum mode);
GC3Dboolean isBuffer(Platform3DObject);
GC3Dboolean isEnabled(GC3Denum cap);
GC3Dboolean isFramebuffer(Platform3DObject);
GC3Dboolean isProgram(Platform3DObject);
GC3Dboolean isRenderbuffer(Platform3DObject);
GC3Dboolean isShader(Platform3DObject);
GC3Dboolean isTexture(Platform3DObject);
void lineWidth(GC3Dfloat);
void linkProgram(Platform3DObject);
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, void* data);
void releaseShaderCompiler();
void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void sampleCoverage(GC3Dclampf value, GC3Dboolean invert);
void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void shaderSource(Platform3DObject, const String& string);
void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilMask(GC3Duint mask);
void stencilMaskSeparate(GC3Denum face, GC3Duint mask);
void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
bool texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels);
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, const void* pixels);
void uniform1f(GC3Dint location, GC3Dfloat x);
void uniform1fv(GC3Dint location, GC3Dsizei, const GC3Dfloat* v);
void uniform1i(GC3Dint location, GC3Dint x);
void uniform1iv(GC3Dint location, GC3Dsizei, const GC3Dint* v);
void uniform2f(GC3Dint location, GC3Dfloat x, GC3Dfloat y);
void uniform2fv(GC3Dint location, GC3Dsizei, const GC3Dfloat* v);
void uniform2i(GC3Dint location, GC3Dint x, GC3Dint y);
void uniform2iv(GC3Dint location, GC3Dsizei, const GC3Dint* v);
void uniform3f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void uniform3fv(GC3Dint location, GC3Dsizei, const GC3Dfloat* v);
void uniform3i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z);
void uniform3iv(GC3Dint location, GC3Dsizei, const GC3Dint* v);
void uniform4f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void uniform4fv(GC3Dint location, GC3Dsizei, const GC3Dfloat* v);
void uniform4i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
void uniform4iv(GC3Dint location, GC3Dsizei, const GC3Dint* v);
void uniformMatrix2fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, const GC3Dfloat* value);
void uniformMatrix3fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, const GC3Dfloat* value);
void uniformMatrix4fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, const GC3Dfloat* value);
void useProgram(Platform3DObject);
void validateProgram(Platform3DObject);
#if !USE(ANGLE)
bool checkVaryingsPacking(Platform3DObject vertexShader, Platform3DObject fragmentShader) const;
bool precisionsMatch(Platform3DObject vertexShader, Platform3DObject fragmentShader) const;
#endif
void vertexAttrib1f(GC3Duint index, GC3Dfloat x);
void vertexAttrib1fv(GC3Duint index, const GC3Dfloat* values);
void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y);
void vertexAttrib2fv(GC3Duint index, const GC3Dfloat* values);
void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void vertexAttrib3fv(GC3Duint index, const GC3Dfloat* values);
void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void vertexAttrib4fv(GC3Duint index, const GC3Dfloat* values);
void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized,
GC3Dsizei stride, GC3Dintptr offset);
void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void reshape(int width, int height);
void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount);
void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount);
void vertexAttribDivisor(GC3Duint index, GC3Duint divisor);
// VertexArrayOject calls
Platform3DObject createVertexArray();
void deleteVertexArray(Platform3DObject);
GC3Dboolean isVertexArray(Platform3DObject);
void bindVertexArray(Platform3DObject);
void paintToCanvas(const unsigned char* imagePixels, const IntSize& imageSize, const IntSize& canvasSize, GraphicsContext&);
void markContextChanged();
void markLayerComposited();
bool layerComposited() const;
void forceContextLost();
void recycleContext();
void dispatchContextChangedNotification();
void simulateContextChanged();
void paintRenderingResultsToCanvas(ImageBuffer*);
RefPtr<ImageData> paintRenderingResultsToImageData();
bool paintCompositedResultsToCanvas(ImageBuffer*);
#if USE(OPENGL) && ENABLE(WEBGL2)
void primitiveRestartIndex(GC3Duint);
#endif
#if PLATFORM(COCOA)
bool texImageIOSurface2D(GC3Denum target, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, IOSurfaceRef, GC3Duint plane);
#if USE(OPENGL_ES)
void presentRenderbuffer();
#endif
#if USE(OPENGL)
void allocateIOSurfaceBackingStore(IntSize);
void updateFramebufferTextureBackingStoreFromLayer();
void updateCGLContext();
#endif
#if USE(ANGLE) && PLATFORM(MAC)
void allocateIOSurfaceBackingStore(IntSize);
void updateFramebufferTextureBackingStoreFromLayer();
#endif
#endif // PLATFORM(COCOA)
void setContextVisibility(bool);
GraphicsContext3DPowerPreference powerPreferenceUsedForCreation() const { return m_powerPreferenceUsedForCreation; }
// Support for buffer creation and deletion
Platform3DObject createBuffer();
Platform3DObject createFramebuffer();
Platform3DObject createProgram();
Platform3DObject createRenderbuffer();
Platform3DObject createShader(GC3Denum);
Platform3DObject createTexture();
void deleteBuffer(Platform3DObject);
void deleteFramebuffer(Platform3DObject);
void deleteProgram(Platform3DObject);
void deleteRenderbuffer(Platform3DObject);
void deleteShader(Platform3DObject);
void deleteTexture(Platform3DObject);
// Synthesizes an OpenGL error which will be returned from a
// later call to getError. This is used to emulate OpenGL ES
// 2.0 behavior on the desktop and to enforce additional error
// checking mandated by WebGL.
//
// Per the behavior of glGetError, this stores at most one
// instance of any given error, and returns them from calls to
// getError in the order they were added.
void synthesizeGLError(GC3Denum error);
// Read real OpenGL errors, and move them to the synthetic
// error list. Return true if at least one error is moved.
bool moveErrorsToSyntheticErrorList();
// Support for extensions. Returns a non-null object, though not
// all methods it contains may necessarily be supported on the
// current hardware. Must call Extensions3D::supports() to
// determine this.
Extensions3D& getExtensions();
IntSize getInternalFramebufferSize() const;
static unsigned getClearBitsByAttachmentType(GC3Denum);
static unsigned getClearBitsByFormat(GC3Denum);
enum ChannelBits {
ChannelRed = 1,
ChannelGreen = 2,
ChannelBlue = 4,
ChannelAlpha = 8,
ChannelDepth = 16,
ChannelStencil = 32,
ChannelRGB = ChannelRed | ChannelGreen | ChannelBlue,
ChannelRGBA = ChannelRGB | ChannelAlpha,
};
static unsigned getChannelBitsByFormat(GC3Denum);
// Possible alpha operations that may need to occur during
// pixel packing. FIXME: kAlphaDoUnmultiply is lossy and must
// be removed.
enum AlphaOp {
AlphaDoNothing = 0,
AlphaDoPremultiply = 1,
AlphaDoUnmultiply = 2
};
enum ImageHtmlDomSource {
HtmlDomImage = 0,
HtmlDomCanvas = 1,
HtmlDomVideo = 2,
HtmlDomNone = 3
};
// Packs the contents of the given Image which is passed in |pixels| into the passed Vector
// according to the given format and type, and obeying the flipY and AlphaOp flags.
// Returns true upon success.
static bool packImageData(Image*, const void* pixels, GC3Denum format, GC3Denum type, bool flipY, AlphaOp, DataFormat sourceFormat, unsigned width, unsigned height, unsigned sourceUnpackAlignment, Vector<uint8_t>& data);
class ImageExtractor {
public:
ImageExtractor(Image*, ImageHtmlDomSource, bool premultiplyAlpha, bool ignoreGammaAndColorProfile);
// Each platform must provide an implementation of this method to deallocate or release resources
// associated with the image if needed.
~ImageExtractor();
bool extractSucceeded() { return m_extractSucceeded; }
const void* imagePixelData() { return m_imagePixelData; }
unsigned imageWidth() { return m_imageWidth; }
unsigned imageHeight() { return m_imageHeight; }
DataFormat imageSourceFormat() { return m_imageSourceFormat; }
AlphaOp imageAlphaOp() { return m_alphaOp; }
unsigned imageSourceUnpackAlignment() { return m_imageSourceUnpackAlignment; }
ImageHtmlDomSource imageHtmlDomSource() { return m_imageHtmlDomSource; }
private:
// Each platform must provide an implementation of this method.
// Extracts the image and keeps track of its status, such as width, height, Source Alignment, format and AlphaOp etc,
// needs to lock the resources or relevant data if needed and returns true upon success
bool extractImage(bool premultiplyAlpha, bool ignoreGammaAndColorProfile);
#if USE(CAIRO)
RefPtr<cairo_surface_t> m_imageSurface;
#elif USE(CG)
RetainPtr<CGImageRef> m_cgImage;
RetainPtr<CGImageRef> m_decodedImage;
RetainPtr<CFDataRef> m_pixelData;
UniqueArray<uint8_t> m_formalizedRGBA8Data;
#endif
Image* m_image;
ImageHtmlDomSource m_imageHtmlDomSource;
bool m_extractSucceeded;
const void* m_imagePixelData;
unsigned m_imageWidth;
unsigned m_imageHeight;
DataFormat m_imageSourceFormat;
AlphaOp m_alphaOp;
unsigned m_imageSourceUnpackAlignment;
};
void setFailNextGPUStatusCheck() { m_failNextStatusCheck = true; }
GC3Denum activeTextureUnit() const { return m_state.activeTextureUnit; }
GC3Denum currentBoundTexture() const { return m_state.currentBoundTexture(); }
GC3Denum currentBoundTarget() const { return m_state.currentBoundTarget(); }
unsigned textureSeed(GC3Duint texture) { return m_state.textureSeedCount.count(texture); }
#if PLATFORM(MAC)
using PlatformDisplayID = uint32_t;
void screenDidChange(PlatformDisplayID);
#endif
private:
GraphicsContext3D(GraphicsContext3DAttributes, HostWindow*, RenderStyle = RenderOffscreen, GraphicsContext3D* sharedContext = nullptr);
// Helper for packImageData/extractImageData/extractTextureData which implement packing of pixel
// data into the specified OpenGL destination format and type.
// A sourceUnpackAlignment of zero indicates that the source
// data is tightly packed. Non-zero values may take a slow path.
// Destination data will have no gaps between rows.
static bool packPixels(const uint8_t* sourceData, DataFormat sourceDataFormat, unsigned width, unsigned height, unsigned sourceUnpackAlignment, unsigned destinationFormat, unsigned destinationType, AlphaOp, void* destinationData, bool flipY);
// 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();
// Did the most recent drawing operation leave the GPU in an acceptable state?
void checkGPUStatus();
// Read rendering results into a pixel array with the same format as the
// backbuffer.
void readRenderingResults(unsigned char* pixels, int pixelsSize);
void readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels);
#if PLATFORM(IOS_FAMILY)
void setRenderbufferStorageFromDrawable(GC3Dsizei width, GC3Dsizei height);
#endif
bool reshapeFBOs(const IntSize&);
void resolveMultisamplingIfNecessary(const IntRect& = IntRect());
void attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height);
#if PLATFORM(COCOA)
bool allowOfflineRenderers() const;
#endif
int m_currentWidth { 0 };
int m_currentHeight { 0 };
#if PLATFORM(COCOA)
RetainPtr<WebGLLayer> m_webGLLayer;
PlatformGraphicsContext3D m_contextObj { nullptr };
#if USE(ANGLE)
PlatformGraphicsContext3DDisplay m_displayObj { nullptr };
#endif // USE(ANGLE)
#endif // PLATFORM(COCOA)
#if PLATFORM(WIN) && USE(CA)
RefPtr<PlatformCALayer> m_webGLLayer;
#endif
typedef HashMap<String, sh::ShaderVariable> ShaderSymbolMap;
struct ShaderSourceEntry {
GC3Denum 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;
}
};
#if !USE(ANGLE)
// 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 Platform3DObject numbers.
typedef HashMap<Platform3DObject, ShaderSourceEntry> ShaderSourceMap;
ShaderSourceMap m_shaderSourceMap;
typedef HashMap<Platform3DObject, std::pair<Platform3DObject, Platform3DObject>> LinkedShaderMap;
LinkedShaderMap m_linkedShaderMap;
struct ActiveShaderSymbolCounts {
Vector<GC3Dint> filteredToActualAttributeIndexMap;
Vector<GC3Dint> filteredToActualUniformIndexMap;
ActiveShaderSymbolCounts()
{
}
GC3Dint countForType(GC3Denum activeType)
{
ASSERT(activeType == ACTIVE_ATTRIBUTES || activeType == ACTIVE_UNIFORMS);
if (activeType == ACTIVE_ATTRIBUTES)
return filteredToActualAttributeIndexMap.size();
return filteredToActualUniformIndexMap.size();
}
};
typedef HashMap<Platform3DObject, ActiveShaderSymbolCounts> ShaderProgramSymbolCountMap;
ShaderProgramSymbolCountMap m_shaderProgramSymbolCountMap;
typedef HashMap<String, String> HashedSymbolMap;
HashedSymbolMap m_possiblyUnusedAttributeMap;
String mappedSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String& name);
String mappedSymbolName(Platform3DObject shaders[2], size_t count, const String& name);
String originalSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String& name);
Optional<String> mappedSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType, const String& name);
Optional<String> originalSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType, const String& name);
std::unique_ptr<ShaderNameHash> nameHashMapForShaders;
#endif // !USE(ANGLE)
#if !PLATFORM(COCOA) && USE(OPENGL_ES)
friend class Extensions3DOpenGLES;
friend class Extensions3DOpenGLCommon;
std::unique_ptr<Extensions3DOpenGLES> m_extensions;
#elif USE(OPENGL) || (PLATFORM(COCOA) && USE(OPENGL_ES))
friend class Extensions3DOpenGL;
friend class Extensions3DOpenGLCommon;
std::unique_ptr<Extensions3DOpenGL> m_extensions;
#elif USE(ANGLE)
friend class Extensions3DANGLE;
std::unique_ptr<Extensions3DANGLE> m_extensions;
#endif
GraphicsContext3DAttributes m_attrs;
GraphicsContext3DPowerPreference m_powerPreferenceUsedForCreation { GraphicsContext3DPowerPreference::Default };
RenderStyle m_renderStyle;
Vector<Vector<float>> m_vertexArray;
#if !USE(ANGLE)
ANGLEWebKitBridge m_compiler;
#endif
GC3Duint m_texture { 0 };
GC3Duint m_fbo { 0 };
#if USE(COORDINATED_GRAPHICS)
GC3Duint m_compositorTexture { 0 };
GC3Duint m_intermediateTexture { 0 };
#endif
GC3Duint m_depthBuffer { 0 };
GC3Duint m_stencilBuffer { 0 };
GC3Duint m_depthStencilBuffer { 0 };
bool m_layerComposited { false };
GC3Duint m_internalColorFormat { 0 };
#if USE(ANGLE)
PlatformGraphicsContext3DSurface m_pbuffer;
#endif
struct GraphicsContext3DState {
GC3Duint boundFBO { 0 };
GC3Denum activeTextureUnit { GraphicsContext3D::TEXTURE0 };
using BoundTextureMap = HashMap<GC3Denum,
std::pair<GC3Duint, GC3Denum>,
WTF::IntHash<GC3Denum>,
WTF::UnsignedWithZeroKeyHashTraits<GC3Duint>,
WTF::PairHashTraits<WTF::UnsignedWithZeroKeyHashTraits<GC3Duint>, WTF::UnsignedWithZeroKeyHashTraits<GC3Duint>>
>;
BoundTextureMap boundTextureMap;
GC3Duint currentBoundTexture() const { return boundTexture(activeTextureUnit); }
GC3Duint boundTexture(GC3Denum textureUnit) const
{
auto iterator = boundTextureMap.find(textureUnit);
if (iterator != boundTextureMap.end())
return iterator->value.first;
return 0;
}
GC3Duint currentBoundTarget() const { return boundTarget(activeTextureUnit); }
GC3Denum boundTarget(GC3Denum textureUnit) const
{
auto iterator = boundTextureMap.find(textureUnit);
if (iterator != boundTextureMap.end())
return iterator->value.second;
return 0;
}
void setBoundTexture(GC3Denum textureUnit, GC3Duint texture, GC3Denum target)
{
boundTextureMap.set(textureUnit, std::make_pair(texture, target));
}
using TextureSeedCount = HashCountedSet<GC3Duint, WTF::IntHash<GC3Duint>, WTF::UnsignedWithZeroKeyHashTraits<GC3Duint>>;
TextureSeedCount textureSeedCount;
};
GraphicsContext3DState m_state;
// For multisampling
GC3Duint m_multisampleFBO { 0 };
GC3Duint m_multisampleDepthStencilBuffer { 0 };
GC3Duint m_multisampleColorBuffer { 0 };
// Errors raised by synthesizeGLError().
ListHashSet<GC3Denum> m_syntheticErrors;
#if USE(NICOSIA) && USE(TEXTURE_MAPPER)
friend class Nicosia::GC3DLayer;
std::unique_ptr<Nicosia::GC3DLayer> m_nicosiaLayer;
#elif USE(TEXTURE_MAPPER)
friend class TextureMapperGC3DPlatformLayer;
std::unique_ptr<TextureMapperGC3DPlatformLayer> m_texmapLayer;
#else
friend class GraphicsContext3DPrivate;
std::unique_ptr<GraphicsContext3DPrivate> m_private;
#endif
HashSet<Client*> m_clients;
bool m_isForWebGL2 { false };
bool m_usingCoreProfile { false };
unsigned m_statusCheckCount { 0 };
bool m_failNextStatusCheck { false };
#if USE(CAIRO)
Platform3DObject m_vao { 0 };
#endif
#if PLATFORM(COCOA) && USE(OPENGL)
bool m_hasSwitchedToHighPerformanceGPU { false };
#endif
};
} // namespace WebCore
#endif