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/*
* Copyright (C) 2009 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 COMPUTER, 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 COMPUTER, 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.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_BASE_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_BASE_H_
#include <array>
#include <memory>
#include <optional>
#include "base/check_op.h"
#include "base/memory/raw_ptr_exclusion.h"
#include "base/memory/scoped_refptr.h"
#include "base/numerics/checked_math.h"
#include "device/vr/public/mojom/vr_service.mojom-blink-forward.h"
#include "third_party/blink/public/platform/platform.h"
#include "third_party/blink/public/platform/web_graphics_context_3d_provider.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise_resolver.h"
#include "third_party/blink/renderer/bindings/core/v8/script_value.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_webgl_context_attributes.h"
#include "third_party/blink/renderer/core/html/canvas/canvas_context_creation_attributes_core.h"
#include "third_party/blink/renderer/core/html/canvas/canvas_rendering_context.h"
#include "third_party/blink/renderer/core/html/canvas/ukm_parameters.h"
#include "third_party/blink/renderer/core/layout/content_change_type.h"
#include "third_party/blink/renderer/core/typed_arrays/array_buffer_view_helpers.h"
#include "third_party/blink/renderer/core/typed_arrays/dom_typed_array.h"
#include "third_party/blink/renderer/modules/webgl/webgl_context_object_support.h"
#include "third_party/blink/renderer/modules/webgl/webgl_texture.h"
#include "third_party/blink/renderer/modules/webgl/webgl_uniform_location.h"
#include "third_party/blink/renderer/modules/webgl/webgl_vertex_array_object_base.h"
#include "third_party/blink/renderer/platform/bindings/name_client.h"
#include "third_party/blink/renderer/platform/graphics/gpu/drawing_buffer.h"
#include "third_party/blink/renderer/platform/graphics/gpu/extensions_3d_util.h"
#include "third_party/blink/renderer/platform/graphics/gpu/webgl_image_conversion.h"
#include "third_party/blink/renderer/platform/heap/collection_support/heap_hash_map.h"
#include "third_party/blink/renderer/platform/heap/collection_support/heap_vector.h"
#include "third_party/blink/renderer/platform/scheduler/public/frame_or_worker_scheduler.h"
#include "third_party/blink/renderer/platform/timer.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
#include "third_party/skia/include/core/SkData.h"
namespace cc {
class Layer;
}
namespace media {
class PaintCanvasVideoRenderer;
}
namespace blink {
class AcceleratedStaticBitmapImage;
class CanvasResourceProvider;
class EXTDisjointTimerQuery;
class EXTDisjointTimerQueryWebGL2;
class Element;
class ExceptionState;
class HTMLCanvasElement;
class HTMLImageElement;
class HTMLVideoElement;
class ImageBitmap;
class ImageData;
class OESVertexArrayObject;
class ScriptState;
class V8PredefinedColorSpace;
class V8UnionHTMLCanvasElementOrOffscreenCanvas;
class VideoFrame;
class WebGLActiveInfo;
class WebGLBuffer;
class WebGLCompressedTextureASTC;
class WebGLCompressedTextureETC;
class WebGLCompressedTextureETC1;
class WebGLCompressedTexturePVRTC;
class WebGLCompressedTextureS3TC;
class WebGLCompressedTextureS3TCsRGB;
class WebGLDebugShaders;
class WebGLDrawBuffers;
class WebGLExtension;
class WebGLFramebuffer;
class WebGLObject;
class WebGLProgram;
class WebGLRenderbuffer;
class WebGLRenderingContextBase;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLVertexArrayObjectBase;
class XRSystem;
using GLenumHashSet = HashSet<GLenum, AlreadyHashedWithZeroKeyTraits>;
// This class uses the color mask to prevent drawing to the alpha channel, if
// the DrawingBuffer requires RGB emulation.
class ScopedRGBEmulationColorMask {
STACK_ALLOCATED();
public:
ScopedRGBEmulationColorMask(WebGLRenderingContextBase*,
GLboolean* color_mask,
DrawingBuffer*);
~ScopedRGBEmulationColorMask();
private:
WebGLRenderingContextBase* context_;
std::array<GLboolean, 4> color_mask_;
const bool requires_emulation_;
};
class MODULES_EXPORT WebGLRenderingContextBase
: public WebGLContextObjectSupport,
public CanvasRenderingContext,
public DrawingBuffer::Client {
public:
WebGLRenderingContextBase(const WebGLRenderingContextBase&) = delete;
WebGLRenderingContextBase& operator=(const WebGLRenderingContextBase&) =
delete;
~WebGLRenderingContextBase() override;
HTMLCanvasElement* canvas() const;
const UkmParameters GetUkmParameters() const {
return Host()->GetUkmParameters();
}
virtual String ContextName() const = 0;
virtual void RegisterContextExtensions() = 0;
virtual void InitializeNewContext();
static unsigned GetWebGLVersion(const CanvasRenderingContext*);
static std::unique_ptr<WebGraphicsContext3DProvider>
CreateWebGraphicsContext3DProvider(CanvasRenderingContextHost*,
const CanvasContextCreationAttributesCore&,
Platform::ContextType context_type,
Platform::GraphicsInfo* graphics_info);
static void ForceNextWebGLContextCreationToFail();
Platform::ContextType ContextType() const { return context_type_; }
int drawingBufferWidth() const;
int drawingBufferHeight() const;
GLenum drawingBufferFormat() const;
V8PredefinedColorSpace drawingBufferColorSpace() const;
void setDrawingBufferColorSpace(const V8PredefinedColorSpace& color_space,
ExceptionState&);
V8PredefinedColorSpace unpackColorSpace() const;
void setUnpackColorSpace(const V8PredefinedColorSpace& color_space,
ExceptionState&);
void activeTexture(GLenum texture);
void attachShader(WebGLProgram*, WebGLShader*);
void bindAttribLocation(WebGLProgram*, GLuint index, const String& name);
void bindBuffer(GLenum target, WebGLBuffer* buffer);
virtual void bindFramebuffer(GLenum target, WebGLFramebuffer*);
void bindRenderbuffer(GLenum target, WebGLRenderbuffer*);
void bindTexture(GLenum target, WebGLTexture*);
void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void blendEquation(GLenum mode);
void blendEquationSeparate(GLenum mode_rgb, GLenum mode_alpha);
void blendFunc(GLenum sfactor, GLenum dfactor);
void blendFuncSeparate(GLenum src_rgb,
GLenum dst_rgb,
GLenum src_alpha,
GLenum dst_alpha);
void bufferData(GLenum target, int64_t size, GLenum usage);
void bufferData(GLenum target, DOMArrayBufferBase* data, GLenum usage);
void bufferData(GLenum target,
MaybeShared<DOMArrayBufferView> data,
GLenum usage);
void bufferSubData(GLenum target,
int64_t offset,
base::span<const uint8_t> data);
GLenum checkFramebufferStatus(GLenum target);
void clear(GLbitfield mask);
void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void clearDepth(GLfloat);
void clearStencil(GLint);
void colorMask(GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
void compileShader(WebGLShader*);
void compressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
MaybeShared<DOMArrayBufferView> data);
void compressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
MaybeShared<DOMArrayBufferView> data);
void copyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
void copyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
WebGLBuffer* createBuffer();
WebGLFramebuffer* createFramebuffer();
WebGLProgram* createProgram();
WebGLRenderbuffer* createRenderbuffer();
WebGLShader* createShader(GLenum type);
WebGLTexture* createTexture();
void cullFace(GLenum mode);
void deleteBuffer(WebGLBuffer*);
virtual void deleteFramebuffer(WebGLFramebuffer*);
void deleteProgram(WebGLProgram*);
void deleteRenderbuffer(WebGLRenderbuffer*);
void deleteShader(WebGLShader*);
void deleteTexture(WebGLTexture*);
void depthFunc(GLenum);
void depthMask(GLboolean);
void depthRange(GLfloat z_near, GLfloat z_far);
void detachShader(WebGLProgram*, WebGLShader*);
void disable(GLenum cap);
void disableVertexAttribArray(GLuint index);
void drawArrays(GLenum mode, GLint first, GLsizei count);
void drawElements(GLenum mode, GLsizei count, GLenum type, int64_t offset);
void DrawArraysInstancedANGLE(GLenum mode,
GLint first,
GLsizei count,
GLsizei primcount);
void DrawElementsInstancedANGLE(GLenum mode,
GLsizei count,
GLenum type,
int64_t offset,
GLsizei primcount);
void enable(GLenum cap);
void enableVertexAttribArray(GLuint index);
void finish();
void flush();
void framebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
WebGLRenderbuffer*);
void framebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture*,
GLint level);
void frontFace(GLenum mode);
void generateMipmap(GLenum target);
WebGLActiveInfo* getActiveAttrib(WebGLProgram*, GLuint index);
WebGLActiveInfo* getActiveUniform(WebGLProgram*, GLuint index);
bool getAttachedShaders(WebGLProgram*, HeapVector<Member<WebGLShader>>&);
std::optional<HeapVector<Member<WebGLShader>>> getAttachedShaders(
WebGLProgram*);
GLint getAttribLocation(WebGLProgram*, const String& name);
ScriptValue getBufferParameter(ScriptState*, GLenum target, GLenum pname);
WebGLContextAttributes* getContextAttributes() const;
GLenum getError();
ScriptObject getExtension(ScriptState*, const String& name);
virtual ScriptValue getFramebufferAttachmentParameter(ScriptState*,
GLenum target,
GLenum attachment,
GLenum pname);
virtual ScriptValue getParameter(ScriptState*, GLenum pname);
ScriptValue getProgramParameter(ScriptState*, WebGLProgram*, GLenum pname);
String getProgramInfoLog(WebGLProgram*);
ScriptValue getRenderbufferParameter(ScriptState*,
GLenum target,
GLenum pname);
ScriptValue getShaderParameter(ScriptState*, WebGLShader*, GLenum pname);
String getShaderInfoLog(WebGLShader*);
WebGLShaderPrecisionFormat* getShaderPrecisionFormat(GLenum shader_type,
GLenum precision_type);
String getShaderSource(WebGLShader*);
std::optional<Vector<String>> getSupportedExtensions();
virtual ScriptValue getTexParameter(ScriptState*,
GLenum target,
GLenum pname);
ScriptValue getUniform(ScriptState*,
WebGLProgram*,
const WebGLUniformLocation*);
WebGLUniformLocation* getUniformLocation(WebGLProgram*, const String&);
ScriptValue getVertexAttrib(ScriptState*, GLuint index, GLenum pname);
int64_t getVertexAttribOffset(GLuint index, GLenum pname);
void hint(GLenum target, GLenum mode);
bool isBuffer(WebGLBuffer*);
bool isContextLost() const override;
bool isEnabled(GLenum cap);
bool isFramebuffer(WebGLFramebuffer*);
bool isProgram(WebGLProgram*);
bool isRenderbuffer(WebGLRenderbuffer*);
bool isShader(WebGLShader*);
bool isTexture(WebGLTexture*);
void lineWidth(GLfloat);
void linkProgram(WebGLProgram*);
virtual void pixelStorei(GLenum pname, GLint param);
void polygonOffset(GLfloat factor, GLfloat units);
virtual void readPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels);
void renderbufferStorage(GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
void sampleCoverage(GLfloat value, GLboolean invert);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void shaderSource(WebGLShader*, const String&);
void stencilFunc(GLenum func, GLint ref, GLuint mask);
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void stencilMask(GLuint);
void stencilMaskSeparate(GLenum face, GLuint mask);
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView>);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
ImageData*);
void texImage2D(ScriptState*,
GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
HTMLImageElement*,
ExceptionState&);
void texImage2D(ScriptState*,
GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
CanvasRenderingContextHost*,
ExceptionState&);
void texImage2D(ScriptState*,
GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
HTMLVideoElement*,
ExceptionState&);
void texImage2D(ScriptState*,
GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
VideoFrame*,
ExceptionState&);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
ImageBitmap*,
ExceptionState&);
void texElement2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
Element* element,
ExceptionState& exception_state);
void texParameterf(GLenum target, GLenum pname, GLfloat param);
void texParameteri(GLenum target, GLenum pname, GLint param);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView>);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
ImageData*);
void texSubImage2D(ScriptState*,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
HTMLImageElement*,
ExceptionState&);
void texSubImage2D(ScriptState*,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
CanvasRenderingContextHost*,
ExceptionState&);
void texSubImage2D(ScriptState*,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
HTMLVideoElement*,
ExceptionState&);
void texSubImage2D(ScriptState*,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
VideoFrame*,
ExceptionState&);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLenum format,
GLenum type,
ImageBitmap*,
ExceptionState&);
void uniform1f(const WebGLUniformLocation*, GLfloat x);
void uniform1fv(const WebGLUniformLocation*, base::span<const GLfloat>);
void uniform1i(const WebGLUniformLocation*, GLint x);
void uniform1iv(const WebGLUniformLocation*, base::span<const GLint>);
void uniform2f(const WebGLUniformLocation*, GLfloat x, GLfloat y);
void uniform2fv(const WebGLUniformLocation*, base::span<const GLfloat>);
void uniform2i(const WebGLUniformLocation*, GLint x, GLint y);
void uniform2iv(const WebGLUniformLocation*, base::span<const GLint>);
void uniform3f(const WebGLUniformLocation*, GLfloat x, GLfloat y, GLfloat z);
void uniform3fv(const WebGLUniformLocation*, base::span<const GLfloat>);
void uniform3i(const WebGLUniformLocation*, GLint x, GLint y, GLint z);
void uniform3iv(const WebGLUniformLocation*, base::span<const GLint>);
void uniform4f(const WebGLUniformLocation*,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
void uniform4fv(const WebGLUniformLocation*, base::span<const GLfloat>);
void uniform4i(const WebGLUniformLocation*,
GLint x,
GLint y,
GLint z,
GLint w);
void uniform4iv(const WebGLUniformLocation*, base::span<const GLint>);
void uniformMatrix2fv(const WebGLUniformLocation*,
GLboolean transpose,
base::span<const GLfloat> value);
void uniformMatrix3fv(const WebGLUniformLocation*,
GLboolean transpose,
base::span<const GLfloat> value);
void uniformMatrix4fv(const WebGLUniformLocation*,
GLboolean transpose,
base::span<const GLfloat> value);
virtual void useProgram(WebGLProgram*);
void validateProgram(WebGLProgram*);
void vertexAttrib1f(GLuint index, GLfloat x);
void vertexAttrib1fv(GLuint index, base::span<const GLfloat> values);
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void vertexAttrib2fv(GLuint index, base::span<const GLfloat> values);
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib3fv(GLuint index, base::span<const GLfloat> values);
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(GLuint index, base::span<const GLfloat> values);
void vertexAttribPointer(GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
int64_t offset);
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// WEBGL_lose_context support
enum AutoRecoveryMethod {
// Don't restore automatically.
kManual,
// Restore when resources are available.
kWhenAvailable,
// Restore as soon as possible, but only when
// the canvas is visible.
kAuto
};
void LoseContext(LostContextMode) override;
void ForceLostContext(LostContextMode, AutoRecoveryMethod);
void ForceRestoreContext();
// Utilities to restore GL state to match the rendering context's
// saved state. Use these after contextGL()-based state changes that
// bypass the rendering context.
void RestoreScissorEnabled();
void RestoreScissorBox();
void RestoreClearColor();
void RestoreColorMask();
void RestoreVertexArrayObjectBinding();
void RestoreProgram();
void RestoreActiveTexture();
const gpu::Capabilities& ContextGLCapabilities() const {
// This should only be called in contexts where ContextGL() is guaranteed
// to exist.
CHECK(ContextGL());
// Note: DrawingBuffer::ContextGL() comes from
// DrawingBuffer::ContextProvider::ContextGL().
return GetDrawingBuffer()->ContextProvider()->GetCapabilities();
}
gpu::SharedImageInterface* SharedImageInterface() const {
DrawingBuffer* d = GetDrawingBuffer();
if (!d)
return nullptr;
return d->ContextProvider()->SharedImageInterface();
}
Extensions3DUtil* ExtensionsUtil();
void Reshape(int width, int height) override;
void MarkLayerComposited() override;
scoped_refptr<StaticBitmapImage> GetRGBAUnacceleratedStaticBitmapImage(
SourceDrawingBuffer source_buffer) override;
unsigned MaxVertexAttribs() const { return max_vertex_attribs_; }
void Trace(Visitor*) const override;
// Returns approximate gpu memory allocated per pixel.
int ExternallyAllocatedBufferCountPerPixel() override;
// Returns the drawing buffer size after it is, probably, has scaled down
// to the maximum supported canvas size.
gfx::Size DrawingBufferSize() const override;
DrawingBuffer* GetDrawingBuffer() const;
class TextureUnitState {
DISALLOW_NEW();
public:
Member<WebGLTexture> texture2d_binding_;
Member<WebGLTexture> texture_cube_map_binding_;
Member<WebGLTexture> texture3d_binding_;
Member<WebGLTexture> texture2d_array_binding_;
Member<WebGLTexture> texture_video_image_binding_;
Member<WebGLTexture> texture_external_oes_binding_;
Member<WebGLTexture> texture_rectangle_arb_binding_;
void Trace(Visitor*) const;
};
SkAlphaType GetAlphaType() const override;
viz::SharedImageFormat GetSharedImageFormat() const override;
gfx::ColorSpace GetColorSpace() const override;
scoped_refptr<StaticBitmapImage> GetImage(FlushReason) override;
void SetHdrMetadata(const gfx::HDRMetadata& hdr_metadata) override;
V8UnionHTMLCanvasElementOrOffscreenCanvas* getHTMLOrOffscreenCanvas() const;
void drawingBufferStorage(GLenum sizedformat, GLsizei width, GLsizei height);
void commit();
ScriptPromise<IDLUndefined> makeXRCompatible(ScriptState*, ExceptionState&);
bool IsXRCompatible() const;
void UpdateNumberOfUserAllocatedMultisampledRenderbuffers(int delta);
// The maximum supported size of an ArrayBuffer is the maximum size that can
// be allocated in JavaScript. This maximum is defined by the maximum size
// PartitionAlloc can allocate.
// We limit the maximum size of ArrayBuffers we support to avoid integer
// overflows in the WebGL implementation. WebGL stores the data size as
// uint32_t, so if sizes just below uint32_t::max() were passed in, integer
// overflows could happen. The limit defined here is (2GB-2MB), which should
// be enough buffer to avoid integer overflow.
// This limit should restrict the usability of WebGL2 only insignificantly, as
// JavaScript cannot allocate bigger ArrayBuffers anyways. Only with
// WebAssembly it is possible to allocate bigger ArrayBuffers.
static constexpr size_t kMaximumSupportedArrayBufferSize =
::partition_alloc::internal::MaxDirectMapped();
protected:
// Implementation helpers.
friend class ScopedPixelLocalStorageInterrupt;
friend class ScopedDrawingBufferBinder;
friend class ScopedFramebufferRestorer;
friend class ScopedTexture2DRestorer;
friend class ScopedUnpackParametersResetRestore;
// WebGL extensions.
friend class EXTColorBufferFloat;
friend class EXTColorBufferHalfFloat;
friend class EXTDisjointTimerQuery;
friend class EXTDisjointTimerQueryWebGL2;
friend class EXTTextureCompressionBPTC;
friend class EXTTextureCompressionRGTC;
friend class OESDrawBuffersIndexed;
friend class OESTextureFloat;
friend class OESVertexArrayObject;
friend class OVRMultiview2;
friend class WebGLColorBufferFloat;
friend class WebGLCompressedTextureASTC;
friend class WebGLCompressedTextureETC;
friend class WebGLCompressedTextureETC1;
friend class WebGLCompressedTexturePVRTC;
friend class WebGLCompressedTextureS3TC;
friend class WebGLCompressedTextureS3TCsRGB;
friend class WebGLContextFactory;
friend class WebGLDebugShaders;
friend class WebGLDrawBuffers;
friend class WebGLDrawInstancedBaseVertexBaseInstance;
friend class WebGLFramebuffer;
friend class WebGLMultiDraw;
friend class WebGLMultiDrawCommon;
friend class WebGLMultiDrawInstancedBaseVertexBaseInstance;
friend class WebGLPolygonMode;
friend class WebGLShaderPixelLocalStorage;
WebGLRenderingContextBase(CanvasRenderingContextHost*,
std::unique_ptr<WebGraphicsContext3DProvider>,
const Platform::GraphicsInfo& graphics_info,
const CanvasContextCreationAttributesCore&,
Platform::ContextType);
scoped_refptr<DrawingBuffer> CreateDrawingBuffer(
std::unique_ptr<WebGraphicsContext3DProvider>,
const Platform::GraphicsInfo& graphics_info);
void SetupFlags();
bool CopyRenderingResultsFromDrawingBuffer(CanvasResourceProvider*,
SourceDrawingBuffer);
// CanvasRenderingContext implementation.
bool IsComposited() const override { return true; }
bool UsingSwapChain() const override;
void PageVisibilityChanged() override;
CanvasResourceProvider* PaintRenderingResultsToCanvas(
SourceDrawingBuffer) override;
bool CopyRenderingResultsToVideoFrame(
WebGraphicsContext3DVideoFramePool*,
SourceDrawingBuffer,
const gfx::ColorSpace&,
VideoFrameCopyCompletedCallback) override;
cc::Layer* CcLayer() const override;
void Stop() override;
void FinalizeFrame(FlushReason) override;
bool PushFrame() override;
// DrawingBuffer::Client implementation.
bool DrawingBufferClientIsBoundForDraw() override;
void DrawingBufferClientInterruptPixelLocalStorage() override;
void DrawingBufferClientRestorePixelLocalStorage() override;
void DrawingBufferClientRestoreScissorTest() override;
void DrawingBufferClientRestoreMaskAndClearValues() override;
void DrawingBufferClientRestorePixelPackParameters() override;
void DrawingBufferClientRestoreTexture2DBinding() override;
void DrawingBufferClientRestoreTexture2DArrayBinding() override;
void DrawingBufferClientRestoreTextureCubeMapBinding() override;
void DrawingBufferClientRestoreRenderbufferBinding() override;
void DrawingBufferClientRestoreFramebufferBinding() override;
void DrawingBufferClientRestorePixelUnpackBufferBinding() override;
void DrawingBufferClientRestorePixelPackBufferBinding() override;
bool DrawingBufferClientUserAllocatedMultisampledRenderbuffers() override;
void DrawingBufferClientForceLostContextWithAutoRecovery(
const char* reason) override;
void DrawingBufferClientInitializeLayer(cc::Layer* layer) override;
// All draw calls should go through this wrapper so that various
// bookkeeping related to compositing and preserveDrawingBuffer
// can happen.
template <typename Func>
void DrawWrapper(const char* func_name,
CanvasPerformanceMonitor::DrawType draw_type,
Func draw_func) {
if (!bound_vertex_array_object_->IsAllEnabledAttribBufferBound()) {
SynthesizeGLError(GL_INVALID_OPERATION, func_name,
"no buffer is bound to enabled attribute");
return;
}
ScopedRGBEmulationColorMask emulation_color_mask(this, color_mask_.data(),
drawing_buffer_.get());
OnBeforeDrawCall(draw_type);
draw_func();
if (!has_been_drawn_to_) {
// At first draw call, record
// Canvas/OffscreenCanvas.RenderingContextDrawnTo and what the ANGLE
// implementation is.
has_been_drawn_to_ = true;
RecordUKMCanvasDrawnToRenderingAPI();
RecordANGLEImplementation();
}
}
virtual void DestroyContext();
void MarkContextChanged(ContentChangeType,
CanvasPerformanceMonitor::DrawType);
void OnErrorMessage(const char*, int32_t id);
// Query if depth_stencil buffer is supported.
bool IsDepthStencilSupported() { return is_depth_stencil_supported_; }
// Check if each enabled vertex attribute is bound to a buffer.
bool ValidateRenderingState(const char*);
// Helper function for APIs which can legally receive null objects, including
// the bind* calls (bindBuffer, bindTexture, etc.) and useProgram. Checks that
// the object belongs to this context and that it's not marked for deletion.
// Returns false if the caller should return without further processing.
// Performs a context loss check internally.
// This returns true for null WebGLObject arguments!
bool ValidateNullableWebGLObject(const char* function_name, WebGLObject*);
// Validates the incoming WebGL object, which is assumed to be non-null.
// Checks that the object belongs to this context and that it's not marked for
// deletion. Performs a context loss check internally.
bool ValidateWebGLObject(const char* function_name, WebGLObject*);
// Validates the incoming WebGL program or shader, which is assumed to be
// non-null. OpenGL ES's validation rules differ for these types of objetcts
// compared to others. Performs a context loss check internally.
bool ValidateWebGLProgramOrShader(const char* function_name, WebGLObject*);
// Adds a compressed texture format.
void AddCompressedTextureFormat(GLenum);
void RemoveAllCompressedTextureFormats();
// Set UNPACK_ALIGNMENT to 1, all other parameters to 0.
virtual void ResetUnpackParameters();
// Restore the client unpack parameters.
virtual void RestoreUnpackParameters();
// Draw the specified image into a new image. Used for a workaround when
// uploading SVG images (see the caller).
scoped_refptr<Image> DrawImageIntoBufferForTexImage(
scoped_refptr<Image>,
int width,
int height,
const char* function_name);
// Structure for rendering to a DrawingBuffer, instead of directly
// to the back-buffer of m_context.
scoped_refptr<DrawingBuffer> drawing_buffer_;
LostContextMode context_lost_mode_ = kNotLostContext;
AutoRecoveryMethod auto_recovery_method_ = kManual;
// Dispatches a context lost event once it is determined that one is needed.
// This is used for synthetic, WEBGL_lose_context and real context losses. For
// real ones, it's likely that there's no JavaScript on the stack, but that
// might be dependent on how exactly the platform discovers that the context
// was lost. For better portability we always defer the dispatch of the event.
HeapTaskRunnerTimer<WebGLRenderingContextBase>
dispatch_context_lost_event_timer_;
bool restore_allowed_ = false;
HeapTaskRunnerTimer<WebGLRenderingContextBase> restore_timer_;
bool destruction_in_progress_ = false;
bool marked_canvas_dirty_;
// For performance reasons we must separately track whether we've
// copied WebGL's drawing buffer to the canvas's backing store, for
// example for printing.
bool must_paint_to_canvas_;
// List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and
// stored values for ELEMENT_ARRAY_BUFFER
Member<WebGLBuffer> bound_array_buffer_;
Member<WebGLVertexArrayObjectBase> default_vertex_array_object_;
Member<WebGLVertexArrayObjectBase> bound_vertex_array_object_;
void SetBoundVertexArrayObject(WebGLVertexArrayObjectBase*);
enum VertexAttribValueType {
kFloat32ArrayType,
kInt32ArrayType,
kUint32ArrayType,
};
Vector<VertexAttribValueType> vertex_attrib_type_;
unsigned max_vertex_attribs_;
void SetVertexAttribType(GLuint index, VertexAttribValueType);
Member<WebGLProgram> current_program_;
Member<WebGLFramebuffer> framebuffer_binding_;
Member<WebGLRenderbuffer> renderbuffer_binding_;
static bool MakeXrCompatibleSync(CanvasRenderingContextHost* host);
static bool IsXrCompatibleFromResult(
device::mojom::blink::XrCompatibleResult result);
static bool DidGpuRestart(device::mojom::blink::XrCompatibleResult result);
static XRSystem* GetXrSystemFromHost(CanvasRenderingContextHost* host);
void MakeXrCompatibleAsync();
void OnMakeXrCompatibleFinished(
device::mojom::blink::XrCompatibleResult xr_compatible_result);
void CompleteXrCompatiblePromiseIfPending(DOMExceptionCode exception_code);
bool xr_compatible_;
Member<ScriptPromiseResolver<IDLUndefined>> make_xr_compatible_resolver_;
HeapVector<TextureUnitState> texture_units_;
wtf_size_t active_texture_unit_;
Vector<GLenum> compressed_texture_formats_;
// Fixed-size cache of reusable resource providers for image and video
// texImage2D calls.
class LRUCanvasResourceProviderCache {
public:
enum class CacheType { kImage, kVideo };
LRUCanvasResourceProviderCache(wtf_size_t capacity, CacheType type);
// The pointer returned is owned by the image buffer map.
CanvasResourceProvider* GetCanvasResourceProvider(
gfx::Size size,
viz::SharedImageFormat format,
SkAlphaType alpha_type,
const gfx::ColorSpace& color_space);
private:
void BubbleToFront(wtf_size_t idx);
const wtf_size_t capacity_;
const CacheType type_;
Vector<std::unique_ptr<CanvasResourceProvider>> resource_providers_;
// The returned CanvasResourceProvider may have a different format from the
// one requested (e.g, BGRA vs RGBA). Ensure this doesn't cause cache
// misses by recording also the requested format.
Vector<viz::SharedImageFormat> requested_formats_;
};
LRUCanvasResourceProviderCache generated_image_cache_{
4, LRUCanvasResourceProviderCache::CacheType::kImage};
LRUCanvasResourceProviderCache generated_video_cache_{
4, LRUCanvasResourceProviderCache::CacheType::kVideo};
GLint max_texture_size_;
GLint max_cube_map_texture_size_;
GLint max3d_texture_size_;
GLint max_array_texture_layers_;
GLint max_renderbuffer_size_;
std::array<GLint, 2> max_viewport_dims_;
GLint max_texture_level_;
GLint max_cube_map_texture_level_;
GLint max3d_texture_level_;
GLint max_draw_buffers_;
GLint max_color_attachments_;
GLenum back_draw_buffer_;
bool draw_buffers_web_gl_requirements_checked_;
bool draw_buffers_supported_;
GLenum read_buffer_of_default_framebuffer_;
GLint pack_alignment_ = 4;
GLint unpack_alignment_ = 4;
bool unpack_flip_y_ = false;
bool unpack_premultiply_alpha_ = false;
GLenum unpack_colorspace_conversion_ = GC3D_BROWSER_DEFAULT_WEBGL;
// The following three unpack params belong to WebGL2 only.
GLint unpack_skip_pixels_ = 0;
GLint unpack_skip_rows_ = 0;
GLint unpack_row_length_ = 0;
std::array<GLfloat, 4> clear_color_;
bool scissor_enabled_;
std::array<GLint, 4> scissor_box_;
GLfloat clear_depth_;
GLint clear_stencil_;
// State of the color mask - or the zeroth indexed color mask, if
// OES_draw_buffers_indexed is enabled.
std::array<GLboolean, 4> color_mask_;
GLboolean depth_mask_;
bool depth_enabled_;
bool stencil_enabled_;
GLuint stencil_mask_, stencil_mask_back_;
GLint stencil_func_ref_,
stencil_func_ref_back_; // Note that these are the user specified values,
// not the internal clamped value.
GLuint stencil_func_mask_, stencil_func_mask_back_;
// WebGL 2.0 only, but putting it here saves multiple virtual functions.
bool rasterizer_discard_enabled_;
bool is_depth_stencil_supported_;
bool synthesized_errors_to_console_ = true;
int num_gl_errors_to_console_allowed_;
wtf_size_t one_plus_max_non_default_texture_unit_ = 0;
std::unique_ptr<Extensions3DUtil> extensions_util_;
enum ExtensionFlags {
kApprovedExtension = 0x00,
// Extension that is behind the draft extensions runtime flag:
kDraftExtension = 0x01,
// Extension that is intended for development rather than
// deployment time.
kDeveloperExtension = 0x02,
};
class ExtensionTracker : public GarbageCollected<ExtensionTracker>,
public NameClient {
public:
explicit ExtensionTracker(ExtensionFlags flags)
: draft_(flags & kDraftExtension),
developer_(flags & kDeveloperExtension) {}
~ExtensionTracker() override = default;
bool Draft() const { return draft_; }
bool Developer() const { return developer_; }
bool MatchesName(const String&) const;
virtual WebGLExtension* GetExtension(WebGLRenderingContextBase*) = 0;
virtual bool Supported(WebGLRenderingContextBase*) const = 0;
virtual const char* ExtensionName() const = 0;
virtual void LoseExtension(bool) = 0;
// This is only used for keeping the JS wrappers of extensions alive.
virtual WebGLExtension* GetExtensionObjectIfAlreadyEnabled() = 0;
virtual void Trace(Visitor* visitor) const {}
const char* NameInHeapSnapshot() const override {
return "ExtensionTracker";
}
private:
bool draft_;
bool developer_;
};
template <typename T>
class TypedExtensionTracker final : public ExtensionTracker {
public:
explicit TypedExtensionTracker(ExtensionFlags flags)
: ExtensionTracker(flags) {}
WebGLExtension* GetExtension(WebGLRenderingContextBase* context) override {
if (!extension_) {
extension_ = MakeGarbageCollected<T>(context);
}
return extension_.Get();
}
bool Supported(WebGLRenderingContextBase* context) const override {
return T::Supported(context);
}
const char* ExtensionName() const override { return T::ExtensionName(); }
void LoseExtension(bool force) override {
if (extension_) {
extension_->Lose(force);
if (extension_->IsLost())
extension_ = nullptr;
}
}
WebGLExtension* GetExtensionObjectIfAlreadyEnabled() override {
return extension_.Get();
}
void Trace(Visitor* visitor) const override {
visitor->Trace(extension_);
ExtensionTracker::Trace(visitor);
}
private:
// ExtensionTracker holds it's own reference to the extension to ensure
// that it is not deleted before this object's destructor is called
Member<T> extension_;
};
std::array<bool, kWebGLExtensionNameCount> extension_enabled_;
HeapVector<Member<ExtensionTracker>> extensions_;
HashSet<String> disabled_extensions_;
template <typename T>
void RegisterExtension(ExtensionFlags flags = kApprovedExtension) {
extensions_.push_back(
MakeGarbageCollected<TypedExtensionTracker<T>>(flags));
}
bool ExtensionSupportedAndAllowed(const ExtensionTracker*);
WebGLExtension* EnableExtensionIfSupported(const String& name);
bool TimerQueryExtensionsEnabled();
// ScopedDrawingBufferBinder is used for
// ReadPixels/CopyTexImage2D/CopySubImage2D to read from a multisampled
// DrawingBuffer. In this situation, we need to blit to a single sampled
// buffer for reading, during which the bindings could be changed and need to
// be recovered.
//
// It is possible for the binding operation to fail, in which case
// the context will have been lost. Users must check the Succeeded()
// status before proceeding.
class ScopedDrawingBufferBinder {
STACK_ALLOCATED();
public:
ScopedDrawingBufferBinder(DrawingBuffer* drawing_buffer,
WebGLFramebuffer* framebuffer_binding)
: drawing_buffer_(drawing_buffer),
read_framebuffer_binding_(framebuffer_binding),
succeeded_(true) {
// Commit DrawingBuffer if needed (e.g., for multisampling)
if (!read_framebuffer_binding_ && drawing_buffer_)
succeeded_ = drawing_buffer_->ResolveAndBindForReadAndDraw();
}
// Users must check this before proceeding with their logic.
[[nodiscard]] bool Succeeded() { return succeeded_; }
~ScopedDrawingBufferBinder() {
// Restore DrawingBuffer if needed
if (!read_framebuffer_binding_ && drawing_buffer_ && succeeded_) {
drawing_buffer_->RestoreFramebufferBindings();
}
}
private:
DrawingBuffer* drawing_buffer_;
WebGLFramebuffer* read_framebuffer_binding_;
bool succeeded_;
};
// Errors raised by synthesizeGLError() while the context is lost.
Vector<GLenum> lost_context_errors_;
// Other errors raised by synthesizeGLError().
Vector<GLenum> synthetic_errors_;
bool is_web_gl2_formats_types_added_ = false;
bool is_web_gl2_tex_image_source_formats_types_added_ = false;
bool is_web_gl2_internal_formats_copy_tex_image_added_ = false;
bool is_oes_texture_float_formats_types_added_ = false;
bool is_oes_texture_half_float_formats_types_added_ = false;
bool is_web_gl_depth_texture_formats_types_added_ = false;
bool is_ext_srgb_formats_types_added_ = false;
bool is_ext_color_buffer_float_formats_added_ = false;
bool is_ext_color_buffer_half_float_formats_added_ = false;
bool is_ext_texture_norm16_added_ = false;
GLenumHashSet supported_internal_formats_;
GLenumHashSet supported_tex_image_source_internal_formats_;
GLenumHashSet supported_internal_formats_copy_tex_image_;
GLenumHashSet supported_formats_;
GLenumHashSet supported_tex_image_source_formats_;
GLenumHashSet supported_types_;
GLenumHashSet supported_tex_image_source_types_;
// Helpers for getParameter and others
ScriptValue GetBooleanParameter(ScriptState*, GLenum);
ScriptValue GetBooleanArrayParameter(ScriptState*, GLenum);
ScriptValue GetFloatParameter(ScriptState*, GLenum);
ScriptValue GetIntParameter(ScriptState*, GLenum);
ScriptValue GetInt64Parameter(ScriptState*, GLenum);
ScriptValue GetUnsignedIntParameter(ScriptState*, GLenum);
ScriptValue GetWebGLFloatArrayParameter(ScriptState*, GLenum);
ScriptValue GetWebGLIntArrayParameter(ScriptState*, GLenum);
// Clear the backbuffer if it was composited since the last operation.
// clearMask is set to the bitfield of any clear that would happen anyway at
// this time and the function returns |CombinedClear| if that clear is now
// unnecessary.
enum HowToClear {
// Skip clearing the backbuffer.
kSkipped,
// Clear the backbuffer.
kJustClear,
// Combine webgl.clear() API with the backbuffer clear, so webgl.clear()
// doesn't have to call glClear() again.
kCombinedClear
};
enum ClearCaller {
// Caller of ClearIfComposited is a user-level draw or clear call.
kClearCallerDrawOrClear,
// Caller of ClearIfComposited is anything else, including
// readbacks or copies.
kClearCallerOther,
};
HowToClear ClearIfComposited(ClearCaller caller, GLbitfield clear_mask = 0);
// Convert texture internal format.
GLenum ConvertTexInternalFormat(GLenum internalformat, GLenum type);
enum TexImageSourceType {
kSourceArrayBufferView,
kSourceImageData,
kSourceHTMLImageElement,
kSourceHTMLCanvasElement,
kSourceHTMLVideoElement,
kSourceImageBitmap,
kSourceUnpackBuffer,
kSourceVideoFrame,
};
enum TexImageFunctionType {
kTexImage,
kTexSubImage,
kCopyTexImage,
kCompressedTexImage
};
// This must stay in sync with WebMediaPlayer::TexImageFunctionID.
enum TexImageFunctionID {
kTexImage2D,
kTexSubImage2D,
kTexImage3D,
kTexSubImage3D
};
enum TexImageDimension { kTex2D, kTex3D };
// Parameters for all TexImage functions.
struct TexImageParams {
TexImageSourceType source_type = kSourceArrayBufferView;
TexImageFunctionID function_id = kTexImage2D;
GLenum target = 0;
GLint level = 0;
// The internal format for the texture to create, only applies to
// TexImage calls.
GLint internalformat = 0;
// The offset into the destination in which to do the copy, only applies
// to TexSubImage calls.
GLint xoffset = 0;
GLint yoffset = 0;
GLint zoffset = 0;
// The volume to copy. This is always specified by TexSubImage calls, and
// is sometimes specified by TexImage calls. For TexImage calls where this
// is not specified, it must be populated with the native size of the source
// of the texture upload.
std::optional<GLsizei> width;
std::optional<GLsizei> height;
std::optional<GLsizei> depth;
// The border parameter, only applies to TexImage calls.
GLint border = 0;
// The format and type of the source texel data.
GLenum format = 0;
GLenum type = 0;
// If true, then the input should be converted to premultiplied before
// being uploaded (and if false, then the input should be converted to
// unpremultiplied). For ImageBitmap sources, this must be set in such a way
// that it will have no effect.
bool unpack_premultiply_alpha = false;
// If true, then the input should be flipped vertically before being
// uploaded. For ImageBitmap sources, this must be set in such a way that it
// will have no effect.
bool unpack_flip_y = false;
// The offset into the source from which to do the copy (the terminology
// used here is pixels,rows,images instead of x,y,z).
GLint unpack_skip_pixels = 0;
GLint unpack_skip_rows = 0;
GLint unpack_skip_images = 0;
// Returns sub rect of the source based on `unpack_*` params above. This
// rect is always in top-left coordinate space.
gfx::Rect GetSourceRect(gfx::Size source_size) const;
// Returns GrSurfaceOrigin of the destination texture for this operation.
// Note, that textures don't have persistent orientation (e.g unlike
// SharedImages), so this value doesn't affect the data in the texture
// before the operation, only operation itself. This is helper because
// everything else operates in terms of GrSurfaceOrigin.
GrSurfaceOrigin GetDestinationOrigin() const;
// Returns desired alpha type of the uploaded data.
SkAlphaType GetDestinationAlphaType() const;
// The source's height for 3D copies. If we are doing a 3D copy, then we
// interpret the 2D source as 3D by treating it as vertical sequence of
// images with this height.
GLint unpack_image_height = 0;
// If true, then the source should be converted to the unpack color space.
bool unpack_colorspace_conversion = true;
};
// Populate the unpack state based on the context's current state. This is
// virtual because some state is only tracked in WebGL 2.
virtual void GetCurrentUnpackState(TexImageParams& params);
// Upload `image` to the specified texture.
void TexImageSkImage(TexImageParams params, sk_sp<SkImage> image);
// Call the underlying Tex[Sub]Image{2D|3D} function. Always replace
// `params.internalformat` with the result from ConvertTexInternalFormat.
void TexImageBase(const TexImageParams& params, const void* pixels);
// Upload `image` to the specified texture. If `allow_copy_via_gpu` is
// true and `image` is an AcceleratedBitmapImage, then the copy may be
// performed using TexImageViaGPU. Otherwise, the copy will be be performed
// using TexImageSkImage.
void TexImageStaticBitmapImage(TexImageParams params,
StaticBitmapImage* image,
bool allow_copy_via_gpu);
template <typename T>
gfx::Rect GetTextureSourceSize(T* texture_source) {
return gfx::Rect(0, 0, texture_source->width(), texture_source->height());
}
template <typename T>
bool ValidateTexImageSubRectangle(const TexImageParams& params,
T* image,
bool* selecting_sub_rectangle) {
const char* function_name = GetTexImageFunctionName(params.function_id);
DCHECK(function_name);
DCHECK(selecting_sub_rectangle);
if (!image) {
// Probably indicates a failure to allocate the image.
SynthesizeGLError(GL_OUT_OF_MEMORY, function_name, "out of memory");
return false;
}
const int image_width = static_cast<int>(image->width());
const int image_height = static_cast<int>(image->height());
const gfx::Rect sub_rect(params.unpack_skip_pixels, params.unpack_skip_rows,
params.width.value_or(image_width),
params.height.value_or(image_height));
const GLsizei depth = params.depth.value_or(1);
*selecting_sub_rectangle =
!(sub_rect.x() == 0 && sub_rect.y() == 0 &&
sub_rect.width() == image_width && sub_rect.height() == image_height);
// If the source image rect selects anything except the entire
// contents of the image, assert that we're running WebGL 2.0 or
// higher, since this should never happen for WebGL 1.0 (even though
// the code could support it). If the image is null, that will be
// signaled as an error later.
DCHECK(!*selecting_sub_rectangle || IsWebGL2())
<< "subRect = (" << sub_rect.width() << " x " << sub_rect.height()
<< ") @ (" << sub_rect.x() << ", " << sub_rect.y() << "), image = ("
<< image_width << " x " << image_height << ")";
if (sub_rect.x() < 0 || sub_rect.y() < 0 ||
sub_rect.right() > image_width || sub_rect.bottom() > image_height ||
sub_rect.width() < 0 || sub_rect.height() < 0) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"source sub-rectangle specified via pixel unpack "
"parameters is invalid");
return false;
}
if (params.function_id == kTexImage3D ||
params.function_id == kTexSubImage3D) {
DCHECK_GE(params.unpack_image_height, 0);
if (depth < 1) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"Can't define a 3D texture with depth < 1");
return false;
}
// According to the WebGL 2.0 spec, specifying depth > 1 means
// to select multiple rectangles stacked vertically.
base::CheckedNumeric<GLint> max_y_accessed;
if (params.unpack_image_height) {
max_y_accessed = params.unpack_image_height;
} else {
max_y_accessed = sub_rect.height();
}
max_y_accessed *= depth - 1;
max_y_accessed += sub_rect.height();
max_y_accessed += sub_rect.y();
if (!max_y_accessed.IsValid()) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"Out-of-range parameters passed for 3D texture "
"upload");
return false;
}
if (max_y_accessed.ValueOrDie() > image_height) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"Not enough data supplied to upload to a 3D texture "
"with depth > 1");
return false;
}
} else {
DCHECK_EQ(depth, 1);
DCHECK_EQ(params.unpack_image_height, 0);
}
return true;
}
virtual WebGLImageConversion::PixelStoreParams GetPackPixelStoreParams();
virtual WebGLImageConversion::PixelStoreParams GetUnpackPixelStoreParams(
TexImageDimension);
// Helper function for copyTex{Sub}Image, check whether the internalformat
// and the color buffer format of the current bound framebuffer combination
// is valid.
bool IsTexInternalFormatColorBufferCombinationValid(
GLenum tex_internal_format,
GLenum color_buffer_format);
// Helper function to verify limits on the length of uniform and attribute
// locations.
virtual unsigned GetMaxWebGLLocationLength() const { return 256; }
bool ValidateLocationLength(const char* function_name, const String&);
// Helper function to check if size is non-negative.
// Generate GL error and return false for negative inputs; otherwise, return
// true.
bool ValidateSize(const char* function_name, GLint x, GLint y, GLint z = 0);
// Helper function to check if a character belongs to the ASCII subset as
// defined in GLSL ES 1.0 spec section 3.1.
bool ValidateCharacter(unsigned char c);
// Helper function to check if all characters in the string belong to the
// ASCII subset as defined in GLSL ES 1.0 spec section 3.1.
bool ValidateString(const char* function_name, const String&);
// Helper function to check if an identifier starts with reserved prefixes.
bool IsPrefixReserved(const String& name);
virtual bool ValidateShaderType(const char* function_name,
GLenum shader_type);
// Helper function to check texture binding target and texture bound to the
// target. Generates GL errors and returns 0 if target is invalid or texture
// bound is null. Otherwise, returns the texture bound to the target.
WebGLTexture* ValidateTextureBinding(const char* function_name,
GLenum target);
// Wrapper function for validateTexture2D(3D)Binding, used in TexImageHelper
// functions.
virtual WebGLTexture* ValidateTexImageBinding(const TexImageParams& params);
// Helper function to check texture 2D target and texture bound to the target.
// Generate GL errors and return 0 if target is invalid or texture bound is
// null. Otherwise, return the texture bound to the target.
// If |validate_opaque_textures| is true, the helper will also generate a GL
// error when the texture bound to the target is opaque.
// See https://www.w3.org/TR/webxrlayers-1/#opaque-texture for details about
// opaque textures.
WebGLTexture* ValidateTexture2DBinding(const char* function_name,
GLenum target,
bool validate_opaque_textures = false);
void AddExtensionSupportedFormatsTypes();
void AddExtensionSupportedFormatsTypesWebGL2();
// Helper function to check input internalformat/format/type for functions
// Tex{Sub}Image taking TexImageSource source data. Generates GL error and
// returns false if parameters are invalid.
bool ValidateTexImageSourceFormatAndType(const TexImageParams& params);
// Helper function to check input internalformat/format/type for functions
// Tex{Sub}Image. Generates GL error and returns false if parameters are
// invalid.
bool ValidateTexFuncFormatAndType(const TexImageParams& params);
// Helper function to check readbuffer validity for copyTex{Sub}Image.
// If yes, obtains the bound read framebuffer, returns true.
// If not, generates a GL error, returns false.
bool ValidateReadBufferAndGetInfo(
const char* function_name,
WebGLFramebuffer*& read_framebuffer_binding);
// Helper function to check format/type and ArrayBuffer view type for
// readPixels.
// Generates INVALID_ENUM and returns false if parameters are invalid.
// Generates INVALID_OPERATION if ArrayBuffer view type is incompatible with
// type.
virtual bool ValidateReadPixelsFormatAndType(GLenum format,
GLenum type,
DOMArrayBufferView*);
// Helper function to check parameters of readPixels. Returns true if all
// parameters are valid. Otherwise, generates appropriate error and returns
// false.
bool ValidateReadPixelsFuncParameters(GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
DOMArrayBufferView*,
int64_t buffer_size);
virtual GLint GetMaxTextureLevelForTarget(GLenum target);
// Helper function to check input level for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if level is invalid.
bool ValidateTexFuncLevel(const char* function_name,
GLenum target,
GLint level);
// Helper function to check if a 64-bit value is non-negative and can fit into
// a 32-bit integer. Generates GL error and returns false if not.
bool ValidateValueFitNonNegInt32(const char* function_name,
const char* param_name,
int64_t value);
// Helper function for tex{Sub}Image{2|3}D to check if the input params'
// format/type/level/target/width/height/depth/border/xoffset/yoffset/zoffset
// are valid. Otherwise, it would return quickly without doing other work.
// If `source_width` and `source_height` are specified, then overwrite
// params.width and params.height with those values before performing
// validation.
bool ValidateTexFunc(TexImageParams params,
std::optional<GLsizei> source_width,
std::optional<GLsizei> source_height);
// Helper function to check input width and height for functions {copy,
// compressed}Tex{Sub}Image. Generates GL error and returns false if width,
// height, or depth is invalid.
bool ValidateTexFuncDimensions(const char* function_name,
TexImageFunctionType,
GLenum target,
GLint level,
GLsizei width,
GLsizei height,
GLsizei depth);
// Helper function to check input parameters for functions
// {copy}Tex{Sub}Image. Generates GL error and returns false if parameters
// are invalid.
bool ValidateTexFuncParameters(const TexImageParams& params);
enum NullDisposition { kNullAllowed, kNullNotAllowed, kNullNotReachable };
// Helper function to validate that the given ArrayBufferView
// is of the correct type and contains enough data for the texImage call.
// Generates GL error and returns false if parameters are invalid.
bool ValidateTexFuncData(const TexImageParams& params,
DOMArrayBufferView* pixels,
NullDisposition,
int64_t src_offset);
// Helper function to validate a given texture format is settable as in
// you can supply data to texImage2D, or call texImage2D, copyTexImage2D and
// copyTexSubImage2D.
// Generates GL error and returns false if the format is not settable.
bool ValidateSettableTexFormat(const char* function_name, GLenum format);
// Helper function to validate format for CopyTexImage.
bool ValidateCopyTexFormat(const char* function_name, GLenum format);
// Helper function for validating compressed texture formats.
bool ValidateCompressedTexFormat(const char* function_name, GLenum format);
// Helper function to validate stencil or depth func.
bool ValidateStencilOrDepthFunc(const char* function_name, GLenum);
// Helper function for texParameterf and texParameteri.
void TexParameter(GLenum target,
GLenum pname,
GLfloat paramf,
GLint parami,
bool is_float);
// Helper function to print GL errors to console.
void PrintGLErrorToConsole(const String&);
// Helper function to print warnings to console. Currently
// used only to warn about use of obsolete functions.
void PrintWarningToConsole(const String&);
// Wrap probe::DidFireWebGLErrorOrWarning and friends, but defer inside a
// FastCall.
void NotifyWebGLErrorOrWarning(const String& message);
void NotifyWebGLError(const String& error_type);
void NotifyWebGLWarning();
// Helper function to validate the target for checkFramebufferStatus and
// validateFramebufferFuncParameters.
virtual bool ValidateFramebufferTarget(GLenum target);
// Get the framebuffer bound to given target
virtual WebGLFramebuffer* GetFramebufferBinding(GLenum target);
virtual WebGLFramebuffer* GetReadFramebufferBinding();
// Helper function to validate input parameters for framebuffer functions.
// Generate GL error if parameters are illegal.
bool ValidateFramebufferFuncParameters(const char* function_name,
GLenum target,
GLenum attachment);
// Helper function to validate blend equation mode.
bool ValidateBlendEquation(const char* function_name, GLenum);
// Helper function to validate blend func factors.
bool ValidateBlendFuncFactors(const char* function_name,
GLenum src,
GLenum dst);
// Helper function to validate WEBGL_blend_func_extended
// factors. Needed only to make negative tests pass on the
// validating command decoder.
bool ValidateBlendFuncExtendedFactors(const char* function_name,
GLenum src,
GLenum dst);
// Helper function to validate a GL capability.
virtual bool ValidateCapability(const char* function_name, GLenum);
bool ValidateUniformLocation(const char* function_name,
const WebGLUniformLocation* location,
const WebGLProgram* program) {
const WebGLProgram* loc_program = location->Program();
if (!loc_program) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"location has been invalidated");
return false;
}
if (loc_program != program) {
SynthesizeGLError(GL_INVALID_OPERATION, function_name,
"location is not from the associated program");
return false;
}
return true;
}
// Helper function to validate input parameters for uniform functions.
template <typename T>
bool ValidateUniformMatrixParameters(const char* function_name,
const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLsizei required_min_size,
GLuint src_offset,
size_t src_length,
const T** out_data,
GLuint* out_length) {
*out_data = nullptr;
*out_length = 0;
if (v.empty()) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "no array");
return false;
}
if (!base::CheckedNumeric<GLuint>(src_length).IsValid()) {
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"src_length exceeds the maximum supported length");
return false;
}
return ValidateUniformMatrixParameters(
function_name, location, transpose, v.data(), v.size(),
required_min_size, src_offset, static_cast<GLuint>(src_length),
out_data, out_length);
}
template <typename T>
bool ValidateUniformMatrixParameters(const char* function_name,
const WebGLUniformLocation* location,
GLboolean transpose,
const T* v,
size_t size,
GLsizei required_min_size,
GLuint src_offset,
GLuint src_length,
const T** out_data,
GLuint* out_length) {
*out_data = nullptr;
*out_length = 0;
DCHECK(size >= 0 && required_min_size > 0);
if (!location)
return false;
if (!ValidateUniformLocation(function_name, location, current_program_)) {
return false;
}
if (!v) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "no array");
return false;
}
if (!base::CheckedNumeric<GLsizei>(size).IsValid()) {
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"array exceeds the maximum supported size");
return false;
}
if (transpose && !IsWebGL2()) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "transpose not FALSE");
return false;
}
if (src_offset >= static_cast<GLuint>(size)) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "invalid srcOffset");
return false;
}
GLsizei actual_size = static_cast<GLsizei>(size) - src_offset;
if (src_length > 0) {
if (src_length > static_cast<GLuint>(actual_size)) {
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"invalid srcOffset + srcLength");
return false;
}
actual_size = src_length;
}
if (actual_size < required_min_size || (actual_size % required_min_size)) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "invalid size");
return false;
}
// By design the command buffer has an internal (signed) 32-bit
// limit, so ensure that the amount of data passed down to it
// doesn't exceed what it can handle. Only integer or float typed
// arrays can be passed into the uniform*v or uniformMatrix*v
// functions; each has 4-byte elements.
base::CheckedNumeric<int32_t> total_size(actual_size);
total_size *= 4;
// Add on a fixed constant to account for internal metadata in the
// command buffer.
constexpr int32_t kExtraCommandSize = 1024;
total_size += kExtraCommandSize;
int32_t total_size_val;
if (!total_size.AssignIfValid(&total_size_val) ||
static_cast<size_t>(total_size_val) >
kMaximumSupportedArrayBufferSize) {
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"size * elementSize, plus a constant, is too large");
return false;
}
*out_data = UNSAFE_TODO(v + src_offset);
*out_length = actual_size / required_min_size;
return true;
}
template <typename T>
bool ValidateUniformParameters(const char* function_name,
const WebGLUniformLocation* location,
base::span<const T> v,
GLsizei required_min_size,
GLuint src_offset,
size_t src_length,
const T** out_data,
GLuint* out_length) {
GLuint length;
if (!base::CheckedNumeric<GLuint>(src_length).AssignIfValid(&length)) {
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"src_length is too big");
return false;
}
GLuint array_length;
if (!base::CheckedNumeric<GLuint>(v.size()).AssignIfValid(&array_length)) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "array is too big");
return false;
}
if (v.empty()) {
SynthesizeGLError(GL_INVALID_VALUE, function_name, "no array");
return false;
}
return ValidateUniformMatrixParameters(
function_name, location, false, v.data(), array_length,
required_min_size, src_offset, length, out_data, out_length);
}
// Helper function to validate the target for bufferData and
// getBufferParameter.
virtual bool ValidateBufferTarget(const char* function_name, GLenum target);
// Helper function to validate the target for bufferData.
// Return the current bound buffer to target, or 0 if the target is invalid.
virtual WebGLBuffer* ValidateBufferDataTarget(const char* function_name,
GLenum target);
// Helper function to validate the usage for bufferData.
virtual bool ValidateBufferDataUsage(const char* function_name, GLenum usage);
virtual bool ValidateAndUpdateBufferBindTarget(const char* function_name,
GLenum target,
WebGLBuffer*);
virtual void RemoveBoundBuffer(WebGLBuffer*);
// Helper function for tex{Sub}Image2D to make sure image is ready and
// wouldn't taint Origin.
bool ValidateHTMLImageElement(const SecurityOrigin*,
const char* function_name,
HTMLImageElement*,
ExceptionState&);
// Helper function for tex{Sub}Image2D to make sure canvas or OffscreenCanvas
// is ready and wouldn't taint Origin.
bool ValidateCanvasRenderingContextHost(const SecurityOrigin*,
const char* function_name,
CanvasRenderingContextHost*,
ExceptionState&);
// Helper function for tex{Sub}Image2D to make sure video is ready wouldn't
// taint Origin.
bool ValidateHTMLVideoElement(const SecurityOrigin*,
const char* function_name,
HTMLVideoElement*,
ExceptionState&);
// Helper function for tex{Sub}Image2D to make sure imagebitmap is ready and
// wouldn't taint Origin.
bool ValidateImageBitmap(const char* function_name,
ImageBitmap*,
ExceptionState&);
// Helper function to validate drawArrays(Instanced) calls
bool ValidateDrawArrays(const char* function_name);
// Helper function to validate drawElements(Instanced) calls
bool ValidateDrawElements(const char* function_name,
GLenum type,
int64_t offset);
// Helper function to check if the byte length of {data} fits into an integer
// of type {T.} If so, the byte length is stored in {data_length}.
template <typename T>
bool ExtractDataLengthIfValid(const char* function_name,
MaybeShared<DOMArrayBufferView> data,
T* data_length) {
if (base::CheckedNumeric<T>(data->byteLength())
.AssignIfValid(data_length)) {
return true;
}
SynthesizeGLError(GL_INVALID_VALUE, function_name,
"provided data exceeds the maximum supported length");
return false;
}
// State updates and operations necessary before or at draw call time.
virtual void OnBeforeDrawCall(CanvasPerformanceMonitor::DrawType);
// Helper functions to bufferData() and bufferSubData().
bool ValidateBufferDataBufferSize(const char* function_name, int64_t size);
void BufferDataImpl(GLenum target,
int64_t size,
const void* data,
GLenum usage);
void BufferSubDataImpl(GLenum target,
int64_t offset,
int64_t size,
const void* data);
// Helper function for delete* (deleteBuffer, deleteProgram, etc) functions.
// Return false if caller should return without further processing.
bool DeleteObject(WebGLObject*);
void DispatchContextLostEvent(TimerBase*);
// Helper for restoration after context lost.
void MaybeRestoreContext(TimerBase*);
enum ConsoleDisplayPreference { kDisplayInConsole, kDontDisplayInConsole };
// Reports an error to glGetError, sends a message to the JavaScript
// console.
void SynthesizeGLError(GLenum,
const char* function_name,
const char* description,
ConsoleDisplayPreference = kDisplayInConsole);
void EmitGLWarning(const char* function, const char* reason);
String EnsureNotNull(const String&) const;
// Enable or disable the depth and stencil test based on the user's
// setting and whether the current FBO has a depth and stencil
// buffer.
void ApplyDepthAndStencilTest();
// Helper for enabling or disabling a capability.
void EnableOrDisable(GLenum capability, bool enable);
// Clamp the width and height to GL_MAX_VIEWPORT_DIMS.
gfx::Size ClampedCanvasSize() const;
// First time called, if EXT_draw_buffers is supported, query the value;
// otherwise return 0. Later, return the cached value.
GLint MaxDrawBuffers();
GLint MaxColorAttachments();
void SetBackDrawBuffer(GLenum);
void SetFramebuffer(GLenum, WebGLFramebuffer*);
virtual void RestoreCurrentFramebuffer();
void RestoreCurrentTexture2D();
void RestoreCurrentTexture2DArray();
void RestoreCurrentTextureCubeMap();
void FindNewMaxNonDefaultTextureUnit();
virtual void RenderbufferStorageImpl(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
const char* function_name);
friend class WebGLStateRestorer;
friend class WebGLRenderingContextEvictionManager;
static void ActivateContext(WebGLRenderingContextBase*);
static void DeactivateContext(WebGLRenderingContextBase*);
static void AddToEvictedList(WebGLRenderingContextBase*);
static void RemoveFromEvictedList(WebGLRenderingContextBase*);
static void RestoreEvictedContext(WebGLRenderingContextBase*);
static void ForciblyLoseOldestContext(const String& reason);
// Return the least recently used context's position in the active context
// vector. If the vector is empty, return the maximum allowed active context
// number.
static WebGLRenderingContextBase* OldestContext();
static WebGLRenderingContextBase* OldestEvictedContext();
friend class ScopedRGBEmulationColorMask;
unsigned active_scoped_rgb_emulation_color_masks_;
ImageBitmap* TransferToImageBitmapBase(ScriptState*, ExceptionState&);
// Helper functions for tex(Sub)Image2D && texSubImage3D
void TexImageHelperDOMArrayBufferView(TexImageParams params,
DOMArrayBufferView*,
NullDisposition,
int64_t src_offset);
void TexImageHelperImageData(TexImageParams, ImageData*);
void TexImageHelperHTMLImageElement(const SecurityOrigin*,
const TexImageParams& params,
HTMLImageElement*,
ExceptionState&);
void DrawElementImage(scoped_refptr<Image> image,
TexImageParams params,
ExceptionState& exception_state);
void TexImageHelperCanvasRenderingContextHost(const SecurityOrigin*,
TexImageParams params,
CanvasRenderingContextHost*,
ExceptionState&);
void TexImageHelperHTMLVideoElement(const SecurityOrigin*,
TexImageParams,
HTMLVideoElement*,
ExceptionState&);
void TexImageHelperVideoFrame(const SecurityOrigin*,
TexImageParams,
VideoFrame*,
ExceptionState&);
void TexImageHelperImageBitmap(TexImageParams params,
ImageBitmap*,
ExceptionState&);
static const char* GetTexImageFunctionName(TexImageFunctionID);
static TexImageFunctionType GetTexImageFunctionType(TexImageFunctionID);
gfx::Rect SafeGetImageSize(Image*);
gfx::Rect GetImageDataSize(ImageData*);
// Helper implementing readPixels for WebGL 1.0 and 2.0.
void ReadPixelsHelper(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
DOMArrayBufferView* pixels,
int64_t offset);
void RecordANGLEImplementation();
private:
WebGLRenderingContextBase(CanvasRenderingContextHost*,
scoped_refptr<base::SingleThreadTaskRunner>,
std::unique_ptr<WebGraphicsContext3DProvider>,
const Platform::GraphicsInfo& graphics_info,
const CanvasContextCreationAttributesCore&,
Platform::ContextType);
static std::unique_ptr<WebGraphicsContext3DProvider>
CreateContextProviderInternal(CanvasRenderingContextHost*,
const CanvasContextCreationAttributesCore&,
Platform::ContextType context_type,
Platform::GraphicsInfo* graphics_info);
CanvasResourceProvider* PaintRenderingResultsToCanvasInternal(
SourceDrawingBuffer source_buffer,
bool& resource_provider_was_updated);
void TexImageHelperMediaVideoFrame(
TexImageParams,
WebGLTexture*,
scoped_refptr<media::VideoFrame> media_video_frame,
media::PaintCanvasVideoRenderer* video_renderer);
// Copy from the source directly to texture target specified by `params` via
// the gpu, without a read-back to system memory. Source can be an
// AcceleratedStaticBitmapImage or WebGLRenderingContextBase.
void TexImageViaGPU(TexImageParams,
AcceleratedStaticBitmapImage*,
WebGLRenderingContextBase*);
bool CanUseTexImageViaGPU(const TexImageParams&);
const Platform::ContextType context_type_;
bool IsPaintable() const final { return GetDrawingBuffer(); }
void HoldReferenceToDrawingBuffer(DrawingBuffer*);
static void InitializeWebGLContextLimits(
WebGraphicsContext3DProvider* context_provider);
static unsigned CurrentMaxGLContexts();
void RecordIdentifiableGLParameterDigest(GLenum pname,
IdentifiableToken value);
void RecordShaderPrecisionFormatForStudy(GLenum shader_type,
GLenum precision_type,
WebGLShaderPrecisionFormat* format);
// PushFrameWithCopy will make a potential copy if the resource is accelerated
// or a drawImage if the resource is non accelerated.
bool PushFrameWithCopy();
// PushFrameNoCopy will try and export the content of the DrawingBuffer as a
// ExtenralCanvasResource.
bool PushFrameNoCopy();
// Returns true if the given element can be used in a texElement2D call.
// Return false and adds relevant exceptions to `exception_state` if that's
// not the case.
bool IsDrawElementEligible(Element* element,
GLenum target,
ExceptionState& exception_state);
static bool webgl_context_limits_initialized_;
static unsigned max_active_webgl_contexts_;
static unsigned max_active_webgl_contexts_on_worker_;
void addProgramCompletionQuery(WebGLProgram* program, GLuint query);
void clearProgramCompletionQueries();
bool checkProgramCompletionQueryAvailable(WebGLProgram* program,
bool* completed);
static constexpr unsigned int kMaxProgramCompletionQueries = 128u;
// Support for KHR_parallel_shader_compile.
//
// TODO(crbug.com/1474141): once a HeapLinkedHashMap is available,
// convert these two fields to use that instead.
HeapVector<Member<WebGLProgram>> program_completion_query_list_;
HeapHashMap<Member<WebGLProgram>, GLuint> program_completion_query_map_;
int number_of_user_allocated_multisampled_renderbuffers_;
bool has_been_drawn_to_ = false;
uint32_t number_of_context_losses_ = 0;
// Tracks if the context has ever called glBeginPixelLocalStorageANGLE. If it
// has, we need to start using the pixel local storage interrupt mechanism
// when we take over the client's context.
bool has_activated_pixel_local_storage_ = false;
PredefinedColorSpace drawing_buffer_color_space_ =
PredefinedColorSpace::kSRGB;
PredefinedColorSpace unpack_color_space_ = PredefinedColorSpace::kSRGB;
};
template <>
struct DowncastTraits<WebGLRenderingContextBase> {
static bool AllowFrom(const CanvasRenderingContext& context) {
return context.IsWebGL();
}
};
} // namespace blink
WTF_ALLOW_MOVE_INIT_AND_COMPARE_WITH_MEM_FUNCTIONS(
blink::WebGLRenderingContextBase::TextureUnitState)
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_BASE_H_
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