/* * Copyright (C) 2009, 2014 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef GraphicsContext3D_h #define GraphicsContext3D_h #include "ANGLEWebKitBridge.h" #include "GraphicsTypes3D.h" #include "Image.h" #include "IntRect.h" #include "PlatformLayer.h" #include #include #include #include #include #include #if USE(CA) #include "PlatformCALayer.h" #endif // FIXME: Find a better way to avoid the name confliction for NO_ERROR. #if PLATFORM(WIN) || (PLATFORM(QT) && OS(WINDOWS)) #undef NO_ERROR #elif PLATFORM(GTK) // This define is from the X11 headers, but it's used below, so we must undefine it. #undef VERSION #endif #if PLATFORM(COCOA) #if PLATFORM(IOS) #include #ifdef __OBJC__ #import #endif // __OBJC__ #endif // PLATFORM(IOS) #include OBJC_CLASS CALayer; OBJC_CLASS WebGLLayer; #elif PLATFORM(QT) QT_BEGIN_NAMESPACE class QPainter; class QRect; class QOpenGLContext; class QSurface; QT_END_NAMESPACE #elif PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(WIN_CAIRO) typedef unsigned int GLuint; #endif #if PLATFORM(IOS) #ifdef __OBJC__ typedef EAGLContext* PlatformGraphicsContext3D; #else typedef void* PlatformGraphicsContext3D; #endif // __OBJC__ #elif PLATFORM(MAC) typedef struct _CGLContextObject *CGLContextObj; typedef CGLContextObj PlatformGraphicsContext3D; #elif PLATFORM(QT) typedef QOpenGLContext* PlatformGraphicsContext3D; typedef QSurface* PlatformGraphicsSurface3D; #else typedef void* PlatformGraphicsContext3D; typedef void* PlatformGraphicsSurface3D; #endif // These are currently the same among all implementations. const PlatformGraphicsContext3D NullPlatformGraphicsContext3D = 0; const Platform3DObject NullPlatform3DObject = 0; namespace WebCore { class Extensions3D; #if USE(OPENGL_ES_2) class Extensions3DOpenGLES; #else class Extensions3DOpenGL; #endif #if PLATFORM(QT) class Extensions3DQt; #endif class HostWindow; class Image; class ImageBuffer; class ImageSource; class ImageData; class IntRect; class IntSize; class WebGLRenderingContextBase; #if USE(CAIRO) class PlatformContextCairo; #endif typedef WTF::HashMap ShaderNameHash; struct ActiveInfo { String name; GC3Denum type; GC3Dint size; }; class GraphicsContext3DPrivate; class GraphicsContext3D : public RefCounted { public: enum { // WebGL 1 constants DEPTH_BUFFER_BIT = 0x00000100, STENCIL_BUFFER_BIT = 0x00000400, COLOR_BUFFER_BIT = 0x00004000, POINTS = 0x0000, LINES = 0x0001, LINE_LOOP = 0x0002, LINE_STRIP = 0x0003, TRIANGLES = 0x0004, TRIANGLE_STRIP = 0x0005, TRIANGLE_FAN = 0x0006, ZERO = 0, ONE = 1, SRC_COLOR = 0x0300, ONE_MINUS_SRC_COLOR = 0x0301, SRC_ALPHA = 0x0302, ONE_MINUS_SRC_ALPHA = 0x0303, DST_ALPHA = 0x0304, ONE_MINUS_DST_ALPHA = 0x0305, DST_COLOR = 0x0306, ONE_MINUS_DST_COLOR = 0x0307, SRC_ALPHA_SATURATE = 0x0308, FUNC_ADD = 0x8006, BLEND_EQUATION = 0x8009, BLEND_EQUATION_RGB = 0x8009, BLEND_EQUATION_ALPHA = 0x883D, FUNC_SUBTRACT = 0x800A, FUNC_REVERSE_SUBTRACT = 0x800B, BLEND_DST_RGB = 0x80C8, BLEND_SRC_RGB = 0x80C9, BLEND_DST_ALPHA = 0x80CA, BLEND_SRC_ALPHA = 0x80CB, CONSTANT_COLOR = 0x8001, ONE_MINUS_CONSTANT_COLOR = 0x8002, CONSTANT_ALPHA = 0x8003, ONE_MINUS_CONSTANT_ALPHA = 0x8004, BLEND_COLOR = 0x8005, ARRAY_BUFFER = 0x8892, ELEMENT_ARRAY_BUFFER = 0x8893, ARRAY_BUFFER_BINDING = 0x8894, ELEMENT_ARRAY_BUFFER_BINDING = 0x8895, STREAM_DRAW = 0x88E0, STATIC_DRAW = 0x88E4, DYNAMIC_DRAW = 0x88E8, BUFFER_SIZE = 0x8764, BUFFER_USAGE = 0x8765, CURRENT_VERTEX_ATTRIB = 0x8626, FRONT = 0x0404, BACK = 0x0405, FRONT_AND_BACK = 0x0408, TEXTURE_2D = 0x0DE1, CULL_FACE = 0x0B44, BLEND = 0x0BE2, DITHER = 0x0BD0, STENCIL_TEST = 0x0B90, DEPTH_TEST = 0x0B71, SCISSOR_TEST = 0x0C11, POLYGON_OFFSET_FILL = 0x8037, SAMPLE_ALPHA_TO_COVERAGE = 0x809E, SAMPLE_COVERAGE = 0x80A0, NO_ERROR = 0, INVALID_ENUM = 0x0500, INVALID_VALUE = 0x0501, INVALID_OPERATION = 0x0502, OUT_OF_MEMORY = 0x0505, CW = 0x0900, CCW = 0x0901, LINE_WIDTH = 0x0B21, ALIASED_POINT_SIZE_RANGE = 0x846D, ALIASED_LINE_WIDTH_RANGE = 0x846E, CULL_FACE_MODE = 0x0B45, FRONT_FACE = 0x0B46, DEPTH_RANGE = 0x0B70, DEPTH_WRITEMASK = 0x0B72, DEPTH_CLEAR_VALUE = 0x0B73, DEPTH_FUNC = 0x0B74, STENCIL_CLEAR_VALUE = 0x0B91, STENCIL_FUNC = 0x0B92, STENCIL_FAIL = 0x0B94, STENCIL_PASS_DEPTH_FAIL = 0x0B95, STENCIL_PASS_DEPTH_PASS = 0x0B96, STENCIL_REF = 0x0B97, STENCIL_VALUE_MASK = 0x0B93, STENCIL_WRITEMASK = 0x0B98, STENCIL_BACK_FUNC = 0x8800, STENCIL_BACK_FAIL = 0x8801, STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802, STENCIL_BACK_PASS_DEPTH_PASS = 0x8803, STENCIL_BACK_REF = 0x8CA3, STENCIL_BACK_VALUE_MASK = 0x8CA4, STENCIL_BACK_WRITEMASK = 0x8CA5, VIEWPORT = 0x0BA2, SCISSOR_BOX = 0x0C10, COLOR_CLEAR_VALUE = 0x0C22, COLOR_WRITEMASK = 0x0C23, UNPACK_ALIGNMENT = 0x0CF5, PACK_ALIGNMENT = 0x0D05, MAX_TEXTURE_SIZE = 0x0D33, MAX_VIEWPORT_DIMS = 0x0D3A, SUBPIXEL_BITS = 0x0D50, RED_BITS = 0x0D52, GREEN_BITS = 0x0D53, BLUE_BITS = 0x0D54, ALPHA_BITS = 0x0D55, DEPTH_BITS = 0x0D56, STENCIL_BITS = 0x0D57, POLYGON_OFFSET_UNITS = 0x2A00, POLYGON_OFFSET_FACTOR = 0x8038, TEXTURE_BINDING_2D = 0x8069, SAMPLE_BUFFERS = 0x80A8, SAMPLES = 0x80A9, SAMPLE_COVERAGE_VALUE = 0x80AA, SAMPLE_COVERAGE_INVERT = 0x80AB, NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2, COMPRESSED_TEXTURE_FORMATS = 0x86A3, DONT_CARE = 0x1100, FASTEST = 0x1101, NICEST = 0x1102, GENERATE_MIPMAP_HINT = 0x8192, BYTE = 0x1400, UNSIGNED_BYTE = 0x1401, SHORT = 0x1402, UNSIGNED_SHORT = 0x1403, INT = 0x1404, UNSIGNED_INT = 0x1405, FLOAT = 0x1406, HALF_FLOAT_OES = 0x8D61, FIXED = 0x140C, DEPTH_COMPONENT = 0x1902, ALPHA = 0x1906, RGB = 0x1907, RGBA = 0x1908, BGRA = 0x80E1, LUMINANCE = 0x1909, LUMINANCE_ALPHA = 0x190A, UNSIGNED_SHORT_4_4_4_4 = 0x8033, UNSIGNED_SHORT_5_5_5_1 = 0x8034, UNSIGNED_SHORT_5_6_5 = 0x8363, FRAGMENT_SHADER = 0x8B30, VERTEX_SHADER = 0x8B31, MAX_VERTEX_ATTRIBS = 0x8869, MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, MAX_VARYING_VECTORS = 0x8DFC, MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D, MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C, MAX_TEXTURE_IMAGE_UNITS = 0x8872, MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD, SHADER_TYPE = 0x8B4F, DELETE_STATUS = 0x8B80, LINK_STATUS = 0x8B82, VALIDATE_STATUS = 0x8B83, ATTACHED_SHADERS = 0x8B85, ACTIVE_UNIFORMS = 0x8B86, ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, ACTIVE_ATTRIBUTES = 0x8B89, ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A, SHADING_LANGUAGE_VERSION = 0x8B8C, CURRENT_PROGRAM = 0x8B8D, NEVER = 0x0200, LESS = 0x0201, EQUAL = 0x0202, LEQUAL = 0x0203, GREATER = 0x0204, NOTEQUAL = 0x0205, GEQUAL = 0x0206, ALWAYS = 0x0207, KEEP = 0x1E00, REPLACE = 0x1E01, INCR = 0x1E02, DECR = 0x1E03, INVERT = 0x150A, INCR_WRAP = 0x8507, DECR_WRAP = 0x8508, VENDOR = 0x1F00, RENDERER = 0x1F01, VERSION = 0x1F02, EXTENSIONS = 0x1F03, NEAREST = 0x2600, LINEAR = 0x2601, NEAREST_MIPMAP_NEAREST = 0x2700, LINEAR_MIPMAP_NEAREST = 0x2701, NEAREST_MIPMAP_LINEAR = 0x2702, LINEAR_MIPMAP_LINEAR = 0x2703, TEXTURE_MAG_FILTER = 0x2800, TEXTURE_MIN_FILTER = 0x2801, TEXTURE_WRAP_S = 0x2802, TEXTURE_WRAP_T = 0x2803, TEXTURE = 0x1702, TEXTURE_CUBE_MAP = 0x8513, TEXTURE_BINDING_CUBE_MAP = 0x8514, TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515, TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516, TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517, TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518, TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519, TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A, MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C, TEXTURE0 = 0x84C0, TEXTURE1 = 0x84C1, TEXTURE2 = 0x84C2, TEXTURE3 = 0x84C3, TEXTURE4 = 0x84C4, TEXTURE5 = 0x84C5, TEXTURE6 = 0x84C6, TEXTURE7 = 0x84C7, TEXTURE8 = 0x84C8, TEXTURE9 = 0x84C9, TEXTURE10 = 0x84CA, TEXTURE11 = 0x84CB, TEXTURE12 = 0x84CC, TEXTURE13 = 0x84CD, TEXTURE14 = 0x84CE, TEXTURE15 = 0x84CF, TEXTURE16 = 0x84D0, TEXTURE17 = 0x84D1, TEXTURE18 = 0x84D2, TEXTURE19 = 0x84D3, TEXTURE20 = 0x84D4, TEXTURE21 = 0x84D5, TEXTURE22 = 0x84D6, TEXTURE23 = 0x84D7, TEXTURE24 = 0x84D8, TEXTURE25 = 0x84D9, TEXTURE26 = 0x84DA, TEXTURE27 = 0x84DB, TEXTURE28 = 0x84DC, TEXTURE29 = 0x84DD, TEXTURE30 = 0x84DE, TEXTURE31 = 0x84DF, ACTIVE_TEXTURE = 0x84E0, REPEAT = 0x2901, CLAMP_TO_EDGE = 0x812F, MIRRORED_REPEAT = 0x8370, FLOAT_VEC2 = 0x8B50, FLOAT_VEC3 = 0x8B51, FLOAT_VEC4 = 0x8B52, INT_VEC2 = 0x8B53, INT_VEC3 = 0x8B54, INT_VEC4 = 0x8B55, BOOL = 0x8B56, BOOL_VEC2 = 0x8B57, BOOL_VEC3 = 0x8B58, BOOL_VEC4 = 0x8B59, FLOAT_MAT2 = 0x8B5A, FLOAT_MAT3 = 0x8B5B, FLOAT_MAT4 = 0x8B5C, SAMPLER_2D = 0x8B5E, SAMPLER_CUBE = 0x8B60, VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622, VERTEX_ATTRIB_ARRAY_SIZE = 0x8623, VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624, VERTEX_ATTRIB_ARRAY_TYPE = 0x8625, VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A, VERTEX_ATTRIB_ARRAY_POINTER = 0x8645, VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F, IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A, IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B, COMPILE_STATUS = 0x8B81, INFO_LOG_LENGTH = 0x8B84, SHADER_SOURCE_LENGTH = 0x8B88, SHADER_COMPILER = 0x8DFA, SHADER_BINARY_FORMATS = 0x8DF8, NUM_SHADER_BINARY_FORMATS = 0x8DF9, LOW_FLOAT = 0x8DF0, MEDIUM_FLOAT = 0x8DF1, HIGH_FLOAT = 0x8DF2, LOW_INT = 0x8DF3, MEDIUM_INT = 0x8DF4, HIGH_INT = 0x8DF5, FRAMEBUFFER = 0x8D40, RENDERBUFFER = 0x8D41, RGBA4 = 0x8056, RGB5_A1 = 0x8057, RGB565 = 0x8D62, DEPTH_COMPONENT16 = 0x81A5, STENCIL_INDEX = 0x1901, STENCIL_INDEX8 = 0x8D48, RENDERBUFFER_WIDTH = 0x8D42, RENDERBUFFER_HEIGHT = 0x8D43, RENDERBUFFER_INTERNAL_FORMAT = 0x8D44, RENDERBUFFER_RED_SIZE = 0x8D50, RENDERBUFFER_GREEN_SIZE = 0x8D51, RENDERBUFFER_BLUE_SIZE = 0x8D52, RENDERBUFFER_ALPHA_SIZE = 0x8D53, RENDERBUFFER_DEPTH_SIZE = 0x8D54, RENDERBUFFER_STENCIL_SIZE = 0x8D55, FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0, FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1, FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2, FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3, COLOR_ATTACHMENT0 = 0x8CE0, DEPTH_ATTACHMENT = 0x8D00, STENCIL_ATTACHMENT = 0x8D20, NONE = 0, FRAMEBUFFER_COMPLETE = 0x8CD5, FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6, FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7, FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9, FRAMEBUFFER_UNSUPPORTED = 0x8CDD, FRAMEBUFFER_BINDING = 0x8CA6, RENDERBUFFER_BINDING = 0x8CA7, MAX_RENDERBUFFER_SIZE = 0x84E8, INVALID_FRAMEBUFFER_OPERATION = 0x0506, // WebGL-specific enums UNPACK_FLIP_Y_WEBGL = 0x9240, UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241, CONTEXT_LOST_WEBGL = 0x9242, UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243, BROWSER_DEFAULT_WEBGL = 0x9244, VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 0x88FE, // WebGL2 constants READ_BUFFER = 0x0C02, UNPACK_ROW_LENGTH = 0x0CF2, UNPACK_SKIP_ROWS = 0x0CF3, UNPACK_SKIP_PIXELS = 0x0CF4, PACK_ROW_LENGTH = 0x0D02, PACK_SKIP_ROWS = 0x0D03, PACK_SKIP_PIXELS = 0x0D04, COLOR = 0x1800, DEPTH = 0x1801, STENCIL = 0x1802, RED = 0x1903, RGB8 = 0x8051, RGBA8 = 0x8058, RGB10_A2 = 0x8059, TEXTURE_BINDING_3D = 0x806A, UNPACK_SKIP_IMAGES = 0x806D, UNPACK_IMAGE_HEIGHT = 0x806E, TEXTURE_3D = 0x806F, TEXTURE_WRAP_R = 0x8072, MAX_3D_TEXTURE_SIZE = 0x8073, UNSIGNED_INT_2_10_10_10_REV = 0x8368, MAX_ELEMENTS_VERTICES = 0x80E8, MAX_ELEMENTS_INDICES = 0x80E9, TEXTURE_MIN_LOD = 0x813A, TEXTURE_MAX_LOD = 0x813B, TEXTURE_BASE_LEVEL = 0x813C, TEXTURE_MAX_LEVEL = 0x813D, MIN = 0x8007, MAX = 0x8008, DEPTH_COMPONENT24 = 0x81A6, MAX_TEXTURE_LOD_BIAS = 0x84FD, TEXTURE_COMPARE_MODE = 0x884C, TEXTURE_COMPARE_FUNC = 0x884D, CURRENT_QUERY = 0x8865, QUERY_RESULT = 0x8866, QUERY_RESULT_AVAILABLE = 0x8867, STREAM_READ = 0x88E1, STREAM_COPY = 0x88E2, STATIC_READ = 0x88E5, STATIC_COPY = 0x88E6, DYNAMIC_READ = 0x88E9, DYNAMIC_COPY = 0x88EA, MAX_DRAW_BUFFERS = 0x8824, DRAW_BUFFER0 = 0x8825, DRAW_BUFFER1 = 0x8826, DRAW_BUFFER2 = 0x8827, DRAW_BUFFER3 = 0x8828, DRAW_BUFFER4 = 0x8829, DRAW_BUFFER5 = 0x882A, DRAW_BUFFER6 = 0x882B, DRAW_BUFFER7 = 0x882C, DRAW_BUFFER8 = 0x882D, DRAW_BUFFER9 = 0x882E, DRAW_BUFFER10 = 0x882F, DRAW_BUFFER11 = 0x8830, DRAW_BUFFER12 = 0x8831, DRAW_BUFFER13 = 0x8832, DRAW_BUFFER14 = 0x8833, DRAW_BUFFER15 = 0x8834, MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49, MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A, SAMPLER_3D = 0x8B5F, SAMPLER_2D_SHADOW = 0x8B62, FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B, PIXEL_PACK_BUFFER = 0x88EB, PIXEL_UNPACK_BUFFER = 0x88EC, PIXEL_PACK_BUFFER_BINDING = 0x88ED, PIXEL_UNPACK_BUFFER_BINDING = 0x88EF, FLOAT_MAT2x3 = 0x8B65, FLOAT_MAT2x4 = 0x8B66, FLOAT_MAT3x2 = 0x8B67, FLOAT_MAT3x4 = 0x8B68, FLOAT_MAT4x2 = 0x8B69, FLOAT_MAT4x3 = 0x8B6A, SRGB = 0x8C40, SRGB8 = 0x8C41, SRGB_ALPHA = 0x8C42, SRGB8_ALPHA8 = 0x8C43, COMPARE_REF_TO_TEXTURE = 0x884E, RGBA32F = 0x8814, RGB32F = 0x8815, RGBA16F = 0x881A, RGB16F = 0x881B, VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD, MAX_ARRAY_TEXTURE_LAYERS = 0x88FF, MIN_PROGRAM_TEXEL_OFFSET = 0x8904, MAX_PROGRAM_TEXEL_OFFSET = 0x8905, MAX_VARYING_COMPONENTS = 0x8B4B, TEXTURE_2D_ARRAY = 0x8C1A, TEXTURE_BINDING_2D_ARRAY = 0x8C1D, R11F_G11F_B10F = 0x8C3A, UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B, RGB9_E5 = 0x8C3D, UNSIGNED_INT_5_9_9_9_REV = 0x8C3E, TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F, MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80, TRANSFORM_FEEDBACK_VARYINGS = 0x8C83, TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84, TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85, TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88, RASTERIZER_DISCARD = 0x8C89, MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A, MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B, INTERLEAVED_ATTRIBS = 0x8C8C, SEPARATE_ATTRIBS = 0x8C8D, TRANSFORM_FEEDBACK_BUFFER = 0x8C8E, TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F, RGBA32UI = 0x8D70, RGB32UI = 0x8D71, RGBA16UI = 0x8D76, RGB16UI = 0x8D77, RGBA8UI = 0x8D7C, RGB8UI = 0x8D7D, RGBA32I = 0x8D82, RGB32I = 0x8D83, RGBA16I = 0x8D88, RGB16I = 0x8D89, RGBA8I = 0x8D8E, RGB8I = 0x8D8F, RED_INTEGER = 0x8D94, RGB_INTEGER = 0x8D98, RGBA_INTEGER = 0x8D99, SAMPLER_2D_ARRAY = 0x8DC1, SAMPLER_2D_ARRAY_SHADOW = 0x8DC4, SAMPLER_CUBE_SHADOW = 0x8DC5, UNSIGNED_INT_VEC2 = 0x8DC6, UNSIGNED_INT_VEC3 = 0x8DC7, UNSIGNED_INT_VEC4 = 0x8DC8, INT_SAMPLER_2D = 0x8DCA, INT_SAMPLER_3D = 0x8DCB, INT_SAMPLER_CUBE = 0x8DCC, INT_SAMPLER_2D_ARRAY = 0x8DCF, UNSIGNED_INT_SAMPLER_2D = 0x8DD2, UNSIGNED_INT_SAMPLER_3D = 0x8DD3, UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4, UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7, DEPTH_COMPONENT32F = 0x8CAC, DEPTH32F_STENCIL8 = 0x8CAD, FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD, FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210, FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211, FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212, FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213, FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214, FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215, FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216, FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217, FRAMEBUFFER_DEFAULT = 0x8218, DEPTH_STENCIL_ATTACHMENT = 0x821A, DEPTH_STENCIL = 0x84F9, UNSIGNED_INT_24_8 = 0x84FA, DEPTH24_STENCIL8 = 0x88F0, UNSIGNED_NORMALIZED = 0x8C17, DRAW_FRAMEBUFFER_BINDING = 0x8CA6, /* Same as FRAMEBUFFER_BINDING */ READ_FRAMEBUFFER = 0x8CA8, DRAW_FRAMEBUFFER = 0x8CA9, READ_FRAMEBUFFER_BINDING = 0x8CAA, RENDERBUFFER_SAMPLES = 0x8CAB, FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4, MAX_COLOR_ATTACHMENTS = 0x8CDF, COLOR_ATTACHMENT1 = 0x8CE1, COLOR_ATTACHMENT2 = 0x8CE2, COLOR_ATTACHMENT3 = 0x8CE3, COLOR_ATTACHMENT4 = 0x8CE4, COLOR_ATTACHMENT5 = 0x8CE5, COLOR_ATTACHMENT6 = 0x8CE6, COLOR_ATTACHMENT7 = 0x8CE7, COLOR_ATTACHMENT8 = 0x8CE8, COLOR_ATTACHMENT9 = 0x8CE9, COLOR_ATTACHMENT10 = 0x8CEA, COLOR_ATTACHMENT11 = 0x8CEB, COLOR_ATTACHMENT12 = 0x8CEC, COLOR_ATTACHMENT13 = 0x8CED, COLOR_ATTACHMENT14 = 0x8CEE, COLOR_ATTACHMENT15 = 0x8CEF, FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56, MAX_SAMPLES = 0x8D57, HALF_FLOAT = 0x140B, RG = 0x8227, RG_INTEGER = 0x8228, R8 = 0x8229, RG8 = 0x822B, R16F = 0x822D, R32F = 0x822E, RG16F = 0x822F, RG32F = 0x8230, R8I = 0x8231, R8UI = 0x8232, R16I = 0x8233, R16UI = 0x8234, R32I = 0x8235, R32UI = 0x8236, RG8I = 0x8237, RG8UI = 0x8238, RG16I = 0x8239, RG16UI = 0x823A, RG32I = 0x823B, RG32UI = 0x823C, VERTEX_ARRAY_BINDING = 0x85B5, R8_SNORM = 0x8F94, RG8_SNORM = 0x8F95, RGB8_SNORM = 0x8F96, RGBA8_SNORM = 0x8F97, SIGNED_NORMALIZED = 0x8F9C, COPY_READ_BUFFER = 0x8F36, COPY_WRITE_BUFFER = 0x8F37, COPY_READ_BUFFER_BINDING = 0x8F36, /* Same as COPY_READ_BUFFER */ COPY_WRITE_BUFFER_BINDING = 0x8F37, /* Same as COPY_WRITE_BUFFER */ UNIFORM_BUFFER = 0x8A11, UNIFORM_BUFFER_BINDING = 0x8A28, UNIFORM_BUFFER_START = 0x8A29, UNIFORM_BUFFER_SIZE = 0x8A2A, MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B, MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D, MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E, MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F, MAX_UNIFORM_BLOCK_SIZE = 0x8A30, MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31, MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33, UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34, ACTIVE_UNIFORM_BLOCKS = 0x8A36, UNIFORM_TYPE = 0x8A37, UNIFORM_SIZE = 0x8A38, UNIFORM_BLOCK_INDEX = 0x8A3A, UNIFORM_OFFSET = 0x8A3B, UNIFORM_ARRAY_STRIDE = 0x8A3C, UNIFORM_MATRIX_STRIDE = 0x8A3D, UNIFORM_IS_ROW_MAJOR = 0x8A3E, UNIFORM_BLOCK_BINDING = 0x8A3F, UNIFORM_BLOCK_DATA_SIZE = 0x8A40, UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46, INVALID_INDEX = 0xFFFFFFFF, MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122, MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125, MAX_SERVER_WAIT_TIMEOUT = 0x9111, OBJECT_TYPE = 0x9112, SYNC_CONDITION = 0x9113, SYNC_STATUS = 0x9114, SYNC_FLAGS = 0x9115, SYNC_FENCE = 0x9116, SYNC_GPU_COMMANDS_COMPLETE = 0x9117, UNSIGNALED = 0x9118, SIGNALED = 0x9119, ALREADY_SIGNALED = 0x911A, TIMEOUT_EXPIRED = 0x911B, CONDITION_SATISFIED = 0x911C, #if PLATFORM(WIN) WAIT_FAILED_WIN = 0x911D, #else WAIT_FAILED = 0x911D, #endif SYNC_FLUSH_COMMANDS_BIT = 0x00000001, VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE, ANY_SAMPLES_PASSED = 0x8C2F, ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A, SAMPLER_BINDING = 0x8919, RGB10_A2UI = 0x906F, TEXTURE_SWIZZLE_R = 0x8E42, TEXTURE_SWIZZLE_G = 0x8E43, TEXTURE_SWIZZLE_B = 0x8E44, TEXTURE_SWIZZLE_A = 0x8E45, GREEN = 0x1904, BLUE = 0x1905, INT_2_10_10_10_REV = 0x8D9F, TRANSFORM_FEEDBACK = 0x8E22, TRANSFORM_FEEDBACK_PAUSED = 0x8E23, TRANSFORM_FEEDBACK_ACTIVE = 0x8E24, TRANSFORM_FEEDBACK_BINDING = 0x8E25, COMPRESSED_R11_EAC = 0x9270, COMPRESSED_SIGNED_R11_EAC = 0x9271, COMPRESSED_RG11_EAC = 0x9272, COMPRESSED_SIGNED_RG11_EAC = 0x9273, COMPRESSED_RGB8_ETC2 = 0x9274, COMPRESSED_SRGB8_ETC2 = 0x9275, COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276, COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277, COMPRESSED_RGBA8_ETC2_EAC = 0x9278, COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279, TEXTURE_IMMUTABLE_FORMAT = 0x912F, MAX_ELEMENT_INDEX = 0x8D6B, NUM_SAMPLE_COUNTS = 0x9380, TEXTURE_IMMUTABLE_LEVELS = 0x82DF }; // Context creation attributes. struct Attributes { Attributes() : alpha(true) , depth(true) , stencil(false) , antialias(true) , premultipliedAlpha(true) , preserveDrawingBuffer(false) , noExtensions(false) , shareResources(true) , preferDiscreteGPU(false) , forceSoftwareRenderer(false) , devicePixelRatio(1) { } bool alpha; bool depth; bool stencil; bool antialias; bool premultipliedAlpha; bool preserveDrawingBuffer; bool noExtensions; bool shareResources; bool preferDiscreteGPU; bool forceSoftwareRenderer; float devicePixelRatio; }; enum RenderStyle { RenderOffscreen, RenderDirectlyToHostWindow, RenderToCurrentGLContext }; class ContextLostCallback { public: virtual void onContextLost() = 0; virtual ~ContextLostCallback() {} }; class ErrorMessageCallback { public: virtual void onErrorMessage(const String& message, GC3Dint id) = 0; virtual ~ErrorMessageCallback() { } }; void setContextLostCallback(std::unique_ptr); void setErrorMessageCallback(std::unique_ptr); static PassRefPtr create(Attributes, HostWindow*, RenderStyle = RenderOffscreen); static PassRefPtr createForCurrentGLContext(); ~GraphicsContext3D(); #if PLATFORM(COCOA) PlatformGraphicsContext3D platformGraphicsContext3D() const { return m_contextObj; } Platform3DObject platformTexture() const { return m_compositorTexture; } CALayer* platformLayer() const { return reinterpret_cast(m_webGLLayer.get()); } #else PlatformGraphicsContext3D platformGraphicsContext3D(); Platform3DObject platformTexture() const; PlatformLayer* platformLayer() const; #endif bool makeContextCurrent(); void setWebGLContext(WebGLRenderingContextBase* base) { m_webglContext = base; } // With multisampling on, blit from multisampleFBO to regular FBO. void prepareTexture(); // Equivalent to ::glTexImage2D(). Allows pixels==0 with no allocation. void texImage2DDirect(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels); // Helper to texImage2D with pixel==0 case: pixels are initialized to 0. // Return true if no GL error is synthesized. // By default, alignment is 4, the OpenGL default setting. bool texImage2DResourceSafe(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint alignment = 4); bool isGLES2Compliant() const; //---------------------------------------------------------------------- // Helpers for texture uploading and pixel readback. // // Computes the components per pixel and bytes per component // for the given format and type combination. Returns false if // either was an invalid enum. static bool computeFormatAndTypeParameters(GC3Denum format, GC3Denum type, unsigned int* componentsPerPixel, unsigned int* bytesPerComponent); // Computes the image size in bytes. If paddingInBytes is not null, padding // is also calculated in return. Returns NO_ERROR if succeed, otherwise // return the suggested GL error indicating the cause of the failure: // INVALID_VALUE if width/height is negative or overflow happens. // INVALID_ENUM if format/type is illegal. static GC3Denum computeImageSizeInBytes(GC3Denum format, GC3Denum type, GC3Dsizei width, GC3Dsizei height, GC3Dint alignment, unsigned int* imageSizeInBytes, unsigned int* paddingInBytes); // Extracts the contents of the given ImageData into the passed Vector, // packing the pixel data according to the given format and type, // and obeying the flipY and premultiplyAlpha flags. Returns true // upon success. static bool extractImageData(ImageData*, GC3Denum format, GC3Denum type, bool flipY, bool premultiplyAlpha, Vector& data); // Helper function which extracts the user-supplied texture // data, applying the flipY and premultiplyAlpha parameters. // If the data is not tightly packed according to the passed // unpackAlignment, the output data will be tightly packed. // Returns true if successful, false if any error occurred. static bool extractTextureData(unsigned int width, unsigned int height, GC3Denum format, GC3Denum type, unsigned int unpackAlignment, bool flipY, bool premultiplyAlpha, const void* pixels, Vector& data); // Attempt to enumerate all possible native image formats to // reduce the amount of temporary allocations during texture // uploading. This enum must be public because it is accessed // by non-member functions. enum DataFormat { DataFormatRGBA8 = 0, DataFormatRGBA16Little, DataFormatRGBA16Big, DataFormatRGBA16F, DataFormatRGBA32F, DataFormatRGB8, DataFormatRGB16Little, DataFormatRGB16Big, DataFormatRGB16F, DataFormatRGB32F, DataFormatBGR8, DataFormatBGRA8, DataFormatBGRA16Little, DataFormatBGRA16Big, DataFormatARGB8, DataFormatARGB16Little, DataFormatARGB16Big, DataFormatABGR8, DataFormatRGBA5551, DataFormatRGBA4444, DataFormatRGB565, DataFormatR8, DataFormatR16Little, DataFormatR16Big, DataFormatR16F, DataFormatR32F, DataFormatRA8, DataFormatRA16Little, DataFormatRA16Big, DataFormatRA16F, DataFormatRA32F, DataFormatAR8, DataFormatAR16Little, DataFormatAR16Big, DataFormatA8, DataFormatA16Little, DataFormatA16Big, DataFormatA16F, DataFormatA32F, DataFormatNumFormats }; ALWAYS_INLINE static bool hasAlpha(DataFormat format) { return format == GraphicsContext3D::DataFormatA8 || format == GraphicsContext3D::DataFormatA16F || format == GraphicsContext3D::DataFormatA32F || format == GraphicsContext3D::DataFormatRA8 || format == GraphicsContext3D::DataFormatAR8 || format == GraphicsContext3D::DataFormatRA16F || format == GraphicsContext3D::DataFormatRA32F || format == GraphicsContext3D::DataFormatRGBA8 || format == GraphicsContext3D::DataFormatBGRA8 || format == GraphicsContext3D::DataFormatARGB8 || format == GraphicsContext3D::DataFormatABGR8 || format == GraphicsContext3D::DataFormatRGBA16F || format == GraphicsContext3D::DataFormatRGBA32F || format == GraphicsContext3D::DataFormatRGBA4444 || format == GraphicsContext3D::DataFormatRGBA5551; } ALWAYS_INLINE static bool hasColor(DataFormat format) { return format == GraphicsContext3D::DataFormatRGBA8 || format == GraphicsContext3D::DataFormatRGBA16F || format == GraphicsContext3D::DataFormatRGBA32F || format == GraphicsContext3D::DataFormatRGB8 || format == GraphicsContext3D::DataFormatRGB16F || format == GraphicsContext3D::DataFormatRGB32F || format == GraphicsContext3D::DataFormatBGR8 || format == GraphicsContext3D::DataFormatBGRA8 || format == GraphicsContext3D::DataFormatARGB8 || format == GraphicsContext3D::DataFormatABGR8 || format == GraphicsContext3D::DataFormatRGBA5551 || format == GraphicsContext3D::DataFormatRGBA4444 || format == GraphicsContext3D::DataFormatRGB565 || format == GraphicsContext3D::DataFormatR8 || format == GraphicsContext3D::DataFormatR16F || format == GraphicsContext3D::DataFormatR32F || format == GraphicsContext3D::DataFormatRA8 || format == GraphicsContext3D::DataFormatRA16F || format == GraphicsContext3D::DataFormatRA32F || format == GraphicsContext3D::DataFormatAR8; } // Check if the format is one of the formats from the ImageData or DOM elements. // The formats from ImageData is always RGBA8. // The formats from DOM elements vary with Graphics ports. It can only be RGBA8 or BGRA8 for non-CG port while a little more for CG port. static ALWAYS_INLINE bool srcFormatComesFromDOMElementOrImageData(DataFormat SrcFormat) { #if USE(CG) #if CPU(BIG_ENDIAN) return SrcFormat == DataFormatRGBA8 || SrcFormat == DataFormatARGB8 || SrcFormat == DataFormatRGB8 || SrcFormat == DataFormatRA8 || SrcFormat == DataFormatAR8 || SrcFormat == DataFormatR8 || SrcFormat == DataFormatA8; #else // That LITTLE_ENDIAN case has more possible formats than BIG_ENDIAN case is because some decoded image data is actually big endian // even on little endian architectures. return SrcFormat == DataFormatBGRA8 || SrcFormat == DataFormatABGR8 || SrcFormat == DataFormatBGR8 || SrcFormat == DataFormatRGBA8 || SrcFormat == DataFormatARGB8 || SrcFormat == DataFormatRGB8 || SrcFormat == DataFormatR8 || SrcFormat == DataFormatA8 || SrcFormat == DataFormatRA8 || SrcFormat == DataFormatAR8; #endif #else return SrcFormat == DataFormatBGRA8 || SrcFormat == DataFormatRGBA8; #endif } //---------------------------------------------------------------------- // Entry points for WebGL. // void activeTexture(GC3Denum texture); void attachShader(Platform3DObject program, Platform3DObject shader); void bindAttribLocation(Platform3DObject, GC3Duint index, const String& name); void bindBuffer(GC3Denum target, Platform3DObject); void bindFramebuffer(GC3Denum target, Platform3DObject); void bindRenderbuffer(GC3Denum target, Platform3DObject); void bindTexture(GC3Denum target, Platform3DObject); void blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha); void blendEquation(GC3Denum mode); void blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha); void blendFunc(GC3Denum sfactor, GC3Denum dfactor); void blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha); void bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage); void bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage); void bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data); GC3Denum checkFramebufferStatus(GC3Denum target); void clear(GC3Dbitfield mask); void clearColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha); void clearDepth(GC3Dclampf depth); void clearStencil(GC3Dint s); void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha); void compileShader(Platform3DObject); void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data); void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data); void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border); void copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); void cullFace(GC3Denum mode); void depthFunc(GC3Denum func); void depthMask(GC3Dboolean flag); void depthRange(GC3Dclampf zNear, GC3Dclampf zFar); void detachShader(Platform3DObject, Platform3DObject); void disable(GC3Denum cap); void disableVertexAttribArray(GC3Duint index); void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count); void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset); void enable(GC3Denum cap); void enableVertexAttribArray(GC3Duint index); void finish(); void flush(); void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject); void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject, GC3Dint level); void frontFace(GC3Denum mode); void generateMipmap(GC3Denum target); bool getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo&); bool getActiveAttribImpl(Platform3DObject program, GC3Duint index, ActiveInfo&); bool getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo&); bool getActiveUniformImpl(Platform3DObject program, GC3Duint index, ActiveInfo&); void getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders); GC3Dint getAttribLocation(Platform3DObject, const String& name); void getBooleanv(GC3Denum pname, GC3Dboolean* value); void getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value); Attributes getContextAttributes(); GC3Denum getError(); void getFloatv(GC3Denum pname, GC3Dfloat* value); void getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value); void getIntegerv(GC3Denum pname, GC3Dint* value); void getInteger64v(GC3Denum pname, GC3Dint64* value); void getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value); void getNonBuiltInActiveSymbolCount(Platform3DObject program, GC3Denum pname, GC3Dint* value); String getProgramInfoLog(Platform3DObject); String getUnmangledInfoLog(Platform3DObject[2], GC3Dsizei, const String&); void getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value); void getShaderiv(Platform3DObject, GC3Denum pname, GC3Dint* value); String getShaderInfoLog(Platform3DObject); void getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision); String getShaderSource(Platform3DObject); String getString(GC3Denum name); void getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value); void getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value); void getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value); void getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value); GC3Dint getUniformLocation(Platform3DObject, const String& name); void getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value); void getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value); GC3Dsizeiptr getVertexAttribOffset(GC3Duint index, GC3Denum pname); void hint(GC3Denum target, GC3Denum mode); GC3Dboolean isBuffer(Platform3DObject); GC3Dboolean isEnabled(GC3Denum cap); GC3Dboolean isFramebuffer(Platform3DObject); GC3Dboolean isProgram(Platform3DObject); GC3Dboolean isRenderbuffer(Platform3DObject); GC3Dboolean isShader(Platform3DObject); GC3Dboolean isTexture(Platform3DObject); void lineWidth(GC3Dfloat); void linkProgram(Platform3DObject); void pixelStorei(GC3Denum pname, GC3Dint param); void polygonOffset(GC3Dfloat factor, GC3Dfloat units); void readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data); void releaseShaderCompiler(); void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height); void sampleCoverage(GC3Dclampf value, GC3Dboolean invert); void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); void shaderSource(Platform3DObject, const String& string); void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask); void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask); void stencilMask(GC3Duint mask); void stencilMaskSeparate(GC3Denum face, GC3Duint mask); void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass); void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass); bool texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels); void texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat param); void texParameteri(GC3Denum target, GC3Denum pname, GC3Dint param); void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels); void uniform1f(GC3Dint location, GC3Dfloat x); void uniform1fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v); void uniform1i(GC3Dint location, GC3Dint x); void uniform1iv(GC3Dint location, GC3Dsizei, GC3Dint* v); void uniform2f(GC3Dint location, GC3Dfloat x, GC3Dfloat y); void uniform2fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v); void uniform2i(GC3Dint location, GC3Dint x, GC3Dint y); void uniform2iv(GC3Dint location, GC3Dsizei, GC3Dint* v); void uniform3f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z); void uniform3fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v); void uniform3i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z); void uniform3iv(GC3Dint location, GC3Dsizei, GC3Dint* v); void uniform4f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w); void uniform4fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v); void uniform4i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w); void uniform4iv(GC3Dint location, GC3Dsizei, GC3Dint* v); void uniformMatrix2fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value); void uniformMatrix3fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value); void uniformMatrix4fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value); void useProgram(Platform3DObject); void validateProgram(Platform3DObject); bool checkVaryingsPacking(Platform3DObject vertexShader, Platform3DObject fragmentShader) const; bool precisionsMatch(Platform3DObject vertexShader, Platform3DObject fragmentShader) const; void vertexAttrib1f(GC3Duint index, GC3Dfloat x); void vertexAttrib1fv(GC3Duint index, GC3Dfloat* values); void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y); void vertexAttrib2fv(GC3Duint index, GC3Dfloat* values); void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z); void vertexAttrib3fv(GC3Duint index, GC3Dfloat* values); void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w); void vertexAttrib4fv(GC3Duint index, GC3Dfloat* values); void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset); void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); void reshape(int width, int height); void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount); void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount); void vertexAttribDivisor(GC3Duint index, GC3Duint divisor); // VertexArrayOject calls Platform3DObject createVertexArray(); void deleteVertexArray(Platform3DObject); GC3Dboolean isVertexArray(Platform3DObject); void bindVertexArray(Platform3DObject); #if PLATFORM(GTK) || PLATFORM(EFL) || USE(CAIRO) void paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight, int canvasWidth, int canvasHeight, PlatformContextCairo* context); #elif USE(CG) void paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight, int canvasWidth, int canvasHeight, GraphicsContext&); #elif PLATFORM(QT) void paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight, int canvasWidth, int canvasHeight, QPainter* context); #endif void markContextChanged(); void markLayerComposited(); bool layerComposited() const; void forceContextLost(); void paintRenderingResultsToCanvas(ImageBuffer*); PassRefPtr paintRenderingResultsToImageData(); bool paintCompositedResultsToCanvas(ImageBuffer*); #if PLATFORM(IOS) void endPaint(); #endif // Support for buffer creation and deletion Platform3DObject createBuffer(); Platform3DObject createFramebuffer(); Platform3DObject createProgram(); Platform3DObject createRenderbuffer(); Platform3DObject createShader(GC3Denum); Platform3DObject createTexture(); void deleteBuffer(Platform3DObject); void deleteFramebuffer(Platform3DObject); void deleteProgram(Platform3DObject); void deleteRenderbuffer(Platform3DObject); void deleteShader(Platform3DObject); void deleteTexture(Platform3DObject); // Synthesizes an OpenGL error which will be returned from a // later call to getError. This is used to emulate OpenGL ES // 2.0 behavior on the desktop and to enforce additional error // checking mandated by WebGL. // // Per the behavior of glGetError, this stores at most one // instance of any given error, and returns them from calls to // getError in the order they were added. void synthesizeGLError(GC3Denum error); // Read real OpenGL errors, and move them to the synthetic // error list. Return true if at least one error is moved. bool moveErrorsToSyntheticErrorList(); // Support for extensions. Returns a non-null object, though not // all methods it contains may necessarily be supported on the // current hardware. Must call Extensions3D::supports() to // determine this. Extensions3D* getExtensions(); IntSize getInternalFramebufferSize() const; static unsigned getClearBitsByAttachmentType(GC3Denum); static unsigned getClearBitsByFormat(GC3Denum); enum ChannelBits { ChannelRed = 1, ChannelGreen = 2, ChannelBlue = 4, ChannelAlpha = 8, ChannelDepth = 16, ChannelStencil = 32, ChannelRGB = ChannelRed | ChannelGreen | ChannelBlue, ChannelRGBA = ChannelRGB | ChannelAlpha, }; static unsigned getChannelBitsByFormat(GC3Denum); // Possible alpha operations that may need to occur during // pixel packing. FIXME: kAlphaDoUnmultiply is lossy and must // be removed. enum AlphaOp { AlphaDoNothing = 0, AlphaDoPremultiply = 1, AlphaDoUnmultiply = 2 }; enum ImageHtmlDomSource { HtmlDomImage = 0, HtmlDomCanvas = 1, HtmlDomVideo = 2, HtmlDomNone = 3 }; // Packs the contents of the given Image which is passed in |pixels| into the passed Vector // according to the given format and type, and obeying the flipY and AlphaOp flags. // Returns true upon success. static bool packImageData(Image*, const void* pixels, GC3Denum format, GC3Denum type, bool flipY, AlphaOp, DataFormat sourceFormat, unsigned width, unsigned height, unsigned sourceUnpackAlignment, Vector& data); class ImageExtractor { public: ImageExtractor(Image*, ImageHtmlDomSource, bool premultiplyAlpha, bool ignoreGammaAndColorProfile); // Each platform must provide an implementation of this method to deallocate or release resources // associated with the image if needed. ~ImageExtractor(); bool extractSucceeded() { return m_extractSucceeded; } const void* imagePixelData() { return m_imagePixelData; } unsigned imageWidth() { return m_imageWidth; } unsigned imageHeight() { return m_imageHeight; } DataFormat imageSourceFormat() { return m_imageSourceFormat; } AlphaOp imageAlphaOp() { return m_alphaOp; } unsigned imageSourceUnpackAlignment() { return m_imageSourceUnpackAlignment; } ImageHtmlDomSource imageHtmlDomSource() { return m_imageHtmlDomSource; } private: // Each platform must provide an implementation of this method. // Extracts the image and keeps track of its status, such as width, height, Source Alignment, format and AlphaOp etc, // needs to lock the resources or relevant data if needed and returns true upon success bool extractImage(bool premultiplyAlpha, bool ignoreGammaAndColorProfile); #if USE(CAIRO) ImageSource* m_decoder; RefPtr m_imageSurface; #elif USE(CG) CGImageRef m_cgImage; RetainPtr m_decodedImage; RetainPtr m_pixelData; std::unique_ptr m_formalizedRGBA8Data; #elif PLATFORM(QT) QImage m_qtImage; #endif Image* m_image; ImageHtmlDomSource m_imageHtmlDomSource; bool m_extractSucceeded; const void* m_imagePixelData; unsigned m_imageWidth; unsigned m_imageHeight; DataFormat m_imageSourceFormat; AlphaOp m_alphaOp; unsigned m_imageSourceUnpackAlignment; }; private: GraphicsContext3D(Attributes, HostWindow*, RenderStyle = RenderOffscreen); static int numActiveContexts; static int GPUCheckCounter; // Helper for packImageData/extractImageData/extractTextureData which implement packing of pixel // data into the specified OpenGL destination format and type. // A sourceUnpackAlignment of zero indicates that the source // data is tightly packed. Non-zero values may take a slow path. // Destination data will have no gaps between rows. static bool packPixels(const uint8_t* sourceData, DataFormat sourceDataFormat, unsigned width, unsigned height, unsigned sourceUnpackAlignment, unsigned destinationFormat, unsigned destinationType, AlphaOp, void* destinationData, bool flipY); // Take into account the user's requested context creation attributes, // in particular stencil and antialias, and determine which could or // could not be honored based on the capabilities of the OpenGL // implementation. void validateDepthStencil(const char* packedDepthStencilExtension); void validateAttributes(); // Call to make during draw calls to check on the GPU's status. void checkGPUStatusIfNecessary(); // Read rendering results into a pixel array with the same format as the // backbuffer. void readRenderingResults(unsigned char* pixels, int pixelsSize); void readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels); #if PLATFORM(IOS) bool setRenderbufferStorageFromDrawable(GC3Dsizei width, GC3Dsizei height); #endif bool reshapeFBOs(const IntSize&); void resolveMultisamplingIfNecessary(const IntRect& = IntRect()); void attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height); #if (PLATFORM(QT) || PLATFORM(EFL)) && USE(GRAPHICS_SURFACE) void createGraphicsSurfaces(const IntSize&); #endif int m_currentWidth, m_currentHeight; bool isResourceSafe(); #if PLATFORM(COCOA) RetainPtr m_webGLLayer; PlatformGraphicsContext3D m_contextObj; #endif #if PLATFORM(WIN) && USE(CA) RefPtr m_webGLLayer; #endif struct SymbolInfo { SymbolInfo() : type(0) , size(0) , precision(GL_NONE) // Invalid precision. , staticUse(0) { } SymbolInfo(GC3Denum type, int size, const String& mappedName, sh::GLenum precision, int staticUse) : type(type) , size(size) , mappedName(mappedName) , precision(precision) , staticUse(staticUse) { } bool operator==(SymbolInfo& other) const { return type == other.type && size == other.size && mappedName == other.mappedName; } GC3Denum type; int size; String mappedName; sh::GLenum precision; int staticUse; }; typedef HashMap ShaderSymbolMap; struct ShaderSourceEntry { GC3Denum type; String source; String translatedSource; String log; bool isValid; ShaderSymbolMap attributeMap; ShaderSymbolMap uniformMap; ShaderSymbolMap varyingMap; ShaderSourceEntry() : type(VERTEX_SHADER) , isValid(false) { } ShaderSymbolMap& symbolMap(enum ANGLEShaderSymbolType symbolType) { ASSERT(symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE || symbolType == SHADER_SYMBOL_TYPE_UNIFORM || symbolType == SHADER_SYMBOL_TYPE_VARYING); if (symbolType == SHADER_SYMBOL_TYPE_ATTRIBUTE) return attributeMap; if (symbolType == SHADER_SYMBOL_TYPE_VARYING) return varyingMap; return uniformMap; } }; typedef HashMap ShaderSourceMap; ShaderSourceMap m_shaderSourceMap; struct ActiveShaderSymbolCounts { Vector filteredToActualAttributeIndexMap; Vector filteredToActualUniformIndexMap; ActiveShaderSymbolCounts() { } GC3Dint countForType(GC3Denum activeType) { ASSERT(activeType == ACTIVE_ATTRIBUTES || activeType == ACTIVE_UNIFORMS); if (activeType == ACTIVE_ATTRIBUTES) return filteredToActualAttributeIndexMap.size(); return filteredToActualUniformIndexMap.size(); } }; typedef HashMap ShaderProgramSymbolCountMap; ShaderProgramSymbolCountMap m_shaderProgramSymbolCountMap; typedef HashMap HashedSymbolMap; HashedSymbolMap m_possiblyUnusedAttributeMap; String mappedSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String& name); String mappedSymbolName(Platform3DObject shaders[2], size_t count, const String& name); String originalSymbolName(Platform3DObject program, ANGLEShaderSymbolType, const String& name); ANGLEWebKitBridge m_compiler; std::unique_ptr nameHashMapForShaders; #if (PLATFORM(QT) && defined(QT_OPENGL_ES_2)) || ((PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(WIN)) && USE(OPENGL_ES_2)) friend class Extensions3DOpenGLES; std::unique_ptr m_extensions; #else friend class Extensions3DOpenGL; std::unique_ptr m_extensions; #endif friend class Extensions3DOpenGLCommon; Attributes m_attrs; RenderStyle m_renderStyle; Vector> m_vertexArray; GC3Duint m_texture; GC3Duint m_compositorTexture; GC3Duint m_fbo; #if USE(COORDINATED_GRAPHICS_THREADED) GC3Duint m_compositorFBO; #endif GC3Duint m_depthBuffer; GC3Duint m_stencilBuffer; GC3Duint m_depthStencilBuffer; bool m_layerComposited; GC3Duint m_internalColorFormat; struct GraphicsContext3DState { GraphicsContext3DState() : boundFBO(0) , activeTexture(GraphicsContext3D::TEXTURE0) , boundTexture0(0) { } GC3Duint boundFBO; GC3Denum activeTexture; GC3Duint boundTexture0; }; GraphicsContext3DState m_state; // For multisampling GC3Duint m_multisampleFBO; GC3Duint m_multisampleDepthStencilBuffer; GC3Duint m_multisampleColorBuffer; // Errors raised by synthesizeGLError(). ListHashSet m_syntheticErrors; friend class GraphicsContext3DPrivate; std::unique_ptr m_private; WebGLRenderingContextBase* m_webglContext; }; } // namespace WebCore #endif // GraphicsContext3D_h