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// Copyright 2025 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_WEBGPU_BASE_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_WEBGPU_BASE_H_
#include <array>
#include <memory>
#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/core/v8/v8_canvas_element_hit_test_region.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_predefined_color_space.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_webgl_context_attributes.h"
#include "third_party/blink/renderer/core/html/canvas/canvas_rendering_context.h"
#include "third_party/blink/renderer/modules/webgl/webgl_context_object_support.h"
#include "third_party/blink/renderer/platform/bindings/script_wrappable.h"
#include "third_party/blink/renderer/platform/graphics/gpu/webgpu_swap_buffer_provider.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
#define BINDINGS_GL_PROTOTYPES 0
#include "ui/gl/gl_bindings.h"
namespace blink {
class ExceptionState;
class HTMLCanvasElement;
class HTMLImageElement;
class HTMLVideoElement;
class ImageBitmap;
class ImageData;
class ScriptState;
class V8PredefinedColorSpace;
class V8UnionHTMLCanvasElementOrOffscreenCanvas;
class VideoFrame;
class WebGLActiveInfo;
class WebGLObject;
class WebGLBuffer;
class WebGLFramebuffer;
class WebGLProgram;
class WebGLQuery;
class WebGLRenderbuffer;
class WebGLSampler;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLSync;
class WebGLTexture;
class WebGLTransformFeedback;
class WebGLUniformLocation;
class WebGLVertexArrayObject;
class MODULES_EXPORT WebGLRenderingContextWebGPUBase
: public WebGLContextObjectSupport,
public CanvasRenderingContext,
public WebGPUSwapBufferProvider::Client {
public:
WebGLRenderingContextWebGPUBase(
CanvasRenderingContextHost* host,
const CanvasContextCreationAttributesCore& requested_attributes,
CanvasRenderingAPI api);
~WebGLRenderingContextWebGPUBase() override;
WebGLRenderingContextWebGPUBase(const WebGLRenderingContextWebGPUBase&) =
delete;
WebGLRenderingContextWebGPUBase& operator=(
const WebGLRenderingContextWebGPUBase&) = delete;
HTMLCanvasElement* canvas() const;
// Extra Web-exposed initAsync while until Dawn operations can be made
// blocking in the renderer process.
ScriptPromise<IDLUndefined> initAsync(ScriptState* script_state);
// **************************************************************************
// Start of WebGLRenderingContextBase's IDL methods
// **************************************************************************
V8UnionHTMLCanvasElementOrOffscreenCanvas* getHTMLOrOffscreenCanvas() const;
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);
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*);
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 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);
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);
ScriptValue getFramebufferAttachmentParameter(ScriptState*,
GLenum target,
GLenum attachment,
GLenum pname);
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();
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 isEnabled(GLenum cap);
bool isFramebuffer(WebGLFramebuffer*);
bool isProgram(WebGLProgram*);
bool isRenderbuffer(WebGLRenderbuffer*);
bool isShader(WebGLShader*);
bool isTexture(WebGLTexture*);
void lineWidth(GLfloat);
void linkProgram(WebGLProgram*);
void pixelStorei(GLenum pname, GLint param);
void polygonOffset(GLfloat factor, GLfloat units);
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 texParameterf(GLenum target, GLenum pname, GLfloat param);
void texParameteri(GLenum target, GLenum pname, GLint param);
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 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);
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 viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void drawingBufferStorage(GLenum sizedformat, GLsizei width, GLsizei height);
void commit();
ScriptPromise<IDLUndefined> makeXRCompatible(ScriptState*, ExceptionState&);
// **************************************************************************
// End of WebGLRenderingContextBase's IDL methods
// **************************************************************************
// **************************************************************************
// Start of WebGL2RenderingContextBase's IDL methods
// **************************************************************************
/* Buffer objects */
void bufferData(GLenum target,
MaybeShared<DOMArrayBufferView> srcData,
GLenum usage,
int64_t srcOffset,
GLuint length);
void bufferSubData(GLenum target,
int64_t offset,
MaybeShared<DOMArrayBufferView> srcData,
int64_t srcOffset,
GLuint length);
void copyBufferSubData(GLenum readTarget,
GLenum writeTarget,
int64_t readOffset,
int64_t writeOffset,
int64_t size);
void getBufferSubData(GLenum target,
int64_t srcByteOffset,
MaybeShared<DOMArrayBufferView> dstData,
int64_t dstOffset,
GLuint length);
/* Framebuffer objects */
void blitFramebuffer(GLint src_x0,
GLint src_y0,
GLint src_x1,
GLint src_y1,
GLint dst_x0,
GLint dst_y0,
GLint dst_x1,
GLint dst_y1,
GLbitfield mask,
GLenum filter);
void framebufferTextureLayer(GLenum target,
GLenum attachment,
WebGLTexture* texture,
GLint level,
GLint layer);
ScriptValue getInternalformatParameter(ScriptState* script_state,
GLenum target,
GLenum internalformat,
GLenum pname);
void invalidateFramebuffer(GLenum target, const Vector<GLenum>& attachments);
void invalidateSubFramebuffer(GLenum target,
const Vector<GLenum>& attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
void readBuffer(GLenum mode);
/* Renderbuffer objects */
void renderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
/* Texture objects */
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
int64_t offset);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
ImageData* pixels);
void texImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
HTMLImageElement* image,
ExceptionState& exception_state);
// Handles both OffscreenCanvas and HTMLCanvasElement
void texImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
CanvasRenderingContextHost* canvas,
ExceptionState& exception_state);
void texImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
HTMLVideoElement* video,
ExceptionState& exception_state);
void texImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
VideoFrame* frame,
ExceptionState& exception_state);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
ImageBitmap* bitmap,
ExceptionState& exception_state);
void texImage2D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> data,
int64_t src_offset);
void texElement2D(GLenum target,
GLint level,
GLint internalformat,
GLenum format,
GLenum type,
Element* element,
ExceptionState& exception_state);
void setHitTestRegions(VectorOf<CanvasElementHitTestRegion> hit_test_regions,
ExceptionState& exception_state);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
int64_t offset);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
ImageData* pixels);
void texSubImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
HTMLImageElement* image,
ExceptionState& exception_state);
// Handles both OffscreenCanvas and HTMLCanvasElement
void texSubImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
CanvasRenderingContextHost* canvas,
ExceptionState& exception_state);
void texSubImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
HTMLVideoElement* video,
ExceptionState& exception_state);
void texSubImage2D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
VideoFrame* frame,
ExceptionState& exception_state);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
ImageBitmap* bitmap,
ExceptionState& exception_state);
void texSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels,
int64_t src_offset);
void texStorage2D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
void texStorage3D(GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
void texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
int64_t offset);
void texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
ImageData* pixels);
void texImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
HTMLImageElement* image,
ExceptionState& exception_state);
// Handles both OffscreenCanvas and HTMLCanvasElement
void texImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
CanvasRenderingContextHost* canvas,
ExceptionState& exception_state);
void texImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
HTMLVideoElement* video,
ExceptionState& exception_state);
void texImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
VideoFrame* frame,
ExceptionState& exception_state);
void texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
ImageBitmap* bitmap,
ExceptionState& exception_state);
void texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels);
void texImage3D(GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels,
GLuint src_offset);
void texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
int64_t offset);
void texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
ImageData* pixels);
void texSubImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
HTMLImageElement* image,
ExceptionState& exception_state);
// Handles both OffscreenCanvas and HTMLCanvasElement
void texSubImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
CanvasRenderingContextHost* context_host,
ExceptionState& exception_state);
void texSubImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
HTMLVideoElement* video,
ExceptionState& exception_state);
void texSubImage3D(ScriptState* script_state,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
VideoFrame* frame,
ExceptionState& exception_state);
void texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
ImageBitmap* bitmap,
ExceptionState& exception_state);
void texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels);
void texSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels,
GLuint src_offset);
void copyTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
void compressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
MaybeShared<DOMArrayBufferView> data,
GLuint src_offset,
GLuint src_length_override);
void compressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
MaybeShared<DOMArrayBufferView> data,
GLuint src_offset,
GLuint src_length_override);
void compressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
MaybeShared<DOMArrayBufferView> data,
GLuint src_offset,
GLuint src_length_override);
void compressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
MaybeShared<DOMArrayBufferView> data,
GLuint src_offset,
GLuint src_length_override);
void compressedTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei image_size,
int64_t offset);
void compressedTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei image_size,
int64_t offset);
void compressedTexImage3D(GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei image_size,
int64_t offset);
void compressedTexSubImage3D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei image_size,
int64_t offset);
/* Programs and shaders */
GLint getFragDataLocation(WebGLProgram* program, const String& name);
/* Uniforms and attributes */
void uniform1ui(const WebGLUniformLocation* location, GLuint v0);
void uniform2ui(const WebGLUniformLocation* location, GLuint v0, GLuint v1);
void uniform3ui(const WebGLUniformLocation* location,
GLuint v0,
GLuint v1,
GLuint v2);
void uniform4ui(const WebGLUniformLocation* location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
void uniform1fv(const WebGLUniformLocation* location,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniform2fv(const WebGLUniformLocation* location,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniform3fv(const WebGLUniformLocation* location,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniform4fv(const WebGLUniformLocation* location,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniform1iv(const WebGLUniformLocation* location,
base::span<const GLint> v,
GLuint src_offset,
GLuint src_length);
void uniform2iv(const WebGLUniformLocation* location,
base::span<const GLint> v,
GLuint src_offset,
GLuint src_length);
void uniform3iv(const WebGLUniformLocation* location,
base::span<const GLint> v,
GLuint src_offset,
GLuint src_length);
void uniform4iv(const WebGLUniformLocation* location,
base::span<const GLint> v,
GLuint src_offset,
GLuint src_length);
void uniform1uiv(const WebGLUniformLocation* location,
base::span<const GLuint> v,
GLuint src_offset,
GLuint src_length);
void uniform2uiv(const WebGLUniformLocation* location,
base::span<const GLuint> v,
GLuint src_offset,
GLuint src_length);
void uniform3uiv(const WebGLUniformLocation* location,
base::span<const GLuint> v,
GLuint src_offset,
GLuint src_length);
void uniform4uiv(const WebGLUniformLocation* location,
base::span<const GLuint> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix2fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix3fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix4fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix2x3fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix3x2fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix2x4fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix4x2fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix3x4fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void uniformMatrix4x3fv(const WebGLUniformLocation* location,
GLboolean transpose,
base::span<const GLfloat> v,
GLuint src_offset,
GLuint src_length);
void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
void vertexAttribI4iv(GLuint index, base::span<const GLint> v);
void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
void vertexAttribI4uiv(GLuint index, base::span<const GLuint> v);
void vertexAttribIPointer(GLuint index,
GLint size,
GLenum type,
GLsizei stride,
int64_t offset);
/* Writing to the drawing buffer */
void vertexAttribDivisor(GLuint index, GLuint divisor);
void drawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instance_count);
void drawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
int64_t offset,
GLsizei instance_count);
void drawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
int64_t offset);
/* Multiple Render Targets */
void drawBuffers(const Vector<GLenum>& buffers);
void clearBufferiv(GLenum buffer,
GLint drawbuffer,
base::span<const GLint> value,
GLuint src_offset);
void clearBufferuiv(GLenum buffer,
GLint drawbuffer,
base::span<const GLuint> value,
GLuint src_offset);
void clearBufferfv(GLenum buffer,
GLint drawbuffer,
base::span<const GLfloat> value,
GLuint src_offset);
void clearBufferfi(GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
/* Query Objects */
WebGLQuery* createQuery();
void deleteQuery(WebGLQuery* query);
bool isQuery(WebGLQuery* query);
void beginQuery(GLenum target, WebGLQuery* query);
void endQuery(GLenum target);
ScriptValue getQuery(ScriptState* script_state, GLenum target, GLenum pname);
ScriptValue getQueryParameter(ScriptState* script_state,
WebGLQuery* query,
GLenum pname);
/* Sampler Objects */
WebGLSampler* createSampler();
void deleteSampler(WebGLSampler* sampler);
bool isSampler(WebGLSampler* sampler);
void bindSampler(GLuint unit, WebGLSampler* sampler);
void samplerParameteri(WebGLSampler* sampler, GLenum pname, GLint param);
void samplerParameterf(WebGLSampler* sampler, GLenum pname, GLfloat param);
ScriptValue getSamplerParameter(ScriptState* script_state,
WebGLSampler* sampler,
GLenum pname);
/* Sync objects */
WebGLSync* fenceSync(GLenum condition, GLbitfield flags);
bool isSync(WebGLSync* sync);
void deleteSync(WebGLSync* sync);
GLenum clientWaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
void waitSync(WebGLSync* sync, GLbitfield flags, GLint64 timeout);
ScriptValue getSyncParameter(ScriptState* script_state,
WebGLSync* sync,
GLenum pname);
/* Transform Feedback */
WebGLTransformFeedback* createTransformFeedback();
void deleteTransformFeedback(WebGLTransformFeedback* feedback);
bool isTransformFeedback(WebGLTransformFeedback* feedback);
void bindTransformFeedback(GLenum target, WebGLTransformFeedback* feedback);
void beginTransformFeedback(GLenum primitive_mode);
void endTransformFeedback();
void transformFeedbackVaryings(WebGLProgram* program,
const Vector<String>& varyings,
GLenum buffer_mode);
WebGLActiveInfo* getTransformFeedbackVarying(WebGLProgram* program,
GLuint index);
void pauseTransformFeedback();
void resumeTransformFeedback();
/* Uniform Buffer Objects and Transform Feedback Buffers */
void bindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
void bindBufferRange(GLenum target,
GLuint index,
WebGLBuffer* buffer,
int64_t offset,
int64_t size);
ScriptValue getIndexedParameter(ScriptState* script_state,
GLenum target,
GLuint index);
std::optional<Vector<GLuint>> getUniformIndices(
WebGLProgram* program,
const Vector<String>& uniform_names);
ScriptValue getActiveUniforms(ScriptState* script_state,
WebGLProgram* program,
const Vector<GLuint>& uniform_indices,
GLenum pname);
GLuint getUniformBlockIndex(WebGLProgram* program,
const String& uniform_block_name);
ScriptValue getActiveUniformBlockParameter(ScriptState* script_state,
WebGLProgram* program,
GLuint uniform_block_index,
GLenum pname);
String getActiveUniformBlockName(WebGLProgram* program,
GLuint uniform_block_index);
void uniformBlockBinding(WebGLProgram* program,
GLuint uniform_block_index,
GLuint uniform_block_binding);
/* Vertex Array Objects */
WebGLVertexArrayObject* createVertexArray();
void deleteVertexArray(WebGLVertexArrayObject* vertex_array);
bool isVertexArray(WebGLVertexArrayObject* vertex_array);
void bindVertexArray(WebGLVertexArrayObject* vertex_array);
/* Reading */
void readPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
int64_t offset);
void readPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
MaybeShared<DOMArrayBufferView> pixels,
int64_t offset);
// **************************************************************************
// End of WebGL2RenderingContextBase's IDL methods
// **************************************************************************
// **************************************************************************
// Start of CanvasRenderingContext implementation
// **************************************************************************
SkAlphaType GetAlphaType() const override;
viz::SharedImageFormat GetSharedImageFormat() const override;
gfx::ColorSpace GetColorSpace() const override;
int AllocatedBufferCountPerPixel() override;
bool isContextLost() const override;
scoped_refptr<StaticBitmapImage> GetImage(FlushReason) override;
void SetHdrMetadata(const gfx::HDRMetadata& hdr_metadata) override;
bool IsComposited() const override;
bool IsAccelerated() const override;
bool IsPaintable() const override;
void PageVisibilityChanged() override;
scoped_refptr<StaticBitmapImage> PaintRenderingResultsToSnapshot(
SourceDrawingBuffer source_buffer,
FlushReason reason) override;
bool CopyRenderingResultsToVideoFrame(
WebGraphicsContext3DVideoFramePool*,
SourceDrawingBuffer,
const gfx::ColorSpace&,
VideoFrameCopyCompletedCallback) override;
cc::Layer* CcLayer() const override;
void Reshape(int width, int height) override;
void Stop() override;
void FinalizeFrame(FlushReason) override;
bool PushFrame() override;
// **************************************************************************
// End of CanvasRenderingContext implementation
// **************************************************************************
// WebGPUSwapBufferProvider::Client implementation
void OnTextureTransferred() override;
void InitializeLayer(cc::Layer* layer) override;
void SetNeedsCompositingUpdate() override;
bool IsGPUDeviceDestroyed() override;
void Trace(Visitor*) const override;
// Debug message callback from KHR_debug
void OnDebugMessage(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message);
private:
void InitRequestAdapterCallback(ScriptState* script_state,
ScriptPromiseResolver<IDLUndefined>* resolver,
wgpu::RequestAdapterStatus status,
wgpu::Adapter adapter,
wgpu::StringView error_message);
void InitRequestDeviceCallback(ScriptState* script_state,
ScriptPromiseResolver<IDLUndefined>* resolver,
wgpu::RequestDeviceStatus status,
wgpu::Device device,
wgpu::StringView error_message);
// Must be called when an operation happens that should cause the drawing
// buffer to be present to the compositor. See WebGL spec Section 2.2 The
// Drawing Buffer.
void EnsureDefaultFramebuffer();
void InitializeContext();
void Destroy();
// Validates that the value fits in the positive value of a int32_t to ensure
// that no clamping occurs when narrowing to GL integer parameters that may be
// 32 bit integers.
bool ValidateFitsNonNegInt32(const char* function_name,
const char* param_name,
int64_t value);
// Validates that the location is for the current program. Also returns false
// when the location is null.
bool ValidateUniformLocation(const char* function_name,
const WebGLUniformLocation* location);
// In addition from ValidateUniformLocation, checks that the size is a
// multiple of the alignment and fits in a int32_t.
bool ValidateUniformV(const char* function_name,
const WebGLUniformLocation* location,
size_t required_size_alignment,
size_t size);
// In addition from ValidateUniformLocation, checks that the range defined by
// src_offset/size fits in the size, is a multiple of the alignment, and
// return the corresponding range of data in out.
template <typename T>
bool ValidateUniformV(const char* function_name,
const WebGLUniformLocation* location,
size_t required_size_alignment,
base::span<const T> data,
GLuint src_offset,
GLuint src_size,
base::span<const T>* out_data);
// 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.
// This returns true for null WebGLObject arguments!
bool ValidateNullableObject(const char* function_name,
const WebGLObject* object);
// 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.
bool ValidateObject(const char* function_name, const WebGLObject* object);
// Similar to ValidateObject but returns GL_INVALID_VALUE instead of
// GL_OPERATION_ERROR when a deleted object is used.
bool ValidateProgramOrShader(const char* function_name,
const WebGLObject* object);
// Helper function for delete* (deleteBuffer, deleteProgram, etc) functions.
// Return false if caller should return without further processing.
bool DeleteObject(WebGLObject* object);
// Clears the current state of had_error_callback_ and returns the previous
// value. Can be used to clear the state before a critical section and check
// if an error was generated afterwards.
bool CheckAndClearErrorCallbackState();
// Query errors from the driver and populate errors_
void FlushErrors();
// Inject an error from the WebGL layer
void InsertGLError(GLenum error,
const char* function_name,
const char* description);
// Print errors and warnings to the console. Errors will stop printing after
// the num_gl_errors_to_console_allowed_ limit.
void PrintGLErrorToConsole(const String& message);
void PrintWarningToConsole(const String& message);
WebGLFramebuffer* GetBoundFramebuffer(GLenum target) const;
scoped_refptr<DawnControlClientHolder> dawn_control_client_;
wgpu::Adapter adapter_;
wgpu::Device device_;
std::unique_ptr<gpu::gles2::GLES2Interface> gles2_for_objects_;
gl::DriverEGL driver_egl_;
gl::DriverGL driver_gl_;
EGLDisplay display_ = EGL_NO_DISPLAY;
EGLContext context_ = EGL_NO_CONTEXT;
scoped_refptr<WebGPUSwapBufferProvider> swap_buffers_;
wgpu::Texture current_swap_buffer_;
EGLImage default_framebuffer_color_image_ = EGL_NO_IMAGE;
GLuint default_framebuffer_color_texture_ = 0;
GLuint default_framebuffer_ = 0;
int num_gl_errors_to_console_allowed_ = 255;
Vector<GLenum> errors_;
bool had_error_callback_ = false;
bool supports_separate_framebuffer_targets_ = false;
Member<WebGLFramebuffer> draw_framebuffer_binding_;
Member<WebGLFramebuffer> read_framebuffer_binding_;
enum class TextureTarget : uint8_t {
k2D = 0,
kCubeMap = 1,
k2DArray = 2,
k3D = 3,
k2DMultisample = 4,
kUnkown = 5,
kCount = kUnkown,
};
static TextureTarget GLenumToTextureTarget(GLenum target);
// Track the current texture unit to know where to index in bound_textures_
size_t active_texture_unit_ = 0;
// Use a limit that is at least ANGLE's IMPLEMENTATION_MAX_ACTIVE_TEXTURES
// constant
static constexpr size_t kMaxTextureUnits = 64;
static constexpr size_t kNumTextureTypes =
static_cast<size_t>(TextureTarget::kCount);
std::array<std::array<Member<WebGLTexture>, kMaxTextureUnits>,
kNumTextureTypes>
bound_textures_;
Member<WebGLBuffer> array_buffer_binding_;
// TODO(413078308): This reference should live in the VAO instead.
Member<WebGLBuffer> element_array_buffer_binding_;
Member<WebGLProgram> program_binding_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBGL_WEBGL_RENDERING_CONTEXT_WEBGPU_BASE_H_
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