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/*
* 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(WEBGL2)
#include "WebGLRenderingContextBase.h"
#include <memory>
namespace WebCore {
class WebGLQuery;
class WebGLSampler;
class WebGLSync;
class WebGLTransformFeedback;
class WebGLVertexArrayObject;
class WebGL2RenderingContext final : public WebGLRenderingContextBase {
WTF_MAKE_ISO_ALLOCATED(WebGL2RenderingContext);
public:
static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, GraphicsContextGLAttributes);
static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, Ref<GraphicsContextGLOpenGL>&&, GraphicsContextGLAttributes);
// Buffer objects
using WebGLRenderingContextBase::bufferData;
using WebGLRenderingContextBase::bufferSubData;
void bufferData(GCGLenum target, const ArrayBufferView& data, GCGLenum usage, GCGLuint srcOffset, GCGLuint length);
void bufferSubData(GCGLenum target, long long offset, const ArrayBufferView& data, GCGLuint srcOffset, GCGLuint length);
void copyBufferSubData(GCGLenum readTarget, GCGLenum writeTarget, GCGLint64 readOffset, GCGLint64 writeOffset, GCGLint64 size);
void getBufferSubData(GCGLenum target, long long srcByteOffset, RefPtr<ArrayBufferView>&& dstData, GCGLuint dstOffset = 0, GCGLuint length = 0);
// Framebuffer objects
WebGLAny getFramebufferAttachmentParameter(GCGLenum target, GCGLenum attachment, GCGLenum pname) final;
void blitFramebuffer(GCGLint srcX0, GCGLint srcY0, GCGLint srcX1, GCGLint srcY1, GCGLint dstX0, GCGLint dstY0, GCGLint dstX1, GCGLint dstY1, GCGLbitfield mask, GCGLenum filter);
void framebufferTextureLayer(GCGLenum target, GCGLenum attachment, WebGLTexture*, GCGLint level, GCGLint layer);
WebGLAny getInternalformatParameter(GCGLenum target, GCGLenum internalformat, GCGLenum pname);
void invalidateFramebuffer(GCGLenum target, const Vector<GCGLenum>& attachments);
void invalidateSubFramebuffer(GCGLenum target, const Vector<GCGLenum>& attachments, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height);
void readBuffer(GCGLenum src);
// Renderbuffer objects
void renderbufferStorageMultisample(GCGLenum target, GCGLsizei samples, GCGLenum internalformat, GCGLsizei width, GCGLsizei height);
// Texture objects
void texStorage2D(GCGLenum target, GCGLsizei levels, GCGLenum internalFormat, GCGLsizei width, GCGLsizei height);
void texStorage3D(GCGLenum target, GCGLsizei levels, GCGLenum internalFormat, GCGLsizei width, GCGLsizei height, GCGLsizei depth);
#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
using WebGLRenderingContextBase::texImage2D;
void texImage2D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, GCGLint64 pboOffset);
ExceptionOr<void> texImage2D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, TexImageSource&&);
void texImage2D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, RefPtr<ArrayBufferView>&& srcData, GCGLuint srcOffset);
void texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, GCGLint64 pboOffset);
ExceptionOr<void> texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, TexImageSource&&);
void texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, RefPtr<ArrayBufferView>&& pixels);
void texImage3D(GCGLenum target, GCGLint level, GCGLint internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLenum format, GCGLenum type, RefPtr<ArrayBufferView>&& srcData, GCGLuint srcOffset);
using WebGLRenderingContextBase::texSubImage2D;
void texSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLint64 pboOffset);
ExceptionOr<void> texSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, TexImageSource&&);
void texSubImage2D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, RefPtr<ArrayBufferView>&& srcData, GCGLuint srcOffset);
void texSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLenum type, GCGLint64 pboOffset);
void texSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLenum type, RefPtr<ArrayBufferView>&& pixels, GCGLuint srcOffset);
ExceptionOr<void> texSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLenum type, TexImageSource&&);
void copyTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height);
using WebGLRenderingContextBase::compressedTexImage2D;
void compressedTexImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLsizei imageSize, GCGLint64 offset);
void compressedTexImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, ArrayBufferView& data, GCGLuint srcOffset, GCGLuint srcLengthOverride);
void compressedTexImage3D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, GCGLsizei imageSize, GCGLint64 offset);
void compressedTexImage3D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLint border, ArrayBufferView& srcData, GCGLuint srcOffset, GCGLuint srcLengthOverride);
using WebGLRenderingContextBase::compressedTexSubImage2D;
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLintptr offset);
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView& srcData, GLuint srcOffset, GLuint srcLengthOverride);
void compressedTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, GCGLsizei imageSize, GCGLint64 offset);
void compressedTexSubImage3D(GCGLenum target, GCGLint level, GCGLint xoffset, GCGLint yoffset, GCGLint zoffset, GCGLsizei width, GCGLsizei height, GCGLsizei depth, GCGLenum format, ArrayBufferView& data, GCGLuint srcOffset, GCGLuint srcLengthOverride);
// Programs and shaders
GCGLint getFragDataLocation(WebGLProgram&, const String& name);
// Uniforms and attributes
using Uint32List = TypedList<Uint32Array, uint32_t>;
using Float32List = TypedList<Float32Array, float>;
void uniform1ui(WebGLUniformLocation*, GCGLuint v0);
void uniform2ui(WebGLUniformLocation*, GCGLuint v0, GCGLuint v1);
void uniform3ui(WebGLUniformLocation*, GCGLuint v0, GCGLuint v1, GCGLuint v2);
void uniform4ui(WebGLUniformLocation*, GCGLuint v0, GCGLuint v1, GCGLuint v2, GCGLuint v3);
void uniform1uiv(WebGLUniformLocation*, Uint32List&& data, GCGLuint srcOffset, GCGLuint srcLength);
void uniform2uiv(WebGLUniformLocation*, Uint32List&& data, GCGLuint srcOffset, GCGLuint srcLength);
void uniform3uiv(WebGLUniformLocation*, Uint32List&& data, GCGLuint srcOffset, GCGLuint srcLength);
void uniform4uiv(WebGLUniformLocation*, Uint32List&& data, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix2x3fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix3x2fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix2x4fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix4x2fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix3x4fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void uniformMatrix4x3fv(WebGLUniformLocation*, GCGLboolean transpose, Float32List&& value, GCGLuint srcOffset, GCGLuint srcLength);
void vertexAttribI4i(GCGLuint index, GCGLint x, GCGLint y, GCGLint z, GCGLint w);
void vertexAttribI4iv(GCGLuint index, Int32List&& v);
void vertexAttribI4ui(GCGLuint index, GCGLuint x, GCGLuint y, GCGLuint z, GCGLuint w);
void vertexAttribI4uiv(GCGLuint index, Uint32List&& v);
void vertexAttribIPointer(GCGLuint index, GCGLint size, GCGLenum type, GCGLsizei stride, GCGLint64 offset);
using WebGLRenderingContextBase::uniform1fv;
using WebGLRenderingContextBase::uniform2fv;
using WebGLRenderingContextBase::uniform3fv;
using WebGLRenderingContextBase::uniform4fv;
void uniform1fv(WebGLUniformLocation* location, Float32List data, GLuint srcOffset, GLuint srcLength);
void uniform2fv(WebGLUniformLocation* location, Float32List data, GLuint srcOffset, GLuint srcLength);
void uniform3fv(WebGLUniformLocation* location, Float32List data, GLuint srcOffset, GLuint srcLength);
void uniform4fv(WebGLUniformLocation* location, Float32List data, GLuint srcOffset, GLuint srcLength);
using WebGLRenderingContextBase::uniform1iv;
using WebGLRenderingContextBase::uniform2iv;
using WebGLRenderingContextBase::uniform3iv;
using WebGLRenderingContextBase::uniform4iv;
void uniform1iv(WebGLUniformLocation* location, Int32List data, GLuint srcOffset, GLuint srcLength);
void uniform2iv(WebGLUniformLocation* location, Int32List data, GLuint srcOffset, GLuint srcLength);
void uniform3iv(WebGLUniformLocation* location, Int32List data, GLuint srcOffset, GLuint srcLength);
void uniform4iv(WebGLUniformLocation* location, Int32List data, GLuint srcOffset, GLuint srcLength);
using WebGLRenderingContextBase::uniformMatrix2fv;
using WebGLRenderingContextBase::uniformMatrix3fv;
using WebGLRenderingContextBase::uniformMatrix4fv;
void uniformMatrix2fv(WebGLUniformLocation* location, GLboolean transpose, Float32List data, GLuint srcOffset, GLuint srcLength);
void uniformMatrix3fv(WebGLUniformLocation* location, GLboolean transpose, Float32List data, GLuint srcOffset, GLuint srcLength);
void uniformMatrix4fv(WebGLUniformLocation* location, GLboolean transpose, Float32List data, GLuint srcOffset, GLuint srcLength);
// Writing to the drawing buffer
void clear(GCGLbitfield mask) final;
void vertexAttribDivisor(GCGLuint index, GCGLuint divisor);
void drawArraysInstanced(GCGLenum mode, GCGLint first, GCGLsizei count, GCGLsizei instanceCount);
void drawElementsInstanced(GCGLenum mode, GCGLsizei count, GCGLenum type, GCGLint64 offset, GCGLsizei instanceCount);
void drawRangeElements(GCGLenum mode, GCGLuint start, GCGLuint end, GCGLsizei count, GCGLenum type, GCGLint64 offset);
// Multiple render targets
void drawBuffers(const Vector<GCGLenum>& buffers);
void clearBufferiv(GCGLenum buffer, GCGLint drawbuffer, Int32List&& values, GCGLuint srcOffset);
void clearBufferuiv(GCGLenum buffer, GCGLint drawbuffer, Uint32List&& values, GCGLuint srcOffset);
void clearBufferfv(GCGLenum buffer, GCGLint drawbuffer, Float32List&& values, GCGLuint srcOffset);
void clearBufferfi(GCGLenum buffer, GCGLint drawbuffer, GCGLfloat depth, GCGLint stencil);
// Query objects
RefPtr<WebGLQuery> createQuery();
void deleteQuery(WebGLQuery*);
GCGLboolean isQuery(WebGLQuery*);
void beginQuery(GCGLenum target, WebGLQuery&);
void endQuery(GCGLenum target);
RefPtr<WebGLQuery> getQuery(GCGLenum target, GCGLenum pname);
WebGLAny getQueryParameter(WebGLQuery&, GCGLenum pname);
// Sampler objects
RefPtr<WebGLSampler> createSampler();
void deleteSampler(WebGLSampler*);
GCGLboolean isSampler(WebGLSampler*);
void bindSampler(GCGLuint unit, WebGLSampler*);
void samplerParameteri(WebGLSampler&, GCGLenum pname, GCGLint param);
void samplerParameterf(WebGLSampler&, GCGLenum pname, GCGLfloat param);
WebGLAny getSamplerParameter(WebGLSampler&, GCGLenum pname);
// Sync objects
RefPtr<WebGLSync> fenceSync(GCGLenum condition, GCGLbitfield flags);
GCGLboolean isSync(WebGLSync*);
void deleteSync(WebGLSync*);
GCGLenum clientWaitSync(WebGLSync&, GCGLbitfield flags, GCGLuint64 timeout);
void waitSync(WebGLSync&, GCGLbitfield flags, GCGLint64 timeout);
WebGLAny getSyncParameter(WebGLSync&, GCGLenum pname);
// Transform feedback
RefPtr<WebGLTransformFeedback> createTransformFeedback();
void deleteTransformFeedback(WebGLTransformFeedback* id);
GCGLboolean isTransformFeedback(WebGLTransformFeedback* id);
void bindTransformFeedback(GCGLenum target, WebGLTransformFeedback* id);
void beginTransformFeedback(GCGLenum primitiveMode);
void endTransformFeedback();
void transformFeedbackVaryings(WebGLProgram&, const Vector<String>& varyings, GCGLenum bufferMode);
RefPtr<WebGLActiveInfo> getTransformFeedbackVarying(WebGLProgram&, GCGLuint index);
void pauseTransformFeedback();
void resumeTransformFeedback();
// Uniform buffer objects and transform feedback buffers
void bindBufferBase(GCGLenum target, GCGLuint index, WebGLBuffer*);
void bindBufferRange(GCGLenum target, GCGLuint index, WebGLBuffer*, GCGLint64 offset, GCGLint64 size);
WebGLAny getIndexedParameter(GCGLenum target, GCGLuint index);
Optional<Vector<GCGLuint>> getUniformIndices(WebGLProgram&, const Vector<String>& uniformNames);
WebGLAny getActiveUniforms(WebGLProgram&, const Vector<GCGLuint>& uniformIndices, GCGLenum pname);
GCGLuint getUniformBlockIndex(WebGLProgram&, const String& uniformBlockName);
WebGLAny getActiveUniformBlockParameter(WebGLProgram&, GCGLuint uniformBlockIndex, GCGLenum pname);
WebGLAny getActiveUniformBlockName(WebGLProgram&, GCGLuint uniformBlockIndex);
void uniformBlockBinding(WebGLProgram&, GCGLuint uniformBlockIndex, GCGLuint uniformBlockBinding);
// Vertex array objects
RefPtr<WebGLVertexArrayObject> createVertexArray();
void deleteVertexArray(WebGLVertexArrayObject* vertexArray);
GCGLboolean isVertexArray(WebGLVertexArrayObject* vertexArray);
void bindVertexArray(WebGLVertexArrayObject* vertexArray);
WebGLExtension* getExtension(const String&) final;
Optional<Vector<String>> getSupportedExtensions() final;
WebGLAny getParameter(GCGLenum pname) final;
using WebGLRenderingContextBase::readPixels;
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr offset);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView& dstData, GLuint dstOffset);
void renderbufferStorage(GCGLenum target, GCGLenum internalformat, GCGLsizei width, GCGLsizei height) final;
void hint(GCGLenum target, GCGLenum mode) final;
private:
WebGL2RenderingContext(CanvasBase&, GraphicsContextGLAttributes);
WebGL2RenderingContext(CanvasBase&, Ref<GraphicsContextGLOpenGL>&&, GraphicsContextGLAttributes);
bool isWebGL2() const final { return true; }
void initializeVertexArrayObjects() final;
GCGLint getMaxDrawBuffers() final;
GCGLint getMaxColorAttachments() final;
bool validateIndexArrayConservative(GCGLenum type, unsigned& numElementsRequired) final;
bool validateBlendEquation(const char* functionName, GCGLenum mode) final;
bool validateCapability(const char* functionName, GCGLenum cap) final;
bool validateFramebufferFuncParameters(const char* functionName, GCGLenum target, GCGLenum attachment) final;
bool validateFramebufferTarget(const char* functionName, GCGLenum target);
bool validateNonDefaultFramebufferAttachment(const char* functionName, GCGLenum attachment);
GCGLenum baseInternalFormatFromInternalFormat(GCGLenum internalformat);
bool isIntegerFormat(GCGLenum internalformat);
void initializeShaderExtensions();
bool validateTexStorageFuncParameters(GCGLenum target, GCGLsizei levels, GCGLenum internalFormat, GCGLsizei width, GCGLsizei height, const char* functionName);
};
} // namespace WebCore
SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2())
#endif // WEBGL2