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
33namespace WebCore {
34
35class WebGLQuery;
36class WebGLSampler;
37class WebGLSync;
38class WebGLTransformFeedback;
39class WebGLVertexArrayObject;
40
41class WebGL2RenderingContext final : public WebGLRenderingContextBase {
42 WTF_MAKE_ISO_ALLOCATED(WebGL2RenderingContext);
43public:
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
208private:
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
233SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2())
234
235#endif // WEBGL2
236