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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 WebGLRenderingContext_h
#define WebGLRenderingContext_h
#include "CanvasRenderingContext.h"
#include "ExceptionCode.h"
#include "Float32Array.h"
#include "GraphicsContext3D.h"
#include "Int32Array.h"
#include "PlatformString.h"
#include "Timer.h"
#include "Uint8Array.h"
#include "WebGLGetInfo.h"
#include <wtf/OwnArrayPtr.h>
namespace WebCore {
class WebGLActiveInfo;
class WebGLBuffer;
class WebGLContextAttributes;
class WebGLExtension;
class WebGLFramebuffer;
class WebGLObject;
class WebGLProgram;
class WebGLRenderbuffer;
class WebGLShader;
class WebGLTexture;
class WebGLUniformLocation;
class WebKitLoseContext;
class HTMLImageElement;
class HTMLVideoElement;
class ImageBuffer;
class ImageData;
class IntSize;
class OESStandardDerivatives;
class OESTextureFloat;
class OESVertexArrayObject;
class WebGLVertexArrayObjectOES;
class WebGLRenderingContext : public CanvasRenderingContext {
public:
static PassOwnPtr<WebGLRenderingContext> create(HTMLCanvasElement*, WebGLContextAttributes*);
virtual ~WebGLRenderingContext();
virtual bool is3d() const { return true; }
virtual bool isAccelerated() const { return true; }
virtual bool paintsIntoCanvasBuffer() const;
void activeTexture(GC3Denum texture, ExceptionCode&);
void attachShader(WebGLProgram*, WebGLShader*, ExceptionCode&);
void bindAttribLocation(WebGLProgram*, GC3Duint index, const String& name, ExceptionCode&);
void bindBuffer(GC3Denum target, WebGLBuffer*, ExceptionCode&);
void bindFramebuffer(GC3Denum target, WebGLFramebuffer*, ExceptionCode&);
void bindRenderbuffer(GC3Denum target, WebGLRenderbuffer*, ExceptionCode&);
void bindTexture(GC3Denum target, WebGLTexture*, ExceptionCode&);
void blendColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat alpha);
void blendEquation(GC3Denum mode);
void blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha);
void blendFunc(GC3Denum sfactor, GC3Denum dfactor);
void blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha);
void bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage, ExceptionCode&);
void bufferData(GC3Denum target, ArrayBuffer* data, GC3Denum usage, ExceptionCode&);
void bufferData(GC3Denum target, ArrayBufferView* data, GC3Denum usage, ExceptionCode&);
void bufferSubData(GC3Denum target, GC3Dintptr offset, ArrayBuffer* data, ExceptionCode&);
void bufferSubData(GC3Denum target, GC3Dintptr offset, ArrayBufferView* data, ExceptionCode&);
GC3Denum checkFramebufferStatus(GC3Denum target);
void clear(GC3Dbitfield mask);
void clearColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat alpha);
void clearDepth(GC3Dfloat);
void clearStencil(GC3Dint);
void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha);
void compileShader(WebGLShader*, ExceptionCode&);
// void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data);
// void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data);
void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border);
void copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
PassRefPtr<WebGLBuffer> createBuffer();
PassRefPtr<WebGLFramebuffer> createFramebuffer();
PassRefPtr<WebGLProgram> createProgram();
PassRefPtr<WebGLRenderbuffer> createRenderbuffer();
PassRefPtr<WebGLShader> createShader(GC3Denum type, ExceptionCode&);
PassRefPtr<WebGLTexture> createTexture();
void cullFace(GC3Denum mode);
void deleteBuffer(WebGLBuffer*);
void deleteFramebuffer(WebGLFramebuffer*);
void deleteProgram(WebGLProgram*);
void deleteRenderbuffer(WebGLRenderbuffer*);
void deleteShader(WebGLShader*);
void deleteTexture(WebGLTexture*);
void depthFunc(GC3Denum);
void depthMask(GC3Dboolean);
void depthRange(GC3Dfloat zNear, GC3Dfloat zFar);
void detachShader(WebGLProgram*, WebGLShader*, ExceptionCode&);
void disable(GC3Denum cap);
void disableVertexAttribArray(GC3Duint index, ExceptionCode&);
void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count, ExceptionCode&);
void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, ExceptionCode&);
void enable(GC3Denum cap);
void enableVertexAttribArray(GC3Duint index, ExceptionCode&);
void finish();
void flush();
void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, WebGLRenderbuffer*, ExceptionCode&);
void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, WebGLTexture*, GC3Dint level, ExceptionCode&);
void frontFace(GC3Denum mode);
void generateMipmap(GC3Denum target);
PassRefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, GC3Duint index, ExceptionCode&);
PassRefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, GC3Duint index, ExceptionCode&);
bool getAttachedShaders(WebGLProgram*, Vector<WebGLShader*>&, ExceptionCode&);
GC3Dint getAttribLocation(WebGLProgram*, const String& name);
WebGLGetInfo getBufferParameter(GC3Denum target, GC3Denum pname, ExceptionCode&);
PassRefPtr<WebGLContextAttributes> getContextAttributes();
GC3Denum getError();
WebGLExtension* getExtension(const String& name);
WebGLGetInfo getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname, ExceptionCode&);
WebGLGetInfo getParameter(GC3Denum pname, ExceptionCode&);
WebGLGetInfo getProgramParameter(WebGLProgram*, GC3Denum pname, ExceptionCode&);
String getProgramInfoLog(WebGLProgram*, ExceptionCode&);
WebGLGetInfo getRenderbufferParameter(GC3Denum target, GC3Denum pname, ExceptionCode&);
WebGLGetInfo getShaderParameter(WebGLShader*, GC3Denum pname, ExceptionCode&);
String getShaderInfoLog(WebGLShader*, ExceptionCode&);
// TBD
// void glGetShaderPrecisionFormat (GC3Denum shadertype, GC3Denum precisiontype, GC3Dint* range, GC3Dint* precision);
String getShaderSource(WebGLShader*, ExceptionCode&);
Vector<String> getSupportedExtensions();
WebGLGetInfo getTexParameter(GC3Denum target, GC3Denum pname, ExceptionCode&);
WebGLGetInfo getUniform(WebGLProgram*, const WebGLUniformLocation*, ExceptionCode&);
PassRefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&, ExceptionCode&);
WebGLGetInfo getVertexAttrib(GC3Duint index, GC3Denum pname, ExceptionCode&);
GC3Dsizeiptr getVertexAttribOffset(GC3Duint index, GC3Denum pname);
void hint(GC3Denum target, GC3Denum mode);
GC3Dboolean isBuffer(WebGLBuffer*);
bool isContextLost();
GC3Dboolean isEnabled(GC3Denum cap);
GC3Dboolean isFramebuffer(WebGLFramebuffer*);
GC3Dboolean isProgram(WebGLProgram*);
GC3Dboolean isRenderbuffer(WebGLRenderbuffer*);
GC3Dboolean isShader(WebGLShader*);
GC3Dboolean isTexture(WebGLTexture*);
void lineWidth(GC3Dfloat);
void linkProgram(WebGLProgram*, ExceptionCode&);
void pixelStorei(GC3Denum pname, GC3Dint param);
void polygonOffset(GC3Dfloat factor, GC3Dfloat units);
void readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, ArrayBufferView* pixels, ExceptionCode&);
void releaseShaderCompiler();
void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void sampleCoverage(GC3Dfloat value, GC3Dboolean invert);
void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void shaderSource(WebGLShader*, const String&, ExceptionCode&);
void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilMask(GC3Duint);
void stencilMaskSeparate(GC3Denum face, GC3Duint mask);
void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Dsizei width, GC3Dsizei height, GC3Dint border,
GC3Denum format, GC3Denum type, ArrayBufferView*, ExceptionCode&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, ImageData*, ExceptionCode&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLImageElement*, ExceptionCode&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLCanvasElement*, ExceptionCode&);
#if ENABLE(VIDEO)
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLVideoElement*, ExceptionCode&);
#endif
void texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat param);
void texParameteri(GC3Denum target, GC3Denum pname, GC3Dint param);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Dsizei width, GC3Dsizei height,
GC3Denum format, GC3Denum type, ArrayBufferView*, ExceptionCode&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, ImageData*, ExceptionCode&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLImageElement*, ExceptionCode&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLCanvasElement*, ExceptionCode&);
#if ENABLE(VIDEO)
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLVideoElement*, ExceptionCode&);
#endif
void uniform1f(const WebGLUniformLocation* location, GC3Dfloat x, ExceptionCode&);
void uniform1fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
void uniform1fv(const WebGLUniformLocation* location, GC3Dfloat* v, GC3Dsizei size, ExceptionCode&);
void uniform1i(const WebGLUniformLocation* location, GC3Dint x, ExceptionCode&);
void uniform1iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
void uniform1iv(const WebGLUniformLocation* location, GC3Dint* v, GC3Dsizei size, ExceptionCode&);
void uniform2f(const WebGLUniformLocation* location, GC3Dfloat x, GC3Dfloat y, ExceptionCode&);
void uniform2fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
void uniform2fv(const WebGLUniformLocation* location, GC3Dfloat* v, GC3Dsizei size, ExceptionCode&);
void uniform2i(const WebGLUniformLocation* location, GC3Dint x, GC3Dint y, ExceptionCode&);
void uniform2iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
void uniform2iv(const WebGLUniformLocation* location, GC3Dint* v, GC3Dsizei size, ExceptionCode&);
void uniform3f(const WebGLUniformLocation* location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, ExceptionCode&);
void uniform3fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
void uniform3fv(const WebGLUniformLocation* location, GC3Dfloat* v, GC3Dsizei size, ExceptionCode&);
void uniform3i(const WebGLUniformLocation* location, GC3Dint x, GC3Dint y, GC3Dint z, ExceptionCode&);
void uniform3iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
void uniform3iv(const WebGLUniformLocation* location, GC3Dint* v, GC3Dsizei size, ExceptionCode&);
void uniform4f(const WebGLUniformLocation* location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w, ExceptionCode&);
void uniform4fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
void uniform4fv(const WebGLUniformLocation* location, GC3Dfloat* v, GC3Dsizei size, ExceptionCode&);
void uniform4i(const WebGLUniformLocation* location, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w, ExceptionCode&);
void uniform4iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
void uniform4iv(const WebGLUniformLocation* location, GC3Dint* v, GC3Dsizei size, ExceptionCode&);
void uniformMatrix2fv(const WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value, ExceptionCode&);
void uniformMatrix2fv(const WebGLUniformLocation* location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size, ExceptionCode&);
void uniformMatrix3fv(const WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value, ExceptionCode&);
void uniformMatrix3fv(const WebGLUniformLocation* location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size, ExceptionCode&);
void uniformMatrix4fv(const WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value, ExceptionCode&);
void uniformMatrix4fv(const WebGLUniformLocation* location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size, ExceptionCode&);
void useProgram(WebGLProgram*, ExceptionCode&);
void validateProgram(WebGLProgram*, ExceptionCode&);
void vertexAttrib1f(GC3Duint index, GC3Dfloat x);
void vertexAttrib1fv(GC3Duint index, Float32Array* values);
void vertexAttrib1fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei size);
void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y);
void vertexAttrib2fv(GC3Duint index, Float32Array* values);
void vertexAttrib2fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei size);
void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void vertexAttrib3fv(GC3Duint index, Float32Array* values);
void vertexAttrib3fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei size);
void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void vertexAttrib4fv(GC3Duint index, Float32Array* values);
void vertexAttrib4fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei size);
void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized,
GC3Dsizei stride, GC3Dintptr offset, ExceptionCode&);
void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void forceLostContext();
void onLostContext();
void restoreContext();
GraphicsContext3D* graphicsContext3D() const { return m_context.get(); }
#if USE(ACCELERATED_COMPOSITING)
virtual PlatformLayer* platformLayer() const { return m_context->platformLayer(); }
#endif
void reshape(int width, int height);
void markLayerComposited();
virtual void paintRenderingResultsToCanvas();
virtual PassRefPtr<ImageData> paintRenderingResultsToImageData();
void removeObject(WebGLObject*);
unsigned getMaxVertexAttribs() const { return m_maxVertexAttribs; }
private:
friend class WebGLObject;
friend class OESVertexArrayObject;
WebGLRenderingContext(HTMLCanvasElement*, PassRefPtr<GraphicsContext3D>, GraphicsContext3D::Attributes);
void initializeNewContext();
void setupFlags();
void addObject(WebGLObject*);
void detachAndRemoveAllObjects();
WebGLTexture* findTexture(Platform3DObject);
WebGLRenderbuffer* findRenderbuffer(Platform3DObject);
WebGLBuffer* findBuffer(Platform3DObject);
WebGLShader* findShader(Platform3DObject);
void markContextChanged();
void cleanupAfterGraphicsCall(bool changed)
{
if (changed)
markContextChanged();
}
// Query whether it is built on top of compliant GLES2 implementation.
bool isGLES2Compliant() { return m_isGLES2Compliant; }
// Query if the GL implementation is NPOT strict.
bool isGLES2NPOTStrict() { return m_isGLES2NPOTStrict; }
// Query if the GL implementation generates errors on out-of-bounds buffer accesses.
bool isErrorGeneratedOnOutOfBoundsAccesses() { return m_isErrorGeneratedOnOutOfBoundsAccesses; }
// Query if the GL implementation initializes textures/renderbuffers to 0.
bool isResourceSafe() { return m_isResourceSafe; }
// Query if depth_stencil buffer is supported.
bool isDepthStencilSupported() { return m_isDepthStencilSupported; }
// Helper to return the size in bytes of OpenGL data types
// like GL_FLOAT, GL_INT, etc.
unsigned int sizeInBytes(GC3Denum type);
// Basic validation of count and offset against number of elements in element array buffer
bool validateElementArraySize(GC3Dsizei count, GC3Denum type, GC3Dintptr offset);
// Conservative but quick index validation
bool validateIndexArrayConservative(GC3Denum type, int& numElementsRequired);
// Precise but slow index validation -- only done if conservative checks fail
bool validateIndexArrayPrecise(GC3Dsizei count, GC3Denum type, GC3Dintptr offset, int& numElementsRequired);
// If numElements <= 0, we only check if each enabled vertex attribute is bound to a buffer.
bool validateRenderingState(int numElements);
bool validateWebGLObject(WebGLObject*);
#if ENABLE(VIDEO)
PassRefPtr<Image> videoFrameToImage(HTMLVideoElement*);
#endif
RefPtr<GraphicsContext3D> m_context;
class WebGLRenderingContextRestoreTimer : public TimerBase {
public:
WebGLRenderingContextRestoreTimer(WebGLRenderingContext* context) : m_context(context) { }
private:
virtual void fired();
WebGLRenderingContext* m_context;
};
WebGLRenderingContextRestoreTimer m_restoreTimer;
bool m_needsUpdate;
bool m_markedCanvasDirty;
HashSet<RefPtr<WebGLObject> > m_canvasObjects;
// List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and stored values for ELEMENT_ARRAY_BUFFER
RefPtr<WebGLBuffer> m_boundArrayBuffer;
RefPtr<WebGLVertexArrayObjectOES> m_defaultVertexArrayObject;
RefPtr<WebGLVertexArrayObjectOES> m_boundVertexArrayObject;
void setBoundVertexArrayObject(PassRefPtr<WebGLVertexArrayObjectOES> arrayObject)
{
if (arrayObject)
m_boundVertexArrayObject = arrayObject;
else
m_boundVertexArrayObject = m_defaultVertexArrayObject;
}
class VertexAttribValue {
public:
VertexAttribValue()
{
initValue();
}
void initValue()
{
value[0] = 0.0f;
value[1] = 0.0f;
value[2] = 0.0f;
value[3] = 1.0f;
}
GC3Dfloat value[4];
};
Vector<VertexAttribValue> m_vertexAttribValue;
unsigned m_maxVertexAttribs;
RefPtr<WebGLBuffer> m_vertexAttrib0Buffer;
long m_vertexAttrib0BufferSize;
GC3Dfloat m_vertexAttrib0BufferValue[4];
bool m_forceAttrib0BufferRefill;
bool m_vertexAttrib0UsedBefore;
RefPtr<WebGLProgram> m_currentProgram;
RefPtr<WebGLFramebuffer> m_framebufferBinding;
RefPtr<WebGLRenderbuffer> m_renderbufferBinding;
class TextureUnitState {
public:
RefPtr<WebGLTexture> m_texture2DBinding;
RefPtr<WebGLTexture> m_textureCubeMapBinding;
};
Vector<TextureUnitState> m_textureUnits;
unsigned long m_activeTextureUnit;
RefPtr<WebGLTexture> m_blackTexture2D;
RefPtr<WebGLTexture> m_blackTextureCubeMap;
// Fixed-size cache of reusable image buffers for video texImage2D calls.
class LRUImageBufferCache {
public:
LRUImageBufferCache(int capacity);
// The pointer returned is owned by the image buffer map.
ImageBuffer* imageBuffer(const IntSize& size);
private:
void bubbleToFront(int idx);
OwnArrayPtr<OwnPtr<ImageBuffer> > m_buffers;
int m_capacity;
};
LRUImageBufferCache m_videoCache;
GC3Dint m_maxTextureSize;
GC3Dint m_maxCubeMapTextureSize;
GC3Dint m_maxTextureLevel;
GC3Dint m_maxCubeMapTextureLevel;
GC3Dint m_packAlignment;
GC3Dint m_unpackAlignment;
bool m_unpackFlipY;
bool m_unpackPremultiplyAlpha;
GC3Denum m_unpackColorspaceConversion;
bool m_contextLost;
GraphicsContext3D::Attributes m_attributes;
bool m_layerCleared;
GC3Dfloat m_clearColor[4];
bool m_scissorEnabled;
GC3Dfloat m_clearDepth;
GC3Dint m_clearStencil;
GC3Dboolean m_colorMask[4];
GC3Dboolean m_depthMask;
long m_stencilBits;
GC3Duint m_stencilMask, m_stencilMaskBack;
GC3Dint m_stencilFuncRef, m_stencilFuncRefBack; // Note that these are the user specified values, not the internal clamped value.
GC3Duint m_stencilFuncMask, m_stencilFuncMaskBack;
bool m_isGLES2Compliant;
bool m_isGLES2NPOTStrict;
bool m_isErrorGeneratedOnOutOfBoundsAccesses;
bool m_isResourceSafe;
bool m_isDepthStencilSupported;
// Enabled extension objects.
OwnPtr<OESTextureFloat> m_oesTextureFloat;
OwnPtr<OESStandardDerivatives> m_oesStandardDerivatives;
OwnPtr<OESVertexArrayObject> m_oesVertexArrayObject;
OwnPtr<WebKitLoseContext> m_webkitLoseContext;
// Helpers for getParameter and others
WebGLGetInfo getBooleanParameter(GC3Denum);
WebGLGetInfo getBooleanArrayParameter(GC3Denum);
WebGLGetInfo getFloatParameter(GC3Denum);
WebGLGetInfo getIntParameter(GC3Denum);
WebGLGetInfo getUnsignedIntParameter(GC3Denum);
WebGLGetInfo getWebGLFloatArrayParameter(GC3Denum);
WebGLGetInfo getWebGLIntArrayParameter(GC3Denum);
// 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 true if that clear is now unnecessary.
bool clearIfComposited(GC3Dbitfield clearMask = 0);
void texImage2DBase(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Dsizei width, GC3Dsizei height, GC3Dint border,
GC3Denum format, GC3Denum type, void* pixels, ExceptionCode&);
void texImage2DImpl(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, Image*,
bool flipY, bool premultiplyAlpha, ExceptionCode&);
void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Dsizei width, GC3Dsizei height,
GC3Denum format, GC3Denum type, void* pixels, ExceptionCode&);
void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type,
Image* image, bool flipY, bool premultiplyAlpha, ExceptionCode&);
void handleNPOTTextures(bool prepareToDraw);
void createFallbackBlackTextures1x1();
// 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(GC3Denum texInternalFormat,
GC3Denum colorBufferFormat);
// Helper function to get the bound framebuffer's color buffer format.
GC3Denum getBoundFramebufferColorFormat();
// Helper function to get the bound framebuffer's width.
int getBoundFramebufferWidth();
// Helper function to get the bound framebuffer's height.
int getBoundFramebufferHeight();
// Helper function to check if size is non-negative.
// Generate GL error and return false for negative inputs; otherwise, return true.
bool validateSize(GC3Dint x, GC3Dint y);
// 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 String&);
// Helper function to check 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.
WebGLTexture* validateTextureBinding(GC3Denum target, bool useSixEnumsForCubeMap);
// Helper function to check input format/type for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if parameters are invalid.
bool validateTexFuncFormatAndType(GC3Denum format, GC3Denum type);
// Helper function to check input level for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if level is invalid.
bool validateTexFuncLevel(GC3Denum target, GC3Dint level);
// Helper function to check input parameters for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if parameters are invalid.
bool validateTexFuncParameters(GC3Denum target, GC3Dint level,
GC3Denum internalformat,
GC3Dsizei width, GC3Dsizei height, GC3Dint border,
GC3Denum format, GC3Denum type);
// 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(GC3Dsizei width, GC3Dsizei height,
GC3Denum format, GC3Denum type,
ArrayBufferView* pixels);
// Helper function to validate mode for draw{Arrays/Elements}.
bool validateDrawMode(GC3Denum);
// Helper function to validate if front/back stencilMask and stencilFunc settings are the same.
bool validateStencilSettings();
// Helper function to validate stencil func.
bool validateStencilFunc(GC3Denum);
// Helper function for texParameterf and texParameteri.
void texParameter(GC3Denum target, GC3Denum pname, GC3Dfloat parami, GC3Dint paramf, bool isFloat);
// Helper function to print warnings to console. Currently
// used only to warn about use of obsolete functions.
void printWarningToConsole(const String&);
// Helper function to validate input parameters for framebuffer functions.
// Generate GL error if parameters are illegal.
bool validateFramebufferFuncParameters(GC3Denum target, GC3Denum attachment);
// Helper function to validate blend equation mode.
bool validateBlendEquation(GC3Denum);
// Helper function to validate blend func factors.
bool validateBlendFuncFactors(GC3Denum src, GC3Denum dst);
// Helper function to validate a GL capability.
bool validateCapability(GC3Denum);
// Helper function to validate input parameters for uniform functions.
bool validateUniformParameters(const WebGLUniformLocation*, Float32Array*, GC3Dsizei mod);
bool validateUniformParameters(const WebGLUniformLocation*, Int32Array*, GC3Dsizei mod);
bool validateUniformParameters(const WebGLUniformLocation*, void*, GC3Dsizei size, GC3Dsizei mod);
bool validateUniformMatrixParameters(const WebGLUniformLocation*, GC3Dboolean transpose, Float32Array*, GC3Dsizei mod);
bool validateUniformMatrixParameters(const WebGLUniformLocation*, GC3Dboolean transpose, void*, GC3Dsizei size, GC3Dsizei mod);
// Helper function to validate parameters for bufferData.
// Return the current bound buffer to target, or 0 if parameters are invalid.
WebGLBuffer* validateBufferDataParameters(GC3Denum target, GC3Denum usage);
// Helper function for tex{Sub}Image2D to make sure image is ready.
bool validateHTMLImageElement(HTMLImageElement*);
// Helper functions for vertexAttribNf{v}.
void vertexAttribfImpl(GC3Duint index, GC3Dsizei expectedSize, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat);
void vertexAttribfvImpl(GC3Duint index, Float32Array*, GC3Dsizei expectedSize);
void vertexAttribfvImpl(GC3Duint index, GC3Dfloat*, GC3Dsizei size, GC3Dsizei expectedSize);
// Helper function for delete* (deleteBuffer, deleteProgram, etc) functions.
// Return false if caller should return without further processing.
bool deleteObject(WebGLObject*);
// Helper function for bind* (bindBuffer, bindTexture, etc) and useProgram.
// If the object has already been deleted, set deleted to true upon return.
// Return false if caller should return without further processing.
bool checkObjectToBeBound(WebGLObject*, bool& deleted);
// Helpers for simulating vertexAttrib0
void initVertexAttrib0();
bool simulateVertexAttrib0(GC3Dsizei numVertex);
void restoreStatesAfterVertexAttrib0Simulation();
friend class WebGLStateRestorer;
};
} // namespace WebCore
#endif
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