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 | |