1 | /* |
2 | * Copyright (C) 2015-2017 Apple Inc. All rights reserved. |
3 | * |
4 | * Redistribution and use in source and binary forms, with or without |
5 | * modification, are permitted provided that the following conditions |
6 | * are met: |
7 | * 1. Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. |
9 | * 2. Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. |
12 | * |
13 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
14 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
15 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
16 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
17 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
18 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
19 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
20 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
21 | * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
23 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
24 | */ |
25 | |
26 | #pragma once |
27 | |
28 | #if ENABLE(WEBGL2) |
29 | |
30 | #include "WebGLRenderingContextBase.h" |
31 | #include <memory> |
32 | |
33 | namespace WebCore { |
34 | |
35 | class WebGLQuery; |
36 | class WebGLSampler; |
37 | class WebGLSync; |
38 | class WebGLTransformFeedback; |
39 | class WebGLVertexArrayObject; |
40 | |
41 | class WebGL2RenderingContext final : public WebGLRenderingContextBase { |
42 | WTF_MAKE_ISO_ALLOCATED(WebGL2RenderingContext); |
43 | public: |
44 | static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, GraphicsContext3DAttributes); |
45 | static std::unique_ptr<WebGL2RenderingContext> create(CanvasBase&, Ref<GraphicsContext3D>&&, GraphicsContext3DAttributes); |
46 | |
47 | // Buffer objects |
48 | using WebGLRenderingContextBase::bufferData; |
49 | using WebGLRenderingContextBase::bufferSubData; |
50 | void bufferData(GC3Denum target, const ArrayBufferView& data, GC3Denum usage, GC3Duint srcOffset, GC3Duint length); |
51 | void bufferSubData(GC3Denum target, long long offset, const ArrayBufferView& data, GC3Duint srcOffset, GC3Duint length); |
52 | void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dint64 readOffset, GC3Dint64 writeOffset, GC3Dint64 size); |
53 | void getBufferSubData(GC3Denum target, long long srcByteOffset, RefPtr<ArrayBufferView>&& dstData, GC3Duint dstOffset = 0, GC3Duint length = 0); |
54 | |
55 | // Framebuffer objects |
56 | WebGLAny getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname) final; |
57 | void blitFramebuffer(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter); |
58 | void framebufferTextureLayer(GC3Denum target, GC3Denum attachment, WebGLTexture*, GC3Dint level, GC3Dint layer); |
59 | WebGLAny getInternalformatParameter(GC3Denum target, GC3Denum internalformat, GC3Denum pname); |
60 | void invalidateFramebuffer(GC3Denum target, const Vector<GC3Denum>& attachments); |
61 | void invalidateSubFramebuffer(GC3Denum target, const Vector<GC3Denum>& attachments, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
62 | void readBuffer(GC3Denum src); |
63 | |
64 | // Renderbuffer objects |
65 | void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height); |
66 | |
67 | // Texture objects |
68 | void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height); |
69 | void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth); |
70 | |
71 | #if ENABLE(VIDEO) |
72 | using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>, RefPtr<HTMLVideoElement>>; |
73 | #else |
74 | using TexImageSource = WTF::Variant<RefPtr<ImageBitmap>, RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>>; |
75 | #endif |
76 | |
77 | using WebGLRenderingContextBase::texImage2D; |
78 | void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
79 | void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, TexImageSource&&); |
80 | void texImage2D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
81 | |
82 | void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
83 | void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, TexImageSource&&); |
84 | void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels); |
85 | void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
86 | |
87 | using WebGLRenderingContextBase::texSubImage2D; |
88 | void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
89 | void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, TexImageSource&&); |
90 | void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& srcData, GC3Duint srcOffset); |
91 | |
92 | void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, GC3Dint64 pboOffset); |
93 | void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels, GC3Duint srcOffset); |
94 | void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, TexImageSource&&); |
95 | |
96 | void copyTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); |
97 | |
98 | void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, GC3Dint64 offset); |
99 | void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, ArrayBufferView& data, GC3Duint, GC3Duint); |
100 | void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Dsizei imageSize, GC3Dint64 offset); |
101 | void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, ArrayBufferView& srcData, GC3Duint srcOffset, GC3Duint srcLengthOverride); |
102 | |
103 | void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Dsizei imageSize, GC3Dint64 offset); |
104 | void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, ArrayBufferView& data, GC3Duint srcOffset, GC3Duint srcLengthOverride); |
105 | |
106 | // Programs and shaders |
107 | GC3Dint getFragDataLocation(WebGLProgram&, const String& name); |
108 | |
109 | // Uniforms and attributes |
110 | using Uint32List = TypedList<Uint32Array, uint32_t>; |
111 | using Float32List = TypedList<Float32Array, float>; |
112 | void uniform1ui(WebGLUniformLocation*, GC3Duint v0); |
113 | void uniform2ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1); |
114 | void uniform3ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2); |
115 | void uniform4ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2, GC3Duint v3); |
116 | void uniform1uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
117 | void uniform2uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
118 | void uniform3uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
119 | void uniform4uiv(WebGLUniformLocation*, Uint32List&& data, GC3Duint srcOffset, GC3Duint srcLength); |
120 | void uniformMatrix2x3fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
121 | void uniformMatrix3x2fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
122 | void uniformMatrix2x4fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
123 | void uniformMatrix4x2fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
124 | void uniformMatrix3x4fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
125 | void uniformMatrix4x3fv(WebGLUniformLocation*, GC3Dboolean transpose, Float32List&& value, GC3Duint srcOffset, GC3Duint srcLength); |
126 | void vertexAttribI4i(GC3Duint index, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w); |
127 | void vertexAttribI4iv(GC3Duint index, Int32List&& v); |
128 | void vertexAttribI4ui(GC3Duint index, GC3Duint x, GC3Duint y, GC3Duint z, GC3Duint w); |
129 | void vertexAttribI4uiv(GC3Duint index, Uint32List&& v); |
130 | void vertexAttribIPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dsizei stride, GC3Dint64 offset); |
131 | |
132 | // Writing to the drawing buffer |
133 | void clear(GC3Dbitfield mask) final; |
134 | void vertexAttribDivisor(GC3Duint index, GC3Duint divisor); |
135 | void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei instanceCount); |
136 | void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dint64 offset, GC3Dsizei instanceCount); |
137 | void drawRangeElements(GC3Denum mode, GC3Duint start, GC3Duint end, GC3Dsizei count, GC3Denum type, GC3Dint64 offset); |
138 | |
139 | // Multiple render targets |
140 | void drawBuffers(const Vector<GC3Denum>& buffers); |
141 | void clearBufferiv(GC3Denum buffer, GC3Dint drawbuffer, Int32List&& values, GC3Duint srcOffset); |
142 | void clearBufferuiv(GC3Denum buffer, GC3Dint drawbuffer, Uint32List&& values, GC3Duint srcOffset); |
143 | void clearBufferfv(GC3Denum buffer, GC3Dint drawbuffer, Float32List&& values, GC3Duint srcOffset); |
144 | void clearBufferfi(GC3Denum buffer, GC3Dint drawbuffer, GC3Dfloat depth, GC3Dint stencil); |
145 | |
146 | // Query objects |
147 | RefPtr<WebGLQuery> createQuery(); |
148 | void deleteQuery(WebGLQuery*); |
149 | GC3Dboolean isQuery(WebGLQuery*); |
150 | void beginQuery(GC3Denum target, WebGLQuery&); |
151 | void endQuery(GC3Denum target); |
152 | RefPtr<WebGLQuery> getQuery(GC3Denum target, GC3Denum pname); |
153 | WebGLAny getQueryParameter(WebGLQuery&, GC3Denum pname); |
154 | |
155 | // Sampler objects |
156 | RefPtr<WebGLSampler> createSampler(); |
157 | void deleteSampler(WebGLSampler*); |
158 | GC3Dboolean isSampler(WebGLSampler*); |
159 | void bindSampler(GC3Duint unit, WebGLSampler*); |
160 | void samplerParameteri(WebGLSampler&, GC3Denum pname, GC3Dint param); |
161 | void samplerParameterf(WebGLSampler&, GC3Denum pname, GC3Dfloat param); |
162 | WebGLAny getSamplerParameter(WebGLSampler&, GC3Denum pname); |
163 | |
164 | // Sync objects |
165 | RefPtr<WebGLSync> fenceSync(GC3Denum condition, GC3Dbitfield flags); |
166 | GC3Dboolean isSync(WebGLSync*); |
167 | void deleteSync(WebGLSync*); |
168 | GC3Denum clientWaitSync(WebGLSync&, GC3Dbitfield flags, GC3Duint64 timeout); |
169 | void waitSync(WebGLSync&, GC3Dbitfield flags, GC3Dint64 timeout); |
170 | WebGLAny getSyncParameter(WebGLSync&, GC3Denum pname); |
171 | |
172 | // Transform feedback |
173 | RefPtr<WebGLTransformFeedback> createTransformFeedback(); |
174 | void deleteTransformFeedback(WebGLTransformFeedback* id); |
175 | GC3Dboolean isTransformFeedback(WebGLTransformFeedback* id); |
176 | void bindTransformFeedback(GC3Denum target, WebGLTransformFeedback* id); |
177 | void beginTransformFeedback(GC3Denum primitiveMode); |
178 | void endTransformFeedback(); |
179 | void transformFeedbackVaryings(WebGLProgram&, const Vector<String>& varyings, GC3Denum bufferMode); |
180 | RefPtr<WebGLActiveInfo> getTransformFeedbackVarying(WebGLProgram&, GC3Duint index); |
181 | void pauseTransformFeedback(); |
182 | void resumeTransformFeedback(); |
183 | |
184 | // Uniform buffer objects and transform feedback buffers |
185 | void bindBufferBase(GC3Denum target, GC3Duint index, WebGLBuffer*); |
186 | void bindBufferRange(GC3Denum target, GC3Duint index, WebGLBuffer*, GC3Dint64 offset, GC3Dint64 size); |
187 | WebGLAny getIndexedParameter(GC3Denum target, GC3Duint index); |
188 | Optional<Vector<GC3Duint>> getUniformIndices(WebGLProgram&, const Vector<String>& uniformNames); |
189 | WebGLAny getActiveUniforms(WebGLProgram&, const Vector<GC3Duint>& uniformIndices, GC3Denum pname); |
190 | GC3Duint getUniformBlockIndex(WebGLProgram&, const String& uniformBlockName); |
191 | WebGLAny getActiveUniformBlockParameter(WebGLProgram&, GC3Duint uniformBlockIndex, GC3Denum pname); |
192 | WebGLAny getActiveUniformBlockName(WebGLProgram&, GC3Duint uniformBlockIndex); |
193 | void uniformBlockBinding(WebGLProgram&, GC3Duint uniformBlockIndex, GC3Duint uniformBlockBinding); |
194 | |
195 | // Vertex array objects |
196 | RefPtr<WebGLVertexArrayObject> createVertexArray(); |
197 | void deleteVertexArray(WebGLVertexArrayObject* vertexArray); |
198 | GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray); |
199 | void bindVertexArray(WebGLVertexArrayObject* vertexArray); |
200 | |
201 | WebGLExtension* getExtension(const String&) final; |
202 | Optional<Vector<String>> getSupportedExtensions() final; |
203 | WebGLAny getParameter(GC3Denum pname) final; |
204 | |
205 | void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) final; |
206 | void hint(GC3Denum target, GC3Denum mode) final; |
207 | |
208 | private: |
209 | WebGL2RenderingContext(CanvasBase&, GraphicsContext3DAttributes); |
210 | WebGL2RenderingContext(CanvasBase&, Ref<GraphicsContext3D>&&, GraphicsContext3DAttributes); |
211 | |
212 | bool isWebGL2() const final { return true; } |
213 | |
214 | void initializeVertexArrayObjects() final; |
215 | GC3Dint getMaxDrawBuffers() final; |
216 | GC3Dint getMaxColorAttachments() final; |
217 | bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) final; |
218 | bool validateBlendEquation(const char* functionName, GC3Denum mode) final; |
219 | bool validateCapability(const char* functionName, GC3Denum cap) final; |
220 | bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) final; |
221 | bool validateFramebufferTarget(const char* functionName, GC3Denum target); |
222 | bool validateNonDefaultFramebufferAttachment(const char* functionName, GC3Denum attachment); |
223 | |
224 | GC3Denum baseInternalFormatFromInternalFormat(GC3Denum internalformat); |
225 | bool isIntegerFormat(GC3Denum internalformat); |
226 | void initializeShaderExtensions(); |
227 | |
228 | bool validateTexStorageFuncParameters(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, const char* functionName); |
229 | }; |
230 | |
231 | } // namespace WebCore |
232 | |
233 | SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2()) |
234 | |
235 | #endif // WEBGL2 |
236 | |