| 1 | /* |
| 2 | * Copyright (C) 2010, 2014 Apple Inc. All rights reserved. |
| 3 | * Copyright (C) 2011 Google Inc. All rights reserved. |
| 4 | * Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com> |
| 5 | * Copyright (C) 2012 Research In Motion Limited. All rights reserved. |
| 6 | * |
| 7 | * Redistribution and use in source and binary forms, with or without |
| 8 | * modification, are permitted provided that the following conditions |
| 9 | * are met: |
| 10 | * 1. Redistributions of source code must retain the above copyright |
| 11 | * notice, this list of conditions and the following disclaimer. |
| 12 | * 2. Redistributions in binary form must reproduce the above copyright |
| 13 | * notice, this list of conditions and the following disclaimer in the |
| 14 | * documentation and/or other materials provided with the distribution. |
| 15 | * |
| 16 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 19 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| 20 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 21 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 22 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 23 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 24 | * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 25 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 26 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 27 | */ |
| 28 | |
| 29 | #include "config.h" |
| 30 | |
| 31 | #if ENABLE(GRAPHICS_CONTEXT_3D) |
| 32 | |
| 33 | #include "GraphicsContext3D.h" |
| 34 | #if PLATFORM(IOS_FAMILY) |
| 35 | #include "GraphicsContext3DIOS.h" |
| 36 | #endif |
| 37 | |
| 38 | #if !PLATFORM(COCOA) && USE(OPENGL_ES) |
| 39 | #include "Extensions3DOpenGLES.h" |
| 40 | #else |
| 41 | #include "Extensions3DOpenGL.h" |
| 42 | #endif |
| 43 | #include "ANGLEWebKitBridge.h" |
| 44 | #include "GraphicsContext.h" |
| 45 | #include "ImageBuffer.h" |
| 46 | #include "ImageData.h" |
| 47 | #include "IntRect.h" |
| 48 | #include "IntSize.h" |
| 49 | #include "Logging.h" |
| 50 | #include "TemporaryOpenGLSetting.h" |
| 51 | #include "WebGLRenderingContextBase.h" |
| 52 | #include <JavaScriptCore/RegularExpression.h> |
| 53 | #include <cstring> |
| 54 | #include <wtf/HexNumber.h> |
| 55 | #include <wtf/MainThread.h> |
| 56 | #include <wtf/ThreadSpecific.h> |
| 57 | #include <wtf/UniqueArray.h> |
| 58 | #include <wtf/Vector.h> |
| 59 | #include <wtf/text/CString.h> |
| 60 | #include <wtf/text/StringBuilder.h> |
| 61 | |
| 62 | #if PLATFORM(COCOA) |
| 63 | |
| 64 | #if USE(OPENGL_ES) |
| 65 | #import <OpenGLES/ES2/glext.h> |
| 66 | #import <OpenGLES/ES3/gl.h> |
| 67 | // From <OpenGLES/glext.h> |
| 68 | #define GL_RGBA32F_ARB 0x8814 |
| 69 | #define GL_RGB32F_ARB 0x8815 |
| 70 | #else |
| 71 | #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
| 72 | #include <OpenGL/gl.h> |
| 73 | #include <OpenGL/gl3.h> |
| 74 | #include <OpenGL/gl3ext.h> |
| 75 | #undef GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
| 76 | #endif |
| 77 | |
| 78 | #else |
| 79 | |
| 80 | #if USE(LIBEPOXY) |
| 81 | #include "EpoxyShims.h" |
| 82 | #elif USE(OPENGL_ES) |
| 83 | #include "OpenGLESShims.h" |
| 84 | #elif PLATFORM(GTK) || PLATFORM(WIN) |
| 85 | #include "OpenGLShims.h" |
| 86 | #endif |
| 87 | |
| 88 | #endif |
| 89 | |
| 90 | |
| 91 | namespace WebCore { |
| 92 | |
| 93 | static ThreadSpecific<ShaderNameHash*>& getCurrentNameHashMapForShader() |
| 94 | { |
| 95 | static std::once_flag onceFlag; |
| 96 | static ThreadSpecific<ShaderNameHash*>* sharedNameHash; |
| 97 | std::call_once(onceFlag, [] { |
| 98 | sharedNameHash = new ThreadSpecific<ShaderNameHash*>; |
| 99 | }); |
| 100 | |
| 101 | return *sharedNameHash; |
| 102 | } |
| 103 | |
| 104 | static void setCurrentNameHashMapForShader(ShaderNameHash* shaderNameHash) |
| 105 | { |
| 106 | *getCurrentNameHashMapForShader() = shaderNameHash; |
| 107 | } |
| 108 | |
| 109 | // Hash function used by the ANGLE translator/compiler to do |
| 110 | // symbol name mangling. Since this is a static method, before |
| 111 | // calling compileShader we set currentNameHashMapForShader |
| 112 | // to point to the map kept by the current instance of GraphicsContext3D. |
| 113 | |
| 114 | static uint64_t nameHashForShader(const char* name, size_t length) |
| 115 | { |
| 116 | if (!length) |
| 117 | return 0; |
| 118 | |
| 119 | CString nameAsCString = CString(name); |
| 120 | |
| 121 | // Look up name in our local map. |
| 122 | ShaderNameHash*& currentNameHashMapForShader = *getCurrentNameHashMapForShader(); |
| 123 | ShaderNameHash::iterator findResult = currentNameHashMapForShader->find(nameAsCString); |
| 124 | if (findResult != currentNameHashMapForShader->end()) |
| 125 | return findResult->value; |
| 126 | |
| 127 | unsigned hashValue = nameAsCString.hash(); |
| 128 | |
| 129 | // Convert the 32-bit hash from CString::hash into a 64-bit result |
| 130 | // by shifting then adding the size of our table. Overflow would |
| 131 | // only be a problem if we're already hashing to the same value (and |
| 132 | // we're hoping that over the lifetime of the context we |
| 133 | // don't have that many symbols). |
| 134 | |
| 135 | uint64_t result = hashValue; |
| 136 | result = (result << 32) + (currentNameHashMapForShader->size() + 1); |
| 137 | |
| 138 | currentNameHashMapForShader->set(nameAsCString, result); |
| 139 | return result; |
| 140 | } |
| 141 | |
| 142 | void GraphicsContext3D::validateDepthStencil(const char* packedDepthStencilExtension) |
| 143 | { |
| 144 | Extensions3D& extensions = getExtensions(); |
| 145 | if (m_attrs.stencil) { |
| 146 | if (extensions.supports(packedDepthStencilExtension)) { |
| 147 | extensions.ensureEnabled(packedDepthStencilExtension); |
| 148 | // Force depth if stencil is true. |
| 149 | m_attrs.depth = true; |
| 150 | } else |
| 151 | m_attrs.stencil = false; |
| 152 | } |
| 153 | if (m_attrs.antialias) { |
| 154 | if (!extensions.supports("GL_ANGLE_framebuffer_multisample" ) || isGLES2Compliant()) |
| 155 | m_attrs.antialias = false; |
| 156 | else |
| 157 | extensions.ensureEnabled("GL_ANGLE_framebuffer_multisample" ); |
| 158 | } |
| 159 | } |
| 160 | |
| 161 | void GraphicsContext3D::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer) |
| 162 | { |
| 163 | Checked<int, RecordOverflow> rowBytes = Checked<int, RecordOverflow>(m_currentWidth) * 4; |
| 164 | if (rowBytes.hasOverflowed()) |
| 165 | return; |
| 166 | |
| 167 | Checked<int, RecordOverflow> totalBytesChecked = rowBytes * m_currentHeight; |
| 168 | if (totalBytesChecked.hasOverflowed()) |
| 169 | return; |
| 170 | int totalBytes = totalBytesChecked.unsafeGet(); |
| 171 | |
| 172 | auto pixels = makeUniqueArray<unsigned char>(totalBytes); |
| 173 | if (!pixels) |
| 174 | return; |
| 175 | |
| 176 | readRenderingResults(pixels.get(), totalBytes); |
| 177 | |
| 178 | if (!m_attrs.premultipliedAlpha) { |
| 179 | for (int i = 0; i < totalBytes; i += 4) { |
| 180 | // Premultiply alpha. |
| 181 | pixels[i + 0] = std::min(255, pixels[i + 0] * pixels[i + 3] / 255); |
| 182 | pixels[i + 1] = std::min(255, pixels[i + 1] * pixels[i + 3] / 255); |
| 183 | pixels[i + 2] = std::min(255, pixels[i + 2] * pixels[i + 3] / 255); |
| 184 | } |
| 185 | } |
| 186 | |
| 187 | paintToCanvas(pixels.get(), IntSize(m_currentWidth, m_currentHeight), imageBuffer->internalSize(), imageBuffer->context()); |
| 188 | |
| 189 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
| 190 | presentRenderbuffer(); |
| 191 | #endif |
| 192 | } |
| 193 | |
| 194 | bool GraphicsContext3D::paintCompositedResultsToCanvas(ImageBuffer*) |
| 195 | { |
| 196 | // Not needed at the moment, so return that nothing was done. |
| 197 | return false; |
| 198 | } |
| 199 | |
| 200 | RefPtr<ImageData> GraphicsContext3D::paintRenderingResultsToImageData() |
| 201 | { |
| 202 | // Reading premultiplied alpha would involve unpremultiplying, which is |
| 203 | // lossy. |
| 204 | if (m_attrs.premultipliedAlpha) |
| 205 | return nullptr; |
| 206 | |
| 207 | auto imageData = ImageData::create(IntSize(m_currentWidth, m_currentHeight)); |
| 208 | unsigned char* pixels = imageData->data()->data(); |
| 209 | Checked<int, RecordOverflow> totalBytesChecked = 4 * Checked<int, RecordOverflow>(m_currentWidth) * Checked<int, RecordOverflow>(m_currentHeight); |
| 210 | if (totalBytesChecked.hasOverflowed()) |
| 211 | return imageData; |
| 212 | int totalBytes = totalBytesChecked.unsafeGet(); |
| 213 | |
| 214 | readRenderingResults(pixels, totalBytes); |
| 215 | |
| 216 | // Convert to RGBA. |
| 217 | for (int i = 0; i < totalBytes; i += 4) |
| 218 | std::swap(pixels[i], pixels[i + 2]); |
| 219 | |
| 220 | return imageData; |
| 221 | } |
| 222 | |
| 223 | void GraphicsContext3D::prepareTexture() |
| 224 | { |
| 225 | if (m_layerComposited) |
| 226 | return; |
| 227 | |
| 228 | makeContextCurrent(); |
| 229 | |
| 230 | #if !USE(COORDINATED_GRAPHICS) |
| 231 | TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| 232 | TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); |
| 233 | #endif |
| 234 | |
| 235 | if (m_attrs.antialias) |
| 236 | resolveMultisamplingIfNecessary(); |
| 237 | |
| 238 | #if USE(COORDINATED_GRAPHICS) |
| 239 | std::swap(m_texture, m_compositorTexture); |
| 240 | std::swap(m_texture, m_intermediateTexture); |
| 241 | ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| 242 | ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); |
| 243 | glFlush(); |
| 244 | |
| 245 | if (m_state.boundFBO != m_fbo) |
| 246 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| 247 | else |
| 248 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 249 | return; |
| 250 | #endif |
| 251 | |
| 252 | ::glActiveTexture(GL_TEXTURE0); |
| 253 | ::glBindTexture(GL_TEXTURE_2D, m_state.boundTarget(GL_TEXTURE0) == GL_TEXTURE_2D ? m_state.boundTexture(GL_TEXTURE0) : 0); |
| 254 | ::glActiveTexture(m_state.activeTextureUnit); |
| 255 | if (m_state.boundFBO != m_fbo) |
| 256 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| 257 | ::glFlush(); |
| 258 | } |
| 259 | |
| 260 | void GraphicsContext3D::readRenderingResults(unsigned char *pixels, int pixelsSize) |
| 261 | { |
| 262 | if (pixelsSize < m_currentWidth * m_currentHeight * 4) |
| 263 | return; |
| 264 | |
| 265 | makeContextCurrent(); |
| 266 | |
| 267 | bool mustRestoreFBO = false; |
| 268 | if (m_attrs.antialias) { |
| 269 | resolveMultisamplingIfNecessary(); |
| 270 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 271 | mustRestoreFBO = true; |
| 272 | } else { |
| 273 | if (m_state.boundFBO != m_fbo) { |
| 274 | mustRestoreFBO = true; |
| 275 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 276 | } |
| 277 | } |
| 278 | |
| 279 | GLint packAlignment = 4; |
| 280 | bool mustRestorePackAlignment = false; |
| 281 | ::glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); |
| 282 | if (packAlignment > 4) { |
| 283 | ::glPixelStorei(GL_PACK_ALIGNMENT, 4); |
| 284 | mustRestorePackAlignment = true; |
| 285 | } |
| 286 | |
| 287 | readPixelsAndConvertToBGRAIfNecessary(0, 0, m_currentWidth, m_currentHeight, pixels); |
| 288 | |
| 289 | if (mustRestorePackAlignment) |
| 290 | ::glPixelStorei(GL_PACK_ALIGNMENT, packAlignment); |
| 291 | |
| 292 | if (mustRestoreFBO) |
| 293 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| 294 | } |
| 295 | |
| 296 | void GraphicsContext3D::reshape(int width, int height) |
| 297 | { |
| 298 | if (!platformGraphicsContext3D()) |
| 299 | return; |
| 300 | |
| 301 | if (width == m_currentWidth && height == m_currentHeight) |
| 302 | return; |
| 303 | |
| 304 | ASSERT(width >= 0 && height >= 0); |
| 305 | if (width < 0 || height < 0) |
| 306 | return; |
| 307 | |
| 308 | markContextChanged(); |
| 309 | |
| 310 | m_currentWidth = width; |
| 311 | m_currentHeight = height; |
| 312 | |
| 313 | makeContextCurrent(); |
| 314 | validateAttributes(); |
| 315 | |
| 316 | TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| 317 | TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); |
| 318 | |
| 319 | bool mustRestoreFBO = reshapeFBOs(IntSize(width, height)); |
| 320 | |
| 321 | // Initialize renderbuffers to 0. |
| 322 | GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0; |
| 323 | GLint clearStencil = 0; |
| 324 | GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE; |
| 325 | GLuint stencilMask = 0xffffffff, stencilMaskBack = 0xffffffff; |
| 326 | GLbitfield clearMask = GL_COLOR_BUFFER_BIT; |
| 327 | ::glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor); |
| 328 | ::glClearColor(0, 0, 0, 0); |
| 329 | ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); |
| 330 | ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 331 | if (m_attrs.depth) { |
| 332 | ::glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth); |
| 333 | GraphicsContext3D::clearDepth(1); |
| 334 | ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); |
| 335 | ::glDepthMask(GL_TRUE); |
| 336 | clearMask |= GL_DEPTH_BUFFER_BIT; |
| 337 | } |
| 338 | if (m_attrs.stencil) { |
| 339 | ::glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil); |
| 340 | ::glClearStencil(0); |
| 341 | ::glGetIntegerv(GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&stencilMask)); |
| 342 | ::glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, reinterpret_cast<GLint*>(&stencilMaskBack)); |
| 343 | ::glStencilMaskSeparate(GL_FRONT, 0xffffffff); |
| 344 | ::glStencilMaskSeparate(GL_BACK, 0xffffffff); |
| 345 | clearMask |= GL_STENCIL_BUFFER_BIT; |
| 346 | } |
| 347 | |
| 348 | ::glClear(clearMask); |
| 349 | |
| 350 | ::glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| 351 | ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); |
| 352 | if (m_attrs.depth) { |
| 353 | GraphicsContext3D::clearDepth(clearDepth); |
| 354 | ::glDepthMask(depthMask); |
| 355 | } |
| 356 | if (m_attrs.stencil) { |
| 357 | ::glClearStencil(clearStencil); |
| 358 | ::glStencilMaskSeparate(GL_FRONT, stencilMask); |
| 359 | ::glStencilMaskSeparate(GL_BACK, stencilMaskBack); |
| 360 | } |
| 361 | |
| 362 | if (mustRestoreFBO) |
| 363 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| 364 | |
| 365 | ::glFlush(); |
| 366 | } |
| 367 | |
| 368 | bool GraphicsContext3D::checkVaryingsPacking(Platform3DObject vertexShader, Platform3DObject fragmentShader) const |
| 369 | { |
| 370 | ASSERT(m_shaderSourceMap.contains(vertexShader)); |
| 371 | ASSERT(m_shaderSourceMap.contains(fragmentShader)); |
| 372 | const auto& vertexEntry = m_shaderSourceMap.find(vertexShader)->value; |
| 373 | const auto& fragmentEntry = m_shaderSourceMap.find(fragmentShader)->value; |
| 374 | |
| 375 | HashMap<String, sh::ShaderVariable> combinedVaryings; |
| 376 | for (const auto& vertexSymbol : vertexEntry.varyingMap) { |
| 377 | const String& symbolName = vertexSymbol.key; |
| 378 | // The varying map includes variables for each index of an array variable. |
| 379 | // We only want a single variable to represent the array. |
| 380 | if (symbolName.endsWith("]" )) |
| 381 | continue; |
| 382 | |
| 383 | // Don't count built in varyings. |
| 384 | if (symbolName == "gl_FragCoord" || symbolName == "gl_FrontFacing" || symbolName == "gl_PointCoord" ) |
| 385 | continue; |
| 386 | |
| 387 | const auto& fragmentSymbol = fragmentEntry.varyingMap.find(symbolName); |
| 388 | if (fragmentSymbol != fragmentEntry.varyingMap.end()) |
| 389 | combinedVaryings.add(symbolName, fragmentSymbol->value); |
| 390 | } |
| 391 | |
| 392 | size_t numVaryings = combinedVaryings.size(); |
| 393 | if (!numVaryings) |
| 394 | return true; |
| 395 | |
| 396 | std::vector<sh::ShaderVariable> variables; |
| 397 | variables.reserve(combinedVaryings.size()); |
| 398 | for (const auto& varyingSymbol : combinedVaryings.values()) |
| 399 | variables.push_back(varyingSymbol); |
| 400 | |
| 401 | GC3Dint maxVaryingVectors = 0; |
| 402 | #if USE(OPENGL_ES) |
| 403 | ::glGetIntegerv(MAX_VARYING_VECTORS, &maxVaryingVectors); |
| 404 | #else |
| 405 | if (m_isForWebGL2) |
| 406 | ::glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryingVectors); |
| 407 | else { |
| 408 | GC3Dint maxVaryingFloats = 0; |
| 409 | ::glGetIntegerv(GL_MAX_VARYING_FLOATS, &maxVaryingFloats); |
| 410 | maxVaryingVectors = maxVaryingFloats / 4; |
| 411 | } |
| 412 | #endif |
| 413 | return sh::CheckVariablesWithinPackingLimits(maxVaryingVectors, variables); |
| 414 | } |
| 415 | |
| 416 | bool GraphicsContext3D::precisionsMatch(Platform3DObject vertexShader, Platform3DObject fragmentShader) const |
| 417 | { |
| 418 | ASSERT(m_shaderSourceMap.contains(vertexShader)); |
| 419 | ASSERT(m_shaderSourceMap.contains(fragmentShader)); |
| 420 | const auto& vertexEntry = m_shaderSourceMap.find(vertexShader)->value; |
| 421 | const auto& fragmentEntry = m_shaderSourceMap.find(fragmentShader)->value; |
| 422 | |
| 423 | HashMap<String, sh::GLenum> vertexSymbolPrecisionMap; |
| 424 | |
| 425 | for (const auto& entry : vertexEntry.uniformMap) { |
| 426 | const std::string& mappedName = entry.value.mappedName; |
| 427 | vertexSymbolPrecisionMap.add(String(mappedName.c_str(), mappedName.length()), entry.value.precision); |
| 428 | } |
| 429 | |
| 430 | for (const auto& entry : fragmentEntry.uniformMap) { |
| 431 | const std::string& mappedName = entry.value.mappedName; |
| 432 | const auto& vertexSymbol = vertexSymbolPrecisionMap.find(String(mappedName.c_str(), mappedName.length())); |
| 433 | if (vertexSymbol != vertexSymbolPrecisionMap.end() && vertexSymbol->value != entry.value.precision) |
| 434 | return false; |
| 435 | } |
| 436 | |
| 437 | return true; |
| 438 | } |
| 439 | |
| 440 | IntSize GraphicsContext3D::getInternalFramebufferSize() const |
| 441 | { |
| 442 | return IntSize(m_currentWidth, m_currentHeight); |
| 443 | } |
| 444 | |
| 445 | void GraphicsContext3D::activeTexture(GC3Denum texture) |
| 446 | { |
| 447 | makeContextCurrent(); |
| 448 | m_state.activeTextureUnit = texture; |
| 449 | ::glActiveTexture(texture); |
| 450 | } |
| 451 | |
| 452 | void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader) |
| 453 | { |
| 454 | ASSERT(program); |
| 455 | ASSERT(shader); |
| 456 | makeContextCurrent(); |
| 457 | m_shaderProgramSymbolCountMap.remove(program); |
| 458 | ::glAttachShader(program, shader); |
| 459 | } |
| 460 | |
| 461 | void GraphicsContext3D::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) |
| 462 | { |
| 463 | ASSERT(program); |
| 464 | makeContextCurrent(); |
| 465 | |
| 466 | String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, name); |
| 467 | LOG(WebGL, "::bindAttribLocation is mapping %s to %s" , name.utf8().data(), mappedName.utf8().data()); |
| 468 | ::glBindAttribLocation(program, index, mappedName.utf8().data()); |
| 469 | } |
| 470 | |
| 471 | void GraphicsContext3D::bindBuffer(GC3Denum target, Platform3DObject buffer) |
| 472 | { |
| 473 | makeContextCurrent(); |
| 474 | ::glBindBuffer(target, buffer); |
| 475 | } |
| 476 | |
| 477 | void GraphicsContext3D::bindFramebuffer(GC3Denum target, Platform3DObject buffer) |
| 478 | { |
| 479 | makeContextCurrent(); |
| 480 | GLuint fbo; |
| 481 | if (buffer) |
| 482 | fbo = buffer; |
| 483 | else |
| 484 | fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo); |
| 485 | if (fbo != m_state.boundFBO) { |
| 486 | ::glBindFramebufferEXT(target, fbo); |
| 487 | m_state.boundFBO = fbo; |
| 488 | } |
| 489 | } |
| 490 | |
| 491 | void GraphicsContext3D::bindRenderbuffer(GC3Denum target, Platform3DObject renderbuffer) |
| 492 | { |
| 493 | makeContextCurrent(); |
| 494 | ::glBindRenderbufferEXT(target, renderbuffer); |
| 495 | } |
| 496 | |
| 497 | |
| 498 | void GraphicsContext3D::bindTexture(GC3Denum target, Platform3DObject texture) |
| 499 | { |
| 500 | makeContextCurrent(); |
| 501 | m_state.setBoundTexture(m_state.activeTextureUnit, texture, target); |
| 502 | ::glBindTexture(target, texture); |
| 503 | } |
| 504 | |
| 505 | void GraphicsContext3D::blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha) |
| 506 | { |
| 507 | makeContextCurrent(); |
| 508 | ::glBlendColor(red, green, blue, alpha); |
| 509 | } |
| 510 | |
| 511 | void GraphicsContext3D::blendEquation(GC3Denum mode) |
| 512 | { |
| 513 | makeContextCurrent(); |
| 514 | ::glBlendEquation(mode); |
| 515 | } |
| 516 | |
| 517 | void GraphicsContext3D::blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha) |
| 518 | { |
| 519 | makeContextCurrent(); |
| 520 | ::glBlendEquationSeparate(modeRGB, modeAlpha); |
| 521 | } |
| 522 | |
| 523 | |
| 524 | void GraphicsContext3D::blendFunc(GC3Denum sfactor, GC3Denum dfactor) |
| 525 | { |
| 526 | makeContextCurrent(); |
| 527 | ::glBlendFunc(sfactor, dfactor); |
| 528 | } |
| 529 | |
| 530 | void GraphicsContext3D::blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha) |
| 531 | { |
| 532 | makeContextCurrent(); |
| 533 | ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); |
| 534 | } |
| 535 | |
| 536 | void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage) |
| 537 | { |
| 538 | makeContextCurrent(); |
| 539 | ::glBufferData(target, size, 0, usage); |
| 540 | } |
| 541 | |
| 542 | void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) |
| 543 | { |
| 544 | makeContextCurrent(); |
| 545 | ::glBufferData(target, size, data, usage); |
| 546 | } |
| 547 | |
| 548 | void GraphicsContext3D::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) |
| 549 | { |
| 550 | makeContextCurrent(); |
| 551 | ::glBufferSubData(target, offset, size, data); |
| 552 | } |
| 553 | |
| 554 | #if PLATFORM(MAC) || PLATFORM(IOS_FAMILY) || PLATFORM(WPE) |
| 555 | void* GraphicsContext3D::mapBufferRange(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr length, GC3Dbitfield access) |
| 556 | { |
| 557 | makeContextCurrent(); |
| 558 | return ::glMapBufferRange(target, offset, length, access); |
| 559 | } |
| 560 | |
| 561 | GC3Dboolean GraphicsContext3D::unmapBuffer(GC3Denum target) |
| 562 | { |
| 563 | makeContextCurrent(); |
| 564 | return ::glUnmapBuffer(target); |
| 565 | } |
| 566 | |
| 567 | void GraphicsContext3D::copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dintptr readOffset, GC3Dintptr writeOffset, GC3Dsizeiptr size) |
| 568 | { |
| 569 | makeContextCurrent(); |
| 570 | ::glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); |
| 571 | } |
| 572 | |
| 573 | void GraphicsContext3D::getInternalformativ(GC3Denum target, GC3Denum internalformat, GC3Denum pname, GC3Dsizei bufSize, GC3Dint* params) |
| 574 | { |
| 575 | #if USE(OPENGL_ES) |
| 576 | makeContextCurrent(); |
| 577 | ::glGetInternalformativ(target, internalformat, pname, bufSize, params); |
| 578 | #else |
| 579 | UNUSED_PARAM(target); |
| 580 | UNUSED_PARAM(internalformat); |
| 581 | UNUSED_PARAM(pname); |
| 582 | UNUSED_PARAM(bufSize); |
| 583 | UNUSED_PARAM(params); |
| 584 | #endif |
| 585 | } |
| 586 | |
| 587 | void GraphicsContext3D::renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| 588 | { |
| 589 | makeContextCurrent(); |
| 590 | ::glRenderbufferStorageMultisample(target, samples, internalformat, width, height); |
| 591 | } |
| 592 | |
| 593 | void GraphicsContext3D::texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| 594 | { |
| 595 | makeContextCurrent(); |
| 596 | ::glTexStorage2D(target, levels, internalformat, width, height); |
| 597 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 598 | } |
| 599 | |
| 600 | void GraphicsContext3D::texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth) |
| 601 | { |
| 602 | makeContextCurrent(); |
| 603 | ::glTexStorage3D(target, levels, internalformat, width, height, depth); |
| 604 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 605 | } |
| 606 | |
| 607 | void GraphicsContext3D::getActiveUniforms(Platform3DObject program, const Vector<GC3Duint>& uniformIndices, GC3Denum pname, Vector<GC3Dint>& params) |
| 608 | { |
| 609 | ASSERT(program); |
| 610 | makeContextCurrent(); |
| 611 | |
| 612 | ::glGetActiveUniformsiv(program, uniformIndices.size(), uniformIndices.data(), pname, params.data()); |
| 613 | } |
| 614 | #endif |
| 615 | |
| 616 | GC3Denum GraphicsContext3D::checkFramebufferStatus(GC3Denum target) |
| 617 | { |
| 618 | makeContextCurrent(); |
| 619 | return ::glCheckFramebufferStatusEXT(target); |
| 620 | } |
| 621 | |
| 622 | void GraphicsContext3D::clearColor(GC3Dclampf r, GC3Dclampf g, GC3Dclampf b, GC3Dclampf a) |
| 623 | { |
| 624 | makeContextCurrent(); |
| 625 | ::glClearColor(r, g, b, a); |
| 626 | } |
| 627 | |
| 628 | void GraphicsContext3D::clear(GC3Dbitfield mask) |
| 629 | { |
| 630 | makeContextCurrent(); |
| 631 | ::glClear(mask); |
| 632 | checkGPUStatus(); |
| 633 | } |
| 634 | |
| 635 | void GraphicsContext3D::clearStencil(GC3Dint s) |
| 636 | { |
| 637 | makeContextCurrent(); |
| 638 | ::glClearStencil(s); |
| 639 | } |
| 640 | |
| 641 | void GraphicsContext3D::colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha) |
| 642 | { |
| 643 | makeContextCurrent(); |
| 644 | ::glColorMask(red, green, blue, alpha); |
| 645 | } |
| 646 | |
| 647 | void GraphicsContext3D::compileShader(Platform3DObject shader) |
| 648 | { |
| 649 | ASSERT(shader); |
| 650 | makeContextCurrent(); |
| 651 | |
| 652 | // Turn on name mapping. Due to the way ANGLE name hashing works, we |
| 653 | // point a global hashmap to the map owned by this context. |
| 654 | ShBuiltInResources ANGLEResources = m_compiler.getResources(); |
| 655 | ShHashFunction64 previousHashFunction = ANGLEResources.HashFunction; |
| 656 | ANGLEResources.HashFunction = nameHashForShader; |
| 657 | |
| 658 | if (!nameHashMapForShaders) |
| 659 | nameHashMapForShaders = std::make_unique<ShaderNameHash>(); |
| 660 | setCurrentNameHashMapForShader(nameHashMapForShaders.get()); |
| 661 | m_compiler.setResources(ANGLEResources); |
| 662 | |
| 663 | String translatedShaderSource = m_extensions->getTranslatedShaderSourceANGLE(shader); |
| 664 | |
| 665 | ANGLEResources.HashFunction = previousHashFunction; |
| 666 | m_compiler.setResources(ANGLEResources); |
| 667 | setCurrentNameHashMapForShader(nullptr); |
| 668 | |
| 669 | if (!translatedShaderSource.length()) |
| 670 | return; |
| 671 | |
| 672 | const CString& translatedShaderCString = translatedShaderSource.utf8(); |
| 673 | const char* translatedShaderPtr = translatedShaderCString.data(); |
| 674 | int translatedShaderLength = translatedShaderCString.length(); |
| 675 | |
| 676 | LOG(WebGL, "--- begin original shader source ---\n%s\n--- end original shader source ---\n" , getShaderSource(shader).utf8().data()); |
| 677 | LOG(WebGL, "--- begin translated shader source ---\n%s\n--- end translated shader source ---" , translatedShaderPtr); |
| 678 | |
| 679 | ::glShaderSource(shader, 1, &translatedShaderPtr, &translatedShaderLength); |
| 680 | |
| 681 | ::glCompileShader(shader); |
| 682 | |
| 683 | int compileStatus; |
| 684 | |
| 685 | ::glGetShaderiv(shader, COMPILE_STATUS, &compileStatus); |
| 686 | |
| 687 | ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); |
| 688 | GraphicsContext3D::ShaderSourceEntry& entry = result->value; |
| 689 | |
| 690 | // Populate the shader log |
| 691 | GLint length = 0; |
| 692 | ::glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| 693 | |
| 694 | if (length) { |
| 695 | GLsizei size = 0; |
| 696 | Vector<GLchar> info(length); |
| 697 | ::glGetShaderInfoLog(shader, length, &size, info.data()); |
| 698 | |
| 699 | Platform3DObject shaders[2] = { shader, 0 }; |
| 700 | entry.log = getUnmangledInfoLog(shaders, 1, String(info.data(), size)); |
| 701 | } |
| 702 | |
| 703 | if (compileStatus != GL_TRUE) { |
| 704 | entry.isValid = false; |
| 705 | LOG(WebGL, "Error: shader translator produced a shader that OpenGL would not compile." ); |
| 706 | } |
| 707 | } |
| 708 | |
| 709 | void GraphicsContext3D::compileShaderDirect(Platform3DObject shader) |
| 710 | { |
| 711 | ASSERT(shader); |
| 712 | makeContextCurrent(); |
| 713 | |
| 714 | HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader); |
| 715 | |
| 716 | if (result == m_shaderSourceMap.end()) |
| 717 | return; |
| 718 | |
| 719 | ShaderSourceEntry& entry = result->value; |
| 720 | |
| 721 | const CString& shaderSourceCString = entry.source.utf8(); |
| 722 | const char* shaderSourcePtr = shaderSourceCString.data(); |
| 723 | int shaderSourceLength = shaderSourceCString.length(); |
| 724 | |
| 725 | LOG(WebGL, "--- begin direct shader source ---\n%s\n--- end direct shader source ---\n" , shaderSourcePtr); |
| 726 | |
| 727 | ::glShaderSource(shader, 1, &shaderSourcePtr, &shaderSourceLength); |
| 728 | |
| 729 | ::glCompileShader(shader); |
| 730 | |
| 731 | int compileStatus; |
| 732 | |
| 733 | ::glGetShaderiv(shader, COMPILE_STATUS, &compileStatus); |
| 734 | |
| 735 | if (compileStatus == GL_TRUE) { |
| 736 | entry.isValid = true; |
| 737 | LOG(WebGL, "Direct compilation of shader succeeded." ); |
| 738 | } else { |
| 739 | entry.isValid = false; |
| 740 | LOG(WebGL, "Error: direct compilation of shader failed." ); |
| 741 | } |
| 742 | } |
| 743 | |
| 744 | void GraphicsContext3D::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) |
| 745 | { |
| 746 | makeContextCurrent(); |
| 747 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| 748 | resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| 749 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 750 | } |
| 751 | ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); |
| 752 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| 753 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| 754 | } |
| 755 | |
| 756 | void GraphicsContext3D::copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| 757 | { |
| 758 | makeContextCurrent(); |
| 759 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| 760 | resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| 761 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 762 | } |
| 763 | ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
| 764 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| 765 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| 766 | } |
| 767 | |
| 768 | void GraphicsContext3D::cullFace(GC3Denum mode) |
| 769 | { |
| 770 | makeContextCurrent(); |
| 771 | ::glCullFace(mode); |
| 772 | } |
| 773 | |
| 774 | void GraphicsContext3D::depthFunc(GC3Denum func) |
| 775 | { |
| 776 | makeContextCurrent(); |
| 777 | ::glDepthFunc(func); |
| 778 | } |
| 779 | |
| 780 | void GraphicsContext3D::depthMask(GC3Dboolean flag) |
| 781 | { |
| 782 | makeContextCurrent(); |
| 783 | ::glDepthMask(flag); |
| 784 | } |
| 785 | |
| 786 | void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader) |
| 787 | { |
| 788 | ASSERT(program); |
| 789 | ASSERT(shader); |
| 790 | makeContextCurrent(); |
| 791 | m_shaderProgramSymbolCountMap.remove(program); |
| 792 | ::glDetachShader(program, shader); |
| 793 | } |
| 794 | |
| 795 | void GraphicsContext3D::disable(GC3Denum cap) |
| 796 | { |
| 797 | makeContextCurrent(); |
| 798 | ::glDisable(cap); |
| 799 | } |
| 800 | |
| 801 | void GraphicsContext3D::disableVertexAttribArray(GC3Duint index) |
| 802 | { |
| 803 | makeContextCurrent(); |
| 804 | ::glDisableVertexAttribArray(index); |
| 805 | } |
| 806 | |
| 807 | void GraphicsContext3D::drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count) |
| 808 | { |
| 809 | makeContextCurrent(); |
| 810 | ::glDrawArrays(mode, first, count); |
| 811 | checkGPUStatus(); |
| 812 | } |
| 813 | |
| 814 | void GraphicsContext3D::drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset) |
| 815 | { |
| 816 | makeContextCurrent(); |
| 817 | ::glDrawElements(mode, count, type, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| 818 | checkGPUStatus(); |
| 819 | } |
| 820 | |
| 821 | void GraphicsContext3D::enable(GC3Denum cap) |
| 822 | { |
| 823 | makeContextCurrent(); |
| 824 | ::glEnable(cap); |
| 825 | } |
| 826 | |
| 827 | void GraphicsContext3D::enableVertexAttribArray(GC3Duint index) |
| 828 | { |
| 829 | makeContextCurrent(); |
| 830 | ::glEnableVertexAttribArray(index); |
| 831 | } |
| 832 | |
| 833 | void GraphicsContext3D::finish() |
| 834 | { |
| 835 | makeContextCurrent(); |
| 836 | ::glFinish(); |
| 837 | } |
| 838 | |
| 839 | void GraphicsContext3D::flush() |
| 840 | { |
| 841 | makeContextCurrent(); |
| 842 | ::glFlush(); |
| 843 | } |
| 844 | |
| 845 | void GraphicsContext3D::framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject buffer) |
| 846 | { |
| 847 | makeContextCurrent(); |
| 848 | ::glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer); |
| 849 | } |
| 850 | |
| 851 | void GraphicsContext3D::framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject texture, GC3Dint level) |
| 852 | { |
| 853 | makeContextCurrent(); |
| 854 | ::glFramebufferTexture2DEXT(target, attachment, textarget, texture, level); |
| 855 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 856 | } |
| 857 | |
| 858 | void GraphicsContext3D::frontFace(GC3Denum mode) |
| 859 | { |
| 860 | makeContextCurrent(); |
| 861 | ::glFrontFace(mode); |
| 862 | } |
| 863 | |
| 864 | void GraphicsContext3D::generateMipmap(GC3Denum target) |
| 865 | { |
| 866 | makeContextCurrent(); |
| 867 | ::glGenerateMipmap(target); |
| 868 | } |
| 869 | |
| 870 | bool GraphicsContext3D::getActiveAttribImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| 871 | { |
| 872 | if (!program) { |
| 873 | synthesizeGLError(INVALID_VALUE); |
| 874 | return false; |
| 875 | } |
| 876 | makeContextCurrent(); |
| 877 | GLint maxAttributeSize = 0; |
| 878 | ::glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeSize); |
| 879 | Vector<GLchar> name(maxAttributeSize); // GL_ACTIVE_ATTRIBUTE_MAX_LENGTH includes null termination. |
| 880 | GLsizei nameLength = 0; |
| 881 | GLint size = 0; |
| 882 | GLenum type = 0; |
| 883 | ::glGetActiveAttrib(program, index, maxAttributeSize, &nameLength, &size, &type, name.data()); |
| 884 | if (!nameLength) |
| 885 | return false; |
| 886 | |
| 887 | String originalName = originalSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, String(name.data(), nameLength)); |
| 888 | |
| 889 | #ifndef NDEBUG |
| 890 | String uniformName(name.data(), nameLength); |
| 891 | LOG(WebGL, "Program %d is mapping active attribute %d from '%s' to '%s'" , program, index, uniformName.utf8().data(), originalName.utf8().data()); |
| 892 | #endif |
| 893 | |
| 894 | info.name = originalName; |
| 895 | info.type = type; |
| 896 | info.size = size; |
| 897 | return true; |
| 898 | } |
| 899 | |
| 900 | bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| 901 | { |
| 902 | GC3Dint symbolCount; |
| 903 | auto result = m_shaderProgramSymbolCountMap.find(program); |
| 904 | if (result == m_shaderProgramSymbolCountMap.end()) { |
| 905 | getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_ATTRIBUTES, &symbolCount); |
| 906 | result = m_shaderProgramSymbolCountMap.find(program); |
| 907 | } |
| 908 | |
| 909 | ActiveShaderSymbolCounts& symbolCounts = result->value; |
| 910 | GC3Duint rawIndex = (index < symbolCounts.filteredToActualAttributeIndexMap.size()) ? symbolCounts.filteredToActualAttributeIndexMap[index] : -1; |
| 911 | |
| 912 | return getActiveAttribImpl(program, rawIndex, info); |
| 913 | } |
| 914 | |
| 915 | bool GraphicsContext3D::getActiveUniformImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| 916 | { |
| 917 | if (!program) { |
| 918 | synthesizeGLError(INVALID_VALUE); |
| 919 | return false; |
| 920 | } |
| 921 | |
| 922 | makeContextCurrent(); |
| 923 | GLint maxUniformSize = 0; |
| 924 | ::glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformSize); |
| 925 | |
| 926 | Vector<GLchar> name(maxUniformSize); // GL_ACTIVE_UNIFORM_MAX_LENGTH includes null termination. |
| 927 | GLsizei nameLength = 0; |
| 928 | GLint size = 0; |
| 929 | GLenum type = 0; |
| 930 | ::glGetActiveUniform(program, index, maxUniformSize, &nameLength, &size, &type, name.data()); |
| 931 | if (!nameLength) |
| 932 | return false; |
| 933 | |
| 934 | String originalName = originalSymbolName(program, SHADER_SYMBOL_TYPE_UNIFORM, String(name.data(), nameLength)); |
| 935 | |
| 936 | #ifndef NDEBUG |
| 937 | String uniformName(name.data(), nameLength); |
| 938 | LOG(WebGL, "Program %d is mapping active uniform %d from '%s' to '%s'" , program, index, uniformName.utf8().data(), originalName.utf8().data()); |
| 939 | #endif |
| 940 | |
| 941 | info.name = originalName; |
| 942 | info.type = type; |
| 943 | info.size = size; |
| 944 | return true; |
| 945 | } |
| 946 | |
| 947 | bool GraphicsContext3D::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| 948 | { |
| 949 | GC3Dint symbolCount; |
| 950 | auto result = m_shaderProgramSymbolCountMap.find(program); |
| 951 | if (result == m_shaderProgramSymbolCountMap.end()) { |
| 952 | getNonBuiltInActiveSymbolCount(program, GraphicsContext3D::ACTIVE_UNIFORMS, &symbolCount); |
| 953 | result = m_shaderProgramSymbolCountMap.find(program); |
| 954 | } |
| 955 | |
| 956 | ActiveShaderSymbolCounts& symbolCounts = result->value; |
| 957 | GC3Duint rawIndex = (index < symbolCounts.filteredToActualUniformIndexMap.size()) ? symbolCounts.filteredToActualUniformIndexMap[index] : -1; |
| 958 | |
| 959 | return getActiveUniformImpl(program, rawIndex, info); |
| 960 | } |
| 961 | |
| 962 | void GraphicsContext3D::getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders) |
| 963 | { |
| 964 | if (!program) { |
| 965 | synthesizeGLError(INVALID_VALUE); |
| 966 | return; |
| 967 | } |
| 968 | makeContextCurrent(); |
| 969 | ::glGetAttachedShaders(program, maxCount, count, shaders); |
| 970 | } |
| 971 | |
| 972 | static String generateHashedName(const String& name) |
| 973 | { |
| 974 | if (name.isEmpty()) |
| 975 | return name; |
| 976 | uint64_t number = nameHashForShader(name.utf8().data(), name.length()); |
| 977 | StringBuilder builder; |
| 978 | builder.appendLiteral("webgl_" ); |
| 979 | appendUnsignedAsHex(number, builder, Lowercase); |
| 980 | return builder.toString(); |
| 981 | } |
| 982 | |
| 983 | Optional<String> GraphicsContext3D::mappedSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType symbolType, const String& name) |
| 984 | { |
| 985 | auto result = m_shaderSourceMap.find(shader); |
| 986 | if (result == m_shaderSourceMap.end()) |
| 987 | return WTF::nullopt; |
| 988 | |
| 989 | const auto& symbolMap = result->value.symbolMap(symbolType); |
| 990 | auto symbolEntry = symbolMap.find(name); |
| 991 | if (symbolEntry == symbolMap.end()) |
| 992 | return WTF::nullopt; |
| 993 | |
| 994 | auto& mappedName = symbolEntry->value.mappedName; |
| 995 | return String(mappedName.c_str(), mappedName.length()); |
| 996 | } |
| 997 | |
| 998 | String GraphicsContext3D::mappedSymbolName(Platform3DObject program, ANGLEShaderSymbolType symbolType, const String& name) |
| 999 | { |
| 1000 | GC3Dsizei count = 0; |
| 1001 | Platform3DObject shaders[2] = { }; |
| 1002 | getAttachedShaders(program, 2, &count, shaders); |
| 1003 | |
| 1004 | for (GC3Dsizei i = 0; i < count; ++i) { |
| 1005 | auto mappedName = mappedSymbolInShaderSourceMap(shaders[i], symbolType, name); |
| 1006 | if (mappedName) |
| 1007 | return mappedName.value(); |
| 1008 | } |
| 1009 | |
| 1010 | // We might have detached or deleted the shaders after linking. |
| 1011 | auto result = m_linkedShaderMap.find(program); |
| 1012 | if (result != m_linkedShaderMap.end()) { |
| 1013 | auto linkedShaders = result->value; |
| 1014 | auto mappedName = mappedSymbolInShaderSourceMap(linkedShaders.first, symbolType, name); |
| 1015 | if (mappedName) |
| 1016 | return mappedName.value(); |
| 1017 | mappedName = mappedSymbolInShaderSourceMap(linkedShaders.second, symbolType, name); |
| 1018 | if (mappedName) |
| 1019 | return mappedName.value(); |
| 1020 | } |
| 1021 | |
| 1022 | if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE && !name.isEmpty()) { |
| 1023 | // Attributes are a special case: they may be requested before any shaders have been compiled, |
| 1024 | // and aren't even required to be used in any shader program. |
| 1025 | if (!nameHashMapForShaders) |
| 1026 | nameHashMapForShaders = std::make_unique<ShaderNameHash>(); |
| 1027 | setCurrentNameHashMapForShader(nameHashMapForShaders.get()); |
| 1028 | |
| 1029 | auto generatedName = generateHashedName(name); |
| 1030 | |
| 1031 | setCurrentNameHashMapForShader(nullptr); |
| 1032 | |
| 1033 | m_possiblyUnusedAttributeMap.set(generatedName, name); |
| 1034 | |
| 1035 | return generatedName; |
| 1036 | } |
| 1037 | |
| 1038 | return name; |
| 1039 | } |
| 1040 | |
| 1041 | Optional<String> GraphicsContext3D::originalSymbolInShaderSourceMap(Platform3DObject shader, ANGLEShaderSymbolType symbolType, const String& name) |
| 1042 | { |
| 1043 | auto result = m_shaderSourceMap.find(shader); |
| 1044 | if (result == m_shaderSourceMap.end()) |
| 1045 | return WTF::nullopt; |
| 1046 | |
| 1047 | const auto& symbolMap = result->value.symbolMap(symbolType); |
| 1048 | for (const auto& symbolEntry : symbolMap) { |
| 1049 | if (name == symbolEntry.value.mappedName.c_str()) |
| 1050 | return symbolEntry.key; |
| 1051 | } |
| 1052 | return WTF::nullopt; |
| 1053 | } |
| 1054 | |
| 1055 | String GraphicsContext3D::originalSymbolName(Platform3DObject program, ANGLEShaderSymbolType symbolType, const String& name) |
| 1056 | { |
| 1057 | GC3Dsizei count; |
| 1058 | Platform3DObject shaders[2]; |
| 1059 | getAttachedShaders(program, 2, &count, shaders); |
| 1060 | |
| 1061 | for (GC3Dsizei i = 0; i < count; ++i) { |
| 1062 | auto originalName = originalSymbolInShaderSourceMap(shaders[i], symbolType, name); |
| 1063 | if (originalName) |
| 1064 | return originalName.value(); |
| 1065 | } |
| 1066 | |
| 1067 | // We might have detached or deleted the shaders after linking. |
| 1068 | auto result = m_linkedShaderMap.find(program); |
| 1069 | if (result != m_linkedShaderMap.end()) { |
| 1070 | auto linkedShaders = result->value; |
| 1071 | auto originalName = originalSymbolInShaderSourceMap(linkedShaders.first, symbolType, name); |
| 1072 | if (originalName) |
| 1073 | return originalName.value(); |
| 1074 | originalName = originalSymbolInShaderSourceMap(linkedShaders.second, symbolType, name); |
| 1075 | if (originalName) |
| 1076 | return originalName.value(); |
| 1077 | } |
| 1078 | |
| 1079 | if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE && !name.isEmpty()) { |
| 1080 | // Attributes are a special case: they may be requested before any shaders have been compiled, |
| 1081 | // and aren't even required to be used in any shader program. |
| 1082 | |
| 1083 | const auto& cached = m_possiblyUnusedAttributeMap.find(name); |
| 1084 | if (cached != m_possiblyUnusedAttributeMap.end()) |
| 1085 | return cached->value; |
| 1086 | } |
| 1087 | |
| 1088 | return name; |
| 1089 | } |
| 1090 | |
| 1091 | String GraphicsContext3D::mappedSymbolName(Platform3DObject shaders[2], size_t count, const String& name) |
| 1092 | { |
| 1093 | for (size_t symbolType = 0; symbolType <= static_cast<size_t>(SHADER_SYMBOL_TYPE_VARYING); ++symbolType) { |
| 1094 | for (size_t i = 0; i < count; ++i) { |
| 1095 | ShaderSourceMap::iterator result = m_shaderSourceMap.find(shaders[i]); |
| 1096 | if (result == m_shaderSourceMap.end()) |
| 1097 | continue; |
| 1098 | |
| 1099 | const ShaderSymbolMap& symbolMap = result->value.symbolMap(static_cast<enum ANGLEShaderSymbolType>(symbolType)); |
| 1100 | for (const auto& symbolEntry : symbolMap) { |
| 1101 | if (name == symbolEntry.value.mappedName.c_str()) |
| 1102 | return symbolEntry.key; |
| 1103 | } |
| 1104 | } |
| 1105 | } |
| 1106 | return name; |
| 1107 | } |
| 1108 | |
| 1109 | int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name) |
| 1110 | { |
| 1111 | if (!program) |
| 1112 | return -1; |
| 1113 | |
| 1114 | makeContextCurrent(); |
| 1115 | |
| 1116 | String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_ATTRIBUTE, name); |
| 1117 | LOG(WebGL, "::glGetAttribLocation is mapping %s to %s" , name.utf8().data(), mappedName.utf8().data()); |
| 1118 | return ::glGetAttribLocation(program, mappedName.utf8().data()); |
| 1119 | } |
| 1120 | |
| 1121 | int GraphicsContext3D::getAttribLocationDirect(Platform3DObject program, const String& name) |
| 1122 | { |
| 1123 | if (!program) |
| 1124 | return -1; |
| 1125 | |
| 1126 | makeContextCurrent(); |
| 1127 | |
| 1128 | return ::glGetAttribLocation(program, name.utf8().data()); |
| 1129 | } |
| 1130 | |
| 1131 | GraphicsContext3DAttributes GraphicsContext3D::getContextAttributes() |
| 1132 | { |
| 1133 | return m_attrs; |
| 1134 | } |
| 1135 | |
| 1136 | bool GraphicsContext3D::moveErrorsToSyntheticErrorList() |
| 1137 | { |
| 1138 | makeContextCurrent(); |
| 1139 | bool movedAnError = false; |
| 1140 | |
| 1141 | // Set an arbitrary limit of 100 here to avoid creating a hang if |
| 1142 | // a problem driver has a bug that causes it to never clear the error. |
| 1143 | // Otherwise, we would just loop until we got NO_ERROR. |
| 1144 | for (unsigned i = 0; i < 100; ++i) { |
| 1145 | GC3Denum error = glGetError(); |
| 1146 | if (error == NO_ERROR) |
| 1147 | break; |
| 1148 | m_syntheticErrors.add(error); |
| 1149 | movedAnError = true; |
| 1150 | } |
| 1151 | |
| 1152 | return movedAnError; |
| 1153 | } |
| 1154 | |
| 1155 | GC3Denum GraphicsContext3D::getError() |
| 1156 | { |
| 1157 | if (!m_syntheticErrors.isEmpty()) { |
| 1158 | // Need to move the current errors to the synthetic error list in case |
| 1159 | // that error is already there, since the expected behavior of both |
| 1160 | // glGetError and getError is to only report each error code once. |
| 1161 | moveErrorsToSyntheticErrorList(); |
| 1162 | return m_syntheticErrors.takeFirst(); |
| 1163 | } |
| 1164 | |
| 1165 | makeContextCurrent(); |
| 1166 | return ::glGetError(); |
| 1167 | } |
| 1168 | |
| 1169 | String GraphicsContext3D::getString(GC3Denum name) |
| 1170 | { |
| 1171 | makeContextCurrent(); |
| 1172 | return String(reinterpret_cast<const char*>(::glGetString(name))); |
| 1173 | } |
| 1174 | |
| 1175 | void GraphicsContext3D::hint(GC3Denum target, GC3Denum mode) |
| 1176 | { |
| 1177 | makeContextCurrent(); |
| 1178 | ::glHint(target, mode); |
| 1179 | } |
| 1180 | |
| 1181 | GC3Dboolean GraphicsContext3D::isBuffer(Platform3DObject buffer) |
| 1182 | { |
| 1183 | if (!buffer) |
| 1184 | return GL_FALSE; |
| 1185 | |
| 1186 | makeContextCurrent(); |
| 1187 | return ::glIsBuffer(buffer); |
| 1188 | } |
| 1189 | |
| 1190 | GC3Dboolean GraphicsContext3D::isEnabled(GC3Denum cap) |
| 1191 | { |
| 1192 | makeContextCurrent(); |
| 1193 | return ::glIsEnabled(cap); |
| 1194 | } |
| 1195 | |
| 1196 | GC3Dboolean GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer) |
| 1197 | { |
| 1198 | if (!framebuffer) |
| 1199 | return GL_FALSE; |
| 1200 | |
| 1201 | makeContextCurrent(); |
| 1202 | return ::glIsFramebufferEXT(framebuffer); |
| 1203 | } |
| 1204 | |
| 1205 | GC3Dboolean GraphicsContext3D::isProgram(Platform3DObject program) |
| 1206 | { |
| 1207 | if (!program) |
| 1208 | return GL_FALSE; |
| 1209 | |
| 1210 | makeContextCurrent(); |
| 1211 | return ::glIsProgram(program); |
| 1212 | } |
| 1213 | |
| 1214 | GC3Dboolean GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer) |
| 1215 | { |
| 1216 | if (!renderbuffer) |
| 1217 | return GL_FALSE; |
| 1218 | |
| 1219 | makeContextCurrent(); |
| 1220 | return ::glIsRenderbufferEXT(renderbuffer); |
| 1221 | } |
| 1222 | |
| 1223 | GC3Dboolean GraphicsContext3D::isShader(Platform3DObject shader) |
| 1224 | { |
| 1225 | if (!shader) |
| 1226 | return GL_FALSE; |
| 1227 | |
| 1228 | makeContextCurrent(); |
| 1229 | return ::glIsShader(shader); |
| 1230 | } |
| 1231 | |
| 1232 | GC3Dboolean GraphicsContext3D::isTexture(Platform3DObject texture) |
| 1233 | { |
| 1234 | if (!texture) |
| 1235 | return GL_FALSE; |
| 1236 | |
| 1237 | makeContextCurrent(); |
| 1238 | return ::glIsTexture(texture); |
| 1239 | } |
| 1240 | |
| 1241 | void GraphicsContext3D::lineWidth(GC3Dfloat width) |
| 1242 | { |
| 1243 | makeContextCurrent(); |
| 1244 | ::glLineWidth(width); |
| 1245 | } |
| 1246 | |
| 1247 | void GraphicsContext3D::linkProgram(Platform3DObject program) |
| 1248 | { |
| 1249 | ASSERT(program); |
| 1250 | makeContextCurrent(); |
| 1251 | |
| 1252 | GC3Dsizei count = 0; |
| 1253 | Platform3DObject shaders[2] = { }; |
| 1254 | getAttachedShaders(program, 2, &count, shaders); |
| 1255 | |
| 1256 | if (count == 2) |
| 1257 | m_linkedShaderMap.set(program, std::make_pair(shaders[0], shaders[1])); |
| 1258 | |
| 1259 | ::glLinkProgram(program); |
| 1260 | } |
| 1261 | |
| 1262 | void GraphicsContext3D::pixelStorei(GC3Denum pname, GC3Dint param) |
| 1263 | { |
| 1264 | makeContextCurrent(); |
| 1265 | ::glPixelStorei(pname, param); |
| 1266 | } |
| 1267 | |
| 1268 | void GraphicsContext3D::polygonOffset(GC3Dfloat factor, GC3Dfloat units) |
| 1269 | { |
| 1270 | makeContextCurrent(); |
| 1271 | ::glPolygonOffset(factor, units); |
| 1272 | } |
| 1273 | |
| 1274 | void GraphicsContext3D::sampleCoverage(GC3Dclampf value, GC3Dboolean invert) |
| 1275 | { |
| 1276 | makeContextCurrent(); |
| 1277 | ::glSampleCoverage(value, invert); |
| 1278 | } |
| 1279 | |
| 1280 | void GraphicsContext3D::scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| 1281 | { |
| 1282 | makeContextCurrent(); |
| 1283 | ::glScissor(x, y, width, height); |
| 1284 | } |
| 1285 | |
| 1286 | void GraphicsContext3D::shaderSource(Platform3DObject shader, const String& string) |
| 1287 | { |
| 1288 | ASSERT(shader); |
| 1289 | |
| 1290 | makeContextCurrent(); |
| 1291 | |
| 1292 | ShaderSourceEntry entry; |
| 1293 | |
| 1294 | entry.source = string; |
| 1295 | |
| 1296 | m_shaderSourceMap.set(shader, entry); |
| 1297 | } |
| 1298 | |
| 1299 | void GraphicsContext3D::stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask) |
| 1300 | { |
| 1301 | makeContextCurrent(); |
| 1302 | ::glStencilFunc(func, ref, mask); |
| 1303 | } |
| 1304 | |
| 1305 | void GraphicsContext3D::stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask) |
| 1306 | { |
| 1307 | makeContextCurrent(); |
| 1308 | ::glStencilFuncSeparate(face, func, ref, mask); |
| 1309 | } |
| 1310 | |
| 1311 | void GraphicsContext3D::stencilMask(GC3Duint mask) |
| 1312 | { |
| 1313 | makeContextCurrent(); |
| 1314 | ::glStencilMask(mask); |
| 1315 | } |
| 1316 | |
| 1317 | void GraphicsContext3D::stencilMaskSeparate(GC3Denum face, GC3Duint mask) |
| 1318 | { |
| 1319 | makeContextCurrent(); |
| 1320 | ::glStencilMaskSeparate(face, mask); |
| 1321 | } |
| 1322 | |
| 1323 | void GraphicsContext3D::stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| 1324 | { |
| 1325 | makeContextCurrent(); |
| 1326 | ::glStencilOp(fail, zfail, zpass); |
| 1327 | } |
| 1328 | |
| 1329 | void GraphicsContext3D::stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| 1330 | { |
| 1331 | makeContextCurrent(); |
| 1332 | ::glStencilOpSeparate(face, fail, zfail, zpass); |
| 1333 | } |
| 1334 | |
| 1335 | void GraphicsContext3D::texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat value) |
| 1336 | { |
| 1337 | makeContextCurrent(); |
| 1338 | ::glTexParameterf(target, pname, value); |
| 1339 | } |
| 1340 | |
| 1341 | void GraphicsContext3D::texParameteri(GC3Denum target, GC3Denum pname, GC3Dint value) |
| 1342 | { |
| 1343 | makeContextCurrent(); |
| 1344 | ::glTexParameteri(target, pname, value); |
| 1345 | } |
| 1346 | |
| 1347 | void GraphicsContext3D::uniform1f(GC3Dint location, GC3Dfloat v0) |
| 1348 | { |
| 1349 | makeContextCurrent(); |
| 1350 | ::glUniform1f(location, v0); |
| 1351 | } |
| 1352 | |
| 1353 | void GraphicsContext3D::uniform1fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| 1354 | { |
| 1355 | makeContextCurrent(); |
| 1356 | ::glUniform1fv(location, size, array); |
| 1357 | } |
| 1358 | |
| 1359 | void GraphicsContext3D::uniform2f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1) |
| 1360 | { |
| 1361 | makeContextCurrent(); |
| 1362 | ::glUniform2f(location, v0, v1); |
| 1363 | } |
| 1364 | |
| 1365 | void GraphicsContext3D::uniform2fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| 1366 | { |
| 1367 | // FIXME: length needs to be a multiple of 2. |
| 1368 | makeContextCurrent(); |
| 1369 | ::glUniform2fv(location, size, array); |
| 1370 | } |
| 1371 | |
| 1372 | void GraphicsContext3D::uniform3f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| 1373 | { |
| 1374 | makeContextCurrent(); |
| 1375 | ::glUniform3f(location, v0, v1, v2); |
| 1376 | } |
| 1377 | |
| 1378 | void GraphicsContext3D::uniform3fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| 1379 | { |
| 1380 | // FIXME: length needs to be a multiple of 3. |
| 1381 | makeContextCurrent(); |
| 1382 | ::glUniform3fv(location, size, array); |
| 1383 | } |
| 1384 | |
| 1385 | void GraphicsContext3D::uniform4f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| 1386 | { |
| 1387 | makeContextCurrent(); |
| 1388 | ::glUniform4f(location, v0, v1, v2, v3); |
| 1389 | } |
| 1390 | |
| 1391 | void GraphicsContext3D::uniform4fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| 1392 | { |
| 1393 | // FIXME: length needs to be a multiple of 4. |
| 1394 | makeContextCurrent(); |
| 1395 | ::glUniform4fv(location, size, array); |
| 1396 | } |
| 1397 | |
| 1398 | void GraphicsContext3D::uniform1i(GC3Dint location, GC3Dint v0) |
| 1399 | { |
| 1400 | makeContextCurrent(); |
| 1401 | ::glUniform1i(location, v0); |
| 1402 | } |
| 1403 | |
| 1404 | void GraphicsContext3D::uniform1iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| 1405 | { |
| 1406 | makeContextCurrent(); |
| 1407 | ::glUniform1iv(location, size, array); |
| 1408 | } |
| 1409 | |
| 1410 | void GraphicsContext3D::uniform2i(GC3Dint location, GC3Dint v0, GC3Dint v1) |
| 1411 | { |
| 1412 | makeContextCurrent(); |
| 1413 | ::glUniform2i(location, v0, v1); |
| 1414 | } |
| 1415 | |
| 1416 | void GraphicsContext3D::uniform2iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| 1417 | { |
| 1418 | // FIXME: length needs to be a multiple of 2. |
| 1419 | makeContextCurrent(); |
| 1420 | ::glUniform2iv(location, size, array); |
| 1421 | } |
| 1422 | |
| 1423 | void GraphicsContext3D::uniform3i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2) |
| 1424 | { |
| 1425 | makeContextCurrent(); |
| 1426 | ::glUniform3i(location, v0, v1, v2); |
| 1427 | } |
| 1428 | |
| 1429 | void GraphicsContext3D::uniform3iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| 1430 | { |
| 1431 | // FIXME: length needs to be a multiple of 3. |
| 1432 | makeContextCurrent(); |
| 1433 | ::glUniform3iv(location, size, array); |
| 1434 | } |
| 1435 | |
| 1436 | void GraphicsContext3D::uniform4i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2, GC3Dint v3) |
| 1437 | { |
| 1438 | makeContextCurrent(); |
| 1439 | ::glUniform4i(location, v0, v1, v2, v3); |
| 1440 | } |
| 1441 | |
| 1442 | void GraphicsContext3D::uniform4iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| 1443 | { |
| 1444 | // FIXME: length needs to be a multiple of 4. |
| 1445 | makeContextCurrent(); |
| 1446 | ::glUniform4iv(location, size, array); |
| 1447 | } |
| 1448 | |
| 1449 | void GraphicsContext3D::uniformMatrix2fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| 1450 | { |
| 1451 | // FIXME: length needs to be a multiple of 4. |
| 1452 | makeContextCurrent(); |
| 1453 | ::glUniformMatrix2fv(location, size, transpose, array); |
| 1454 | } |
| 1455 | |
| 1456 | void GraphicsContext3D::uniformMatrix3fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| 1457 | { |
| 1458 | // FIXME: length needs to be a multiple of 9. |
| 1459 | makeContextCurrent(); |
| 1460 | ::glUniformMatrix3fv(location, size, transpose, array); |
| 1461 | } |
| 1462 | |
| 1463 | void GraphicsContext3D::uniformMatrix4fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| 1464 | { |
| 1465 | // FIXME: length needs to be a multiple of 16. |
| 1466 | makeContextCurrent(); |
| 1467 | ::glUniformMatrix4fv(location, size, transpose, array); |
| 1468 | } |
| 1469 | |
| 1470 | void GraphicsContext3D::useProgram(Platform3DObject program) |
| 1471 | { |
| 1472 | makeContextCurrent(); |
| 1473 | ::glUseProgram(program); |
| 1474 | } |
| 1475 | |
| 1476 | void GraphicsContext3D::validateProgram(Platform3DObject program) |
| 1477 | { |
| 1478 | ASSERT(program); |
| 1479 | |
| 1480 | makeContextCurrent(); |
| 1481 | ::glValidateProgram(program); |
| 1482 | } |
| 1483 | |
| 1484 | void GraphicsContext3D::vertexAttrib1f(GC3Duint index, GC3Dfloat v0) |
| 1485 | { |
| 1486 | makeContextCurrent(); |
| 1487 | ::glVertexAttrib1f(index, v0); |
| 1488 | } |
| 1489 | |
| 1490 | void GraphicsContext3D::vertexAttrib1fv(GC3Duint index, const GC3Dfloat* array) |
| 1491 | { |
| 1492 | makeContextCurrent(); |
| 1493 | ::glVertexAttrib1fv(index, array); |
| 1494 | } |
| 1495 | |
| 1496 | void GraphicsContext3D::vertexAttrib2f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1) |
| 1497 | { |
| 1498 | makeContextCurrent(); |
| 1499 | ::glVertexAttrib2f(index, v0, v1); |
| 1500 | } |
| 1501 | |
| 1502 | void GraphicsContext3D::vertexAttrib2fv(GC3Duint index, const GC3Dfloat* array) |
| 1503 | { |
| 1504 | makeContextCurrent(); |
| 1505 | ::glVertexAttrib2fv(index, array); |
| 1506 | } |
| 1507 | |
| 1508 | void GraphicsContext3D::vertexAttrib3f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| 1509 | { |
| 1510 | makeContextCurrent(); |
| 1511 | ::glVertexAttrib3f(index, v0, v1, v2); |
| 1512 | } |
| 1513 | |
| 1514 | void GraphicsContext3D::vertexAttrib3fv(GC3Duint index, const GC3Dfloat* array) |
| 1515 | { |
| 1516 | makeContextCurrent(); |
| 1517 | ::glVertexAttrib3fv(index, array); |
| 1518 | } |
| 1519 | |
| 1520 | void GraphicsContext3D::vertexAttrib4f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| 1521 | { |
| 1522 | makeContextCurrent(); |
| 1523 | ::glVertexAttrib4f(index, v0, v1, v2, v3); |
| 1524 | } |
| 1525 | |
| 1526 | void GraphicsContext3D::vertexAttrib4fv(GC3Duint index, const GC3Dfloat* array) |
| 1527 | { |
| 1528 | makeContextCurrent(); |
| 1529 | ::glVertexAttrib4fv(index, array); |
| 1530 | } |
| 1531 | |
| 1532 | void GraphicsContext3D::vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset) |
| 1533 | { |
| 1534 | makeContextCurrent(); |
| 1535 | ::glVertexAttribPointer(index, size, type, normalized, stride, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| 1536 | } |
| 1537 | |
| 1538 | void GraphicsContext3D::viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| 1539 | { |
| 1540 | makeContextCurrent(); |
| 1541 | ::glViewport(x, y, width, height); |
| 1542 | } |
| 1543 | |
| 1544 | Platform3DObject GraphicsContext3D::createVertexArray() |
| 1545 | { |
| 1546 | makeContextCurrent(); |
| 1547 | GLuint array = 0; |
| 1548 | #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| 1549 | ::glGenVertexArrays(1, &array); |
| 1550 | #endif |
| 1551 | return array; |
| 1552 | } |
| 1553 | |
| 1554 | void GraphicsContext3D::deleteVertexArray(Platform3DObject array) |
| 1555 | { |
| 1556 | if (!array) |
| 1557 | return; |
| 1558 | |
| 1559 | makeContextCurrent(); |
| 1560 | #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| 1561 | ::glDeleteVertexArrays(1, &array); |
| 1562 | #endif |
| 1563 | } |
| 1564 | |
| 1565 | GC3Dboolean GraphicsContext3D::isVertexArray(Platform3DObject array) |
| 1566 | { |
| 1567 | if (!array) |
| 1568 | return GL_FALSE; |
| 1569 | |
| 1570 | makeContextCurrent(); |
| 1571 | #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| 1572 | return ::glIsVertexArray(array); |
| 1573 | #endif |
| 1574 | return GL_FALSE; |
| 1575 | } |
| 1576 | |
| 1577 | void GraphicsContext3D::bindVertexArray(Platform3DObject array) |
| 1578 | { |
| 1579 | makeContextCurrent(); |
| 1580 | #if (!USE(OPENGL_ES) && (PLATFORM(GTK) || PLATFORM(WIN))) || PLATFORM(COCOA) |
| 1581 | ::glBindVertexArray(array); |
| 1582 | #else |
| 1583 | UNUSED_PARAM(array); |
| 1584 | #endif |
| 1585 | } |
| 1586 | |
| 1587 | void GraphicsContext3D::getBooleanv(GC3Denum pname, GC3Dboolean* value) |
| 1588 | { |
| 1589 | makeContextCurrent(); |
| 1590 | ::glGetBooleanv(pname, value); |
| 1591 | } |
| 1592 | |
| 1593 | void GraphicsContext3D::getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| 1594 | { |
| 1595 | makeContextCurrent(); |
| 1596 | ::glGetBufferParameteriv(target, pname, value); |
| 1597 | } |
| 1598 | |
| 1599 | void GraphicsContext3D::getFloatv(GC3Denum pname, GC3Dfloat* value) |
| 1600 | { |
| 1601 | makeContextCurrent(); |
| 1602 | ::glGetFloatv(pname, value); |
| 1603 | } |
| 1604 | |
| 1605 | void GraphicsContext3D::getInteger64v(GC3Denum pname, GC3Dint64* value) |
| 1606 | { |
| 1607 | UNUSED_PARAM(pname); |
| 1608 | makeContextCurrent(); |
| 1609 | *value = 0; |
| 1610 | // FIXME 141178: Before enabling this we must first switch over to using gl3.h and creating and initialing the WebGL2 context using OpenGL ES 3.0. |
| 1611 | // ::glGetInteger64v(pname, value); |
| 1612 | } |
| 1613 | |
| 1614 | void GraphicsContext3D::getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value) |
| 1615 | { |
| 1616 | makeContextCurrent(); |
| 1617 | if (attachment == DEPTH_STENCIL_ATTACHMENT) |
| 1618 | attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works. |
| 1619 | ::glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); |
| 1620 | } |
| 1621 | |
| 1622 | void GraphicsContext3D::getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value) |
| 1623 | { |
| 1624 | makeContextCurrent(); |
| 1625 | ::glGetProgramiv(program, pname, value); |
| 1626 | } |
| 1627 | |
| 1628 | void GraphicsContext3D::getNonBuiltInActiveSymbolCount(Platform3DObject program, GC3Denum pname, GC3Dint* value) |
| 1629 | { |
| 1630 | ASSERT(ACTIVE_ATTRIBUTES == pname || ACTIVE_UNIFORMS == pname); |
| 1631 | if (!value) |
| 1632 | return; |
| 1633 | |
| 1634 | makeContextCurrent(); |
| 1635 | const auto& result = m_shaderProgramSymbolCountMap.find(program); |
| 1636 | if (result != m_shaderProgramSymbolCountMap.end()) { |
| 1637 | *value = result->value.countForType(pname); |
| 1638 | return; |
| 1639 | } |
| 1640 | |
| 1641 | m_shaderProgramSymbolCountMap.set(program, ActiveShaderSymbolCounts()); |
| 1642 | ActiveShaderSymbolCounts& symbolCounts = m_shaderProgramSymbolCountMap.find(program)->value; |
| 1643 | |
| 1644 | // Retrieve the active attributes, build a filtered count, and a mapping of |
| 1645 | // our internal attributes indexes to the real unfiltered indexes inside OpenGL. |
| 1646 | GC3Dint attributeCount = 0; |
| 1647 | ::glGetProgramiv(program, ACTIVE_ATTRIBUTES, &attributeCount); |
| 1648 | for (GC3Dint i = 0; i < attributeCount; ++i) { |
| 1649 | ActiveInfo info; |
| 1650 | getActiveAttribImpl(program, i, info); |
| 1651 | if (info.name.startsWith("gl_" )) |
| 1652 | continue; |
| 1653 | |
| 1654 | symbolCounts.filteredToActualAttributeIndexMap.append(i); |
| 1655 | } |
| 1656 | |
| 1657 | // Do the same for uniforms. |
| 1658 | GC3Dint uniformCount = 0; |
| 1659 | ::glGetProgramiv(program, ACTIVE_UNIFORMS, &uniformCount); |
| 1660 | for (GC3Dint i = 0; i < uniformCount; ++i) { |
| 1661 | ActiveInfo info; |
| 1662 | getActiveUniformImpl(program, i, info); |
| 1663 | if (info.name.startsWith("gl_" )) |
| 1664 | continue; |
| 1665 | |
| 1666 | symbolCounts.filteredToActualUniformIndexMap.append(i); |
| 1667 | } |
| 1668 | |
| 1669 | *value = symbolCounts.countForType(pname); |
| 1670 | } |
| 1671 | |
| 1672 | String GraphicsContext3D::getUnmangledInfoLog(Platform3DObject shaders[2], GC3Dsizei count, const String& log) |
| 1673 | { |
| 1674 | LOG(WebGL, "Original ShaderInfoLog:\n%s" , log.utf8().data()); |
| 1675 | |
| 1676 | JSC::Yarr::RegularExpression regExp("webgl_[0123456789abcdefABCDEF]+" ); |
| 1677 | |
| 1678 | StringBuilder processedLog; |
| 1679 | |
| 1680 | // ANGLE inserts a "#extension" line into the shader source that |
| 1681 | // causes a warning in some compilers. There is no point showing |
| 1682 | // this warning to the user since they didn't write the code that |
| 1683 | // is causing it. |
| 1684 | static const NeverDestroyed<String> angleWarning { "WARNING: 0:1: extension 'GL_ARB_gpu_shader5' is not supported\n"_s }; |
| 1685 | int startFrom = log.startsWith(angleWarning) ? angleWarning.get().length() : 0; |
| 1686 | int matchedLength = 0; |
| 1687 | |
| 1688 | do { |
| 1689 | int start = regExp.match(log, startFrom, &matchedLength); |
| 1690 | if (start == -1) |
| 1691 | break; |
| 1692 | |
| 1693 | processedLog.append(log.substring(startFrom, start - startFrom)); |
| 1694 | startFrom = start + matchedLength; |
| 1695 | |
| 1696 | const String& mangledSymbol = log.substring(start, matchedLength); |
| 1697 | const String& mappedSymbol = mappedSymbolName(shaders, count, mangledSymbol); |
| 1698 | LOG(WebGL, "Demangling: %s to %s" , mangledSymbol.utf8().data(), mappedSymbol.utf8().data()); |
| 1699 | processedLog.append(mappedSymbol); |
| 1700 | } while (startFrom < static_cast<int>(log.length())); |
| 1701 | |
| 1702 | processedLog.append(log.substring(startFrom, log.length() - startFrom)); |
| 1703 | |
| 1704 | LOG(WebGL, "Unmangled ShaderInfoLog:\n%s" , processedLog.toString().utf8().data()); |
| 1705 | return processedLog.toString(); |
| 1706 | } |
| 1707 | |
| 1708 | String GraphicsContext3D::getProgramInfoLog(Platform3DObject program) |
| 1709 | { |
| 1710 | ASSERT(program); |
| 1711 | |
| 1712 | makeContextCurrent(); |
| 1713 | GLint length = 0; |
| 1714 | ::glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length); |
| 1715 | if (!length) |
| 1716 | return String(); |
| 1717 | |
| 1718 | GLsizei size = 0; |
| 1719 | Vector<GLchar> info(length); |
| 1720 | ::glGetProgramInfoLog(program, length, &size, info.data()); |
| 1721 | |
| 1722 | GC3Dsizei count; |
| 1723 | Platform3DObject shaders[2]; |
| 1724 | getAttachedShaders(program, 2, &count, shaders); |
| 1725 | |
| 1726 | return getUnmangledInfoLog(shaders, count, String(info.data(), size)); |
| 1727 | } |
| 1728 | |
| 1729 | void GraphicsContext3D::getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| 1730 | { |
| 1731 | makeContextCurrent(); |
| 1732 | ::glGetRenderbufferParameterivEXT(target, pname, value); |
| 1733 | } |
| 1734 | |
| 1735 | void GraphicsContext3D::getShaderiv(Platform3DObject shader, GC3Denum pname, GC3Dint* value) |
| 1736 | { |
| 1737 | ASSERT(shader); |
| 1738 | |
| 1739 | makeContextCurrent(); |
| 1740 | |
| 1741 | const auto& result = m_shaderSourceMap.find(shader); |
| 1742 | |
| 1743 | switch (pname) { |
| 1744 | case DELETE_STATUS: |
| 1745 | case SHADER_TYPE: |
| 1746 | ::glGetShaderiv(shader, pname, value); |
| 1747 | break; |
| 1748 | case COMPILE_STATUS: |
| 1749 | if (result == m_shaderSourceMap.end()) { |
| 1750 | *value = static_cast<int>(false); |
| 1751 | return; |
| 1752 | } |
| 1753 | *value = static_cast<int>(result->value.isValid); |
| 1754 | break; |
| 1755 | case INFO_LOG_LENGTH: |
| 1756 | if (result == m_shaderSourceMap.end()) { |
| 1757 | *value = 0; |
| 1758 | return; |
| 1759 | } |
| 1760 | *value = getShaderInfoLog(shader).length(); |
| 1761 | break; |
| 1762 | case SHADER_SOURCE_LENGTH: |
| 1763 | *value = getShaderSource(shader).length(); |
| 1764 | break; |
| 1765 | default: |
| 1766 | synthesizeGLError(INVALID_ENUM); |
| 1767 | } |
| 1768 | } |
| 1769 | |
| 1770 | String GraphicsContext3D::getShaderInfoLog(Platform3DObject shader) |
| 1771 | { |
| 1772 | ASSERT(shader); |
| 1773 | |
| 1774 | makeContextCurrent(); |
| 1775 | |
| 1776 | const auto& result = m_shaderSourceMap.find(shader); |
| 1777 | if (result == m_shaderSourceMap.end()) |
| 1778 | return String(); |
| 1779 | |
| 1780 | const ShaderSourceEntry& entry = result->value; |
| 1781 | if (!entry.isValid) |
| 1782 | return entry.log; |
| 1783 | |
| 1784 | GLint length = 0; |
| 1785 | ::glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| 1786 | if (!length) |
| 1787 | return String(); |
| 1788 | |
| 1789 | GLsizei size = 0; |
| 1790 | Vector<GLchar> info(length); |
| 1791 | ::glGetShaderInfoLog(shader, length, &size, info.data()); |
| 1792 | |
| 1793 | Platform3DObject shaders[2] = { shader, 0 }; |
| 1794 | return getUnmangledInfoLog(shaders, 1, String(info.data(), size)); |
| 1795 | } |
| 1796 | |
| 1797 | String GraphicsContext3D::getShaderSource(Platform3DObject shader) |
| 1798 | { |
| 1799 | ASSERT(shader); |
| 1800 | |
| 1801 | makeContextCurrent(); |
| 1802 | |
| 1803 | const auto& result = m_shaderSourceMap.find(shader); |
| 1804 | if (result == m_shaderSourceMap.end()) |
| 1805 | return String(); |
| 1806 | |
| 1807 | return result->value.source; |
| 1808 | } |
| 1809 | |
| 1810 | |
| 1811 | void GraphicsContext3D::getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value) |
| 1812 | { |
| 1813 | makeContextCurrent(); |
| 1814 | ::glGetTexParameterfv(target, pname, value); |
| 1815 | } |
| 1816 | |
| 1817 | void GraphicsContext3D::getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| 1818 | { |
| 1819 | makeContextCurrent(); |
| 1820 | ::glGetTexParameteriv(target, pname, value); |
| 1821 | } |
| 1822 | |
| 1823 | void GraphicsContext3D::getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value) |
| 1824 | { |
| 1825 | makeContextCurrent(); |
| 1826 | ::glGetUniformfv(program, location, value); |
| 1827 | } |
| 1828 | |
| 1829 | void GraphicsContext3D::getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value) |
| 1830 | { |
| 1831 | makeContextCurrent(); |
| 1832 | ::glGetUniformiv(program, location, value); |
| 1833 | } |
| 1834 | |
| 1835 | GC3Dint GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name) |
| 1836 | { |
| 1837 | ASSERT(program); |
| 1838 | |
| 1839 | makeContextCurrent(); |
| 1840 | |
| 1841 | String mappedName = mappedSymbolName(program, SHADER_SYMBOL_TYPE_UNIFORM, name); |
| 1842 | LOG(WebGL, "::getUniformLocation is mapping %s to %s" , name.utf8().data(), mappedName.utf8().data()); |
| 1843 | return ::glGetUniformLocation(program, mappedName.utf8().data()); |
| 1844 | } |
| 1845 | |
| 1846 | void GraphicsContext3D::getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value) |
| 1847 | { |
| 1848 | makeContextCurrent(); |
| 1849 | ::glGetVertexAttribfv(index, pname, value); |
| 1850 | } |
| 1851 | |
| 1852 | void GraphicsContext3D::getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value) |
| 1853 | { |
| 1854 | makeContextCurrent(); |
| 1855 | ::glGetVertexAttribiv(index, pname, value); |
| 1856 | } |
| 1857 | |
| 1858 | GC3Dsizeiptr GraphicsContext3D::getVertexAttribOffset(GC3Duint index, GC3Denum pname) |
| 1859 | { |
| 1860 | makeContextCurrent(); |
| 1861 | |
| 1862 | GLvoid* pointer = 0; |
| 1863 | ::glGetVertexAttribPointerv(index, pname, &pointer); |
| 1864 | return static_cast<GC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer)); |
| 1865 | } |
| 1866 | |
| 1867 | void GraphicsContext3D::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoff, GC3Dint yoff, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels) |
| 1868 | { |
| 1869 | makeContextCurrent(); |
| 1870 | |
| 1871 | #if !USE(OPENGL_ES) |
| 1872 | if (type == HALF_FLOAT_OES) |
| 1873 | type = GL_HALF_FLOAT_ARB; |
| 1874 | #endif |
| 1875 | |
| 1876 | if (m_usingCoreProfile) { |
| 1877 | // There are some format values used in WebGL that are deprecated when using a core profile, so we need |
| 1878 | // to adapt them, as we do in GraphicsContext3D::texImage2D(). |
| 1879 | switch (format) { |
| 1880 | case ALPHA: |
| 1881 | // We are using GL_RED to back GL_ALPHA, so do it here as well. |
| 1882 | format = RED; |
| 1883 | break; |
| 1884 | case LUMINANCE_ALPHA: |
| 1885 | // We are using GL_RG to back GL_LUMINANCE_ALPHA, so do it here as well. |
| 1886 | format = RG; |
| 1887 | break; |
| 1888 | default: |
| 1889 | break; |
| 1890 | } |
| 1891 | } |
| 1892 | |
| 1893 | // FIXME: we will need to deal with PixelStore params when dealing with image buffers that differ from the subimage size. |
| 1894 | ::glTexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels); |
| 1895 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 1896 | } |
| 1897 | |
| 1898 | void GraphicsContext3D::compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data) |
| 1899 | { |
| 1900 | makeContextCurrent(); |
| 1901 | ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); |
| 1902 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 1903 | } |
| 1904 | |
| 1905 | void GraphicsContext3D::compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data) |
| 1906 | { |
| 1907 | makeContextCurrent(); |
| 1908 | ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); |
| 1909 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 1910 | } |
| 1911 | |
| 1912 | Platform3DObject GraphicsContext3D::createBuffer() |
| 1913 | { |
| 1914 | makeContextCurrent(); |
| 1915 | GLuint o = 0; |
| 1916 | glGenBuffers(1, &o); |
| 1917 | return o; |
| 1918 | } |
| 1919 | |
| 1920 | Platform3DObject GraphicsContext3D::createFramebuffer() |
| 1921 | { |
| 1922 | makeContextCurrent(); |
| 1923 | GLuint o = 0; |
| 1924 | glGenFramebuffersEXT(1, &o); |
| 1925 | return o; |
| 1926 | } |
| 1927 | |
| 1928 | Platform3DObject GraphicsContext3D::createProgram() |
| 1929 | { |
| 1930 | makeContextCurrent(); |
| 1931 | return glCreateProgram(); |
| 1932 | } |
| 1933 | |
| 1934 | Platform3DObject GraphicsContext3D::createRenderbuffer() |
| 1935 | { |
| 1936 | makeContextCurrent(); |
| 1937 | GLuint o = 0; |
| 1938 | glGenRenderbuffersEXT(1, &o); |
| 1939 | return o; |
| 1940 | } |
| 1941 | |
| 1942 | Platform3DObject GraphicsContext3D::createShader(GC3Denum type) |
| 1943 | { |
| 1944 | makeContextCurrent(); |
| 1945 | return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); |
| 1946 | } |
| 1947 | |
| 1948 | Platform3DObject GraphicsContext3D::createTexture() |
| 1949 | { |
| 1950 | makeContextCurrent(); |
| 1951 | GLuint o = 0; |
| 1952 | glGenTextures(1, &o); |
| 1953 | m_state.textureSeedCount.add(o); |
| 1954 | return o; |
| 1955 | } |
| 1956 | |
| 1957 | void GraphicsContext3D::deleteBuffer(Platform3DObject buffer) |
| 1958 | { |
| 1959 | makeContextCurrent(); |
| 1960 | glDeleteBuffers(1, &buffer); |
| 1961 | } |
| 1962 | |
| 1963 | void GraphicsContext3D::deleteFramebuffer(Platform3DObject framebuffer) |
| 1964 | { |
| 1965 | makeContextCurrent(); |
| 1966 | if (framebuffer == m_state.boundFBO) { |
| 1967 | // Make sure the framebuffer is not going to be used for drawing |
| 1968 | // operations after it gets deleted. |
| 1969 | bindFramebuffer(FRAMEBUFFER, 0); |
| 1970 | } |
| 1971 | glDeleteFramebuffersEXT(1, &framebuffer); |
| 1972 | } |
| 1973 | |
| 1974 | void GraphicsContext3D::deleteProgram(Platform3DObject program) |
| 1975 | { |
| 1976 | makeContextCurrent(); |
| 1977 | m_shaderProgramSymbolCountMap.remove(program); |
| 1978 | glDeleteProgram(program); |
| 1979 | } |
| 1980 | |
| 1981 | void GraphicsContext3D::deleteRenderbuffer(Platform3DObject renderbuffer) |
| 1982 | { |
| 1983 | makeContextCurrent(); |
| 1984 | glDeleteRenderbuffersEXT(1, &renderbuffer); |
| 1985 | } |
| 1986 | |
| 1987 | void GraphicsContext3D::deleteShader(Platform3DObject shader) |
| 1988 | { |
| 1989 | makeContextCurrent(); |
| 1990 | glDeleteShader(shader); |
| 1991 | } |
| 1992 | |
| 1993 | void GraphicsContext3D::deleteTexture(Platform3DObject texture) |
| 1994 | { |
| 1995 | makeContextCurrent(); |
| 1996 | m_state.boundTextureMap.removeIf([texture] (auto& keyValue) { |
| 1997 | return keyValue.value.first == texture; |
| 1998 | }); |
| 1999 | glDeleteTextures(1, &texture); |
| 2000 | m_state.textureSeedCount.removeAll(texture); |
| 2001 | } |
| 2002 | |
| 2003 | void GraphicsContext3D::synthesizeGLError(GC3Denum error) |
| 2004 | { |
| 2005 | // Need to move the current errors to the synthetic error list to |
| 2006 | // preserve the order of errors, so a caller to getError will get |
| 2007 | // any errors from glError before the error we are synthesizing. |
| 2008 | moveErrorsToSyntheticErrorList(); |
| 2009 | m_syntheticErrors.add(error); |
| 2010 | } |
| 2011 | |
| 2012 | void GraphicsContext3D::markContextChanged() |
| 2013 | { |
| 2014 | m_layerComposited = false; |
| 2015 | } |
| 2016 | |
| 2017 | void GraphicsContext3D::markLayerComposited() |
| 2018 | { |
| 2019 | m_layerComposited = true; |
| 2020 | |
| 2021 | for (auto* client : copyToVector(m_clients)) |
| 2022 | client->didComposite(); |
| 2023 | } |
| 2024 | |
| 2025 | bool GraphicsContext3D::layerComposited() const |
| 2026 | { |
| 2027 | return m_layerComposited; |
| 2028 | } |
| 2029 | |
| 2030 | void GraphicsContext3D::forceContextLost() |
| 2031 | { |
| 2032 | for (auto* client : copyToVector(m_clients)) |
| 2033 | client->forceContextLost(); |
| 2034 | } |
| 2035 | |
| 2036 | void GraphicsContext3D::recycleContext() |
| 2037 | { |
| 2038 | for (auto* client : copyToVector(m_clients)) |
| 2039 | client->recycleContext(); |
| 2040 | } |
| 2041 | |
| 2042 | void GraphicsContext3D::dispatchContextChangedNotification() |
| 2043 | { |
| 2044 | for (auto* client : copyToVector(m_clients)) |
| 2045 | client->dispatchContextChangedNotification(); |
| 2046 | } |
| 2047 | |
| 2048 | void GraphicsContext3D::texImage2DDirect(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) |
| 2049 | { |
| 2050 | makeContextCurrent(); |
| 2051 | ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); |
| 2052 | m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| 2053 | } |
| 2054 | |
| 2055 | void GraphicsContext3D::drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount) |
| 2056 | { |
| 2057 | getExtensions().drawArraysInstanced(mode, first, count, primcount); |
| 2058 | checkGPUStatus(); |
| 2059 | } |
| 2060 | |
| 2061 | void GraphicsContext3D::drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount) |
| 2062 | { |
| 2063 | getExtensions().drawElementsInstanced(mode, count, type, offset, primcount); |
| 2064 | checkGPUStatus(); |
| 2065 | } |
| 2066 | |
| 2067 | void GraphicsContext3D::vertexAttribDivisor(GC3Duint index, GC3Duint divisor) |
| 2068 | { |
| 2069 | getExtensions().vertexAttribDivisor(index, divisor); |
| 2070 | } |
| 2071 | |
| 2072 | #if USE(OPENGL) && ENABLE(WEBGL2) |
| 2073 | void GraphicsContext3D::primitiveRestartIndex(GC3Duint index) |
| 2074 | { |
| 2075 | makeContextCurrent(); |
| 2076 | ::glPrimitiveRestartIndex(index); |
| 2077 | } |
| 2078 | #endif |
| 2079 | |
| 2080 | } |
| 2081 | |
| 2082 | #endif // ENABLE(GRAPHICS_CONTEXT_3D) |
| 2083 | |