blob: 9f4cb3dc302198a823e8430182e584585a863957 [file] [log] [blame]
/*
* Copyright (C) 2009 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 COMPUTER, 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 COMPUTER, 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 WebGLRenderingContext_h
#define WebGLRenderingContext_h
#include "core/dom/ActiveDOMObject.h"
#include "core/html/canvas/CanvasRenderingContext.h"
#include "core/html/canvas/WebGLGetInfo.h"
#include "core/page/Page.h"
#include "core/platform/graphics/GraphicsContext3D.h"
#include "core/platform/graphics/ImageBuffer.h"
#include "platform/Timer.h"
#include "wtf/Float32Array.h"
#include "wtf/Int32Array.h"
#include "wtf/OwnPtr.h"
#include "wtf/text/WTFString.h"
namespace WebKit { class WebLayer; }
namespace WebCore {
class ANGLEInstancedArrays;
class DrawingBuffer;
class EXTFragDepth;
class EXTTextureFilterAnisotropic;
class ExceptionState;
class HTMLImageElement;
class HTMLVideoElement;
class ImageBuffer;
class ImageData;
class IntSize;
class OESElementIndexUint;
class OESStandardDerivatives;
class OESTextureFloat;
class OESTextureFloatLinear;
class OESTextureHalfFloat;
class OESTextureHalfFloatLinear;
class OESVertexArrayObject;
class WebGLActiveInfo;
class WebGLBuffer;
class WebGLCompressedTextureATC;
class WebGLCompressedTexturePVRTC;
class WebGLCompressedTextureS3TC;
class WebGLContextAttributes;
class WebGLContextGroup;
class WebGLContextObject;
class WebGLDebugRendererInfo;
class WebGLDebugShaders;
class WebGLDepthTexture;
class WebGLDrawBuffers;
class WebGLExtension;
class WebGLFramebuffer;
class WebGLLoseContext;
class WebGLObject;
class WebGLProgram;
class WebGLRenderbuffer;
class WebGLShader;
class WebGLShaderPrecisionFormat;
class WebGLSharedObject;
class WebGLTexture;
class WebGLUniformLocation;
class WebGLVertexArrayObjectOES;
class WebGLRenderingContext : public CanvasRenderingContext, public ActiveDOMObject, private Page::MultisamplingChangedObserver {
public:
static PassOwnPtr<WebGLRenderingContext> create(HTMLCanvasElement*, WebGLContextAttributes*);
virtual ~WebGLRenderingContext();
virtual bool is3d() const { return true; }
virtual bool isAccelerated() const { return true; }
int drawingBufferWidth() const;
int drawingBufferHeight() const;
void activeTexture(GC3Denum texture);
void attachShader(WebGLProgram*, WebGLShader*);
void bindAttribLocation(WebGLProgram*, GC3Duint index, const String& name);
void bindBuffer(GC3Denum target, WebGLBuffer*);
void bindFramebuffer(GC3Denum target, WebGLFramebuffer*);
void bindRenderbuffer(GC3Denum target, WebGLRenderbuffer*);
void bindTexture(GC3Denum target, WebGLTexture*);
void blendColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat 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, long long size, GC3Denum usage);
void bufferData(GC3Denum target, ArrayBuffer* data, GC3Denum usage);
void bufferData(GC3Denum target, ArrayBufferView* data, GC3Denum usage);
void bufferSubData(GC3Denum target, long long offset, ArrayBuffer* data);
void bufferSubData(GC3Denum target, long long offset, ArrayBufferView* data);
GC3Denum checkFramebufferStatus(GC3Denum target);
void clear(GC3Dbitfield mask);
void clearColor(GC3Dfloat red, GC3Dfloat green, GC3Dfloat blue, GC3Dfloat alpha);
void clearDepth(GC3Dfloat);
void clearStencil(GC3Dint);
void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha);
void compileShader(WebGLShader*);
void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width,
GC3Dsizei height, GC3Dint border, ArrayBufferView* data);
void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Dsizei width, GC3Dsizei height, GC3Denum format, ArrayBufferView* 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);
PassRefPtr<WebGLBuffer> createBuffer();
PassRefPtr<WebGLFramebuffer> createFramebuffer();
PassRefPtr<WebGLProgram> createProgram();
PassRefPtr<WebGLRenderbuffer> createRenderbuffer();
PassRefPtr<WebGLShader> createShader(GC3Denum type);
PassRefPtr<WebGLTexture> createTexture();
void cullFace(GC3Denum mode);
void deleteBuffer(WebGLBuffer*);
void deleteFramebuffer(WebGLFramebuffer*);
void deleteProgram(WebGLProgram*);
void deleteRenderbuffer(WebGLRenderbuffer*);
void deleteShader(WebGLShader*);
void deleteTexture(WebGLTexture*);
void depthFunc(GC3Denum);
void depthMask(GC3Dboolean);
void depthRange(GC3Dfloat zNear, GC3Dfloat zFar);
void detachShader(WebGLProgram*, WebGLShader*);
void disable(GC3Denum cap);
void disableVertexAttribArray(GC3Duint index);
void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count);
void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset);
void drawArraysInstancedANGLE(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount);
void drawElementsInstancedANGLE(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount);
void enable(GC3Denum cap);
void enableVertexAttribArray(GC3Duint index);
void finish();
void flush();
void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, WebGLRenderbuffer*);
void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, WebGLTexture*, GC3Dint level);
void frontFace(GC3Denum mode);
void generateMipmap(GC3Denum target);
PassRefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, GC3Duint index);
PassRefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, GC3Duint index);
bool getAttachedShaders(WebGLProgram*, Vector<RefPtr<WebGLShader> >&);
GC3Dint getAttribLocation(WebGLProgram*, const String& name);
WebGLGetInfo getBufferParameter(GC3Denum target, GC3Denum pname);
PassRefPtr<WebGLContextAttributes> getContextAttributes();
GC3Denum getError();
PassRefPtr<WebGLExtension> getExtension(const String& name);
WebGLGetInfo getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname);
WebGLGetInfo getParameter(GC3Denum pname);
WebGLGetInfo getProgramParameter(WebGLProgram*, GC3Denum pname);
String getProgramInfoLog(WebGLProgram*);
WebGLGetInfo getRenderbufferParameter(GC3Denum target, GC3Denum pname);
WebGLGetInfo getShaderParameter(WebGLShader*, GC3Denum pname);
String getShaderInfoLog(WebGLShader*);
PassRefPtr<WebGLShaderPrecisionFormat> getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType);
String getShaderSource(WebGLShader*);
Vector<String> getSupportedExtensions();
WebGLGetInfo getTexParameter(GC3Denum target, GC3Denum pname);
WebGLGetInfo getUniform(WebGLProgram*, const WebGLUniformLocation*);
PassRefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&);
WebGLGetInfo getVertexAttrib(GC3Duint index, GC3Denum pname);
long long getVertexAttribOffset(GC3Duint index, GC3Denum pname);
void hint(GC3Denum target, GC3Denum mode);
GC3Dboolean isBuffer(WebGLBuffer*);
bool isContextLost();
GC3Dboolean isEnabled(GC3Denum cap);
GC3Dboolean isFramebuffer(WebGLFramebuffer*);
GC3Dboolean isProgram(WebGLProgram*);
GC3Dboolean isRenderbuffer(WebGLRenderbuffer*);
GC3Dboolean isShader(WebGLShader*);
GC3Dboolean isTexture(WebGLTexture*);
void lineWidth(GC3Dfloat);
void linkProgram(WebGLProgram*);
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, ArrayBufferView* pixels);
void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void sampleCoverage(GC3Dfloat value, GC3Dboolean invert);
void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void shaderSource(WebGLShader*, const String&);
void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilMask(GC3Duint);
void stencilMaskSeparate(GC3Denum face, GC3Duint mask);
void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Dsizei width, GC3Dsizei height, GC3Dint border,
GC3Denum format, GC3Denum type, ArrayBufferView*, ExceptionState&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, ImageData*, ExceptionState&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLImageElement*, ExceptionState&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLCanvasElement*, ExceptionState&);
void texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat,
GC3Denum format, GC3Denum type, HTMLVideoElement*, ExceptionState&);
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, ArrayBufferView*, ExceptionState&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, ImageData*, ExceptionState&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLImageElement*, ExceptionState&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLCanvasElement*, ExceptionState&);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Denum format, GC3Denum type, HTMLVideoElement*, ExceptionState&);
void uniform1f(const WebGLUniformLocation*, GC3Dfloat x);
void uniform1fv(const WebGLUniformLocation*, Float32Array* v);
void uniform1fv(const WebGLUniformLocation*, GC3Dfloat* v, GC3Dsizei);
void uniform1i(const WebGLUniformLocation*, GC3Dint x);
void uniform1iv(const WebGLUniformLocation*, Int32Array* v);
void uniform1iv(const WebGLUniformLocation*, GC3Dint* v, GC3Dsizei);
void uniform2f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y);
void uniform2fv(const WebGLUniformLocation*, Float32Array* v);
void uniform2fv(const WebGLUniformLocation*, GC3Dfloat* v, GC3Dsizei);
void uniform2i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y);
void uniform2iv(const WebGLUniformLocation*, Int32Array* v);
void uniform2iv(const WebGLUniformLocation*, GC3Dint* v, GC3Dsizei);
void uniform3f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void uniform3fv(const WebGLUniformLocation*, Float32Array* v);
void uniform3fv(const WebGLUniformLocation*, GC3Dfloat* v, GC3Dsizei);
void uniform3i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y, GC3Dint z);
void uniform3iv(const WebGLUniformLocation*, Int32Array* v);
void uniform3iv(const WebGLUniformLocation*, GC3Dint* v, GC3Dsizei);
void uniform4f(const WebGLUniformLocation*, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void uniform4fv(const WebGLUniformLocation*, Float32Array* v);
void uniform4fv(const WebGLUniformLocation*, GC3Dfloat* v, GC3Dsizei);
void uniform4i(const WebGLUniformLocation*, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
void uniform4iv(const WebGLUniformLocation*, Int32Array* v);
void uniform4iv(const WebGLUniformLocation*, GC3Dint* v, GC3Dsizei);
void uniformMatrix2fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32Array* value);
void uniformMatrix2fv(const WebGLUniformLocation*, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void uniformMatrix3fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32Array* value);
void uniformMatrix3fv(const WebGLUniformLocation*, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void uniformMatrix4fv(const WebGLUniformLocation*, GC3Dboolean transpose, Float32Array* value);
void uniformMatrix4fv(const WebGLUniformLocation*, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void useProgram(WebGLProgram*);
void validateProgram(WebGLProgram*);
void vertexAttrib1f(GC3Duint index, GC3Dfloat x);
void vertexAttrib1fv(GC3Duint index, Float32Array* values);
void vertexAttrib1fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei);
void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y);
void vertexAttrib2fv(GC3Duint index, Float32Array* values);
void vertexAttrib2fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei);
void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void vertexAttrib3fv(GC3Duint index, Float32Array* values);
void vertexAttrib3fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei);
void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void vertexAttrib4fv(GC3Duint index, Float32Array* values);
void vertexAttrib4fv(GC3Duint index, GC3Dfloat* values, GC3Dsizei);
void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized,
GC3Dsizei stride, long long offset);
void vertexAttribDivisorANGLE(GC3Duint index, GC3Duint divisor);
void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
// WEBKIT_lose_context support
enum LostContextMode {
// Lost context occurred at the graphics system level.
RealLostContext,
// Lost context provoked by WEBKIT_lose_context.
SyntheticLostContext,
// A synthetic lost context that should attempt to recover automatically
AutoRecoverSyntheticLostContext
};
void forceLostContext(LostContextMode);
void forceRestoreContext();
void loseContextImpl(LostContextMode);
GraphicsContext3D* graphicsContext3D() const { return m_context.get(); }
WebGLContextGroup* contextGroup() const { return m_contextGroup.get(); }
virtual WebKit::WebLayer* platformLayer() const;
void reshape(int width, int height);
void markLayerComposited();
virtual void paintRenderingResultsToCanvas();
virtual PassRefPtr<ImageData> paintRenderingResultsToImageData();
void removeSharedObject(WebGLSharedObject*);
void removeContextObject(WebGLContextObject*);
unsigned maxVertexAttribs() const { return m_maxVertexAttribs; }
// ActiveDOMObject notifications
virtual bool hasPendingActivity() const;
virtual void stop();
private:
friend class WebGLDrawBuffers;
friend class WebGLFramebuffer;
friend class WebGLObject;
friend class OESVertexArrayObject;
friend class WebGLDebugShaders;
friend class WebGLCompressedTextureATC;
friend class WebGLCompressedTexturePVRTC;
friend class WebGLCompressedTextureS3TC;
friend class WebGLRenderingContextErrorMessageCallback;
friend class WebGLVertexArrayObjectOES;
WebGLRenderingContext(HTMLCanvasElement*, PassRefPtr<GraphicsContext3D>, GraphicsContext3D::Attributes, GraphicsContext3D::Attributes);
void initializeNewContext();
void setupFlags();
void addSharedObject(WebGLSharedObject*);
void addContextObject(WebGLContextObject*);
void detachAndRemoveAllObjects();
void destroyGraphicsContext3D();
void markContextChanged();
// Query if the GL implementation is NPOT strict.
bool isGLES2NPOTStrict() { return m_isGLES2NPOTStrict; }
// Query if depth_stencil buffer is supported.
bool isDepthStencilSupported() { return m_isDepthStencilSupported; }
// Helper to return the size in bytes of OpenGL data types
// like GL_FLOAT, GL_INT, etc.
unsigned int sizeInBytes(GC3Denum type);
// Check if each enabled vertex attribute is bound to a buffer.
bool validateRenderingState();
bool validateWebGLObject(const char*, WebGLObject*);
// Adds a compressed texture format.
void addCompressedTextureFormat(GC3Denum);
void removeAllCompressedTextureFormats();
PassRefPtr<Image> drawImageIntoBuffer(Image*, int width, int height, int deviceScaleFactor);
PassRefPtr<Image> videoFrameToImage(HTMLVideoElement*, BackingStoreCopy);
WebGLRenderbuffer* ensureEmulatedStencilBuffer(GC3Denum target, WebGLRenderbuffer*);
RefPtr<GraphicsContext3D> m_context;
RefPtr<WebGLContextGroup> m_contextGroup;
// Structure for rendering to a DrawingBuffer, instead of directly
// to the back-buffer of m_context.
RefPtr<DrawingBuffer> m_drawingBuffer;
// Dispatches a context lost event once it is determined that one is needed.
// This is used both for synthetic and real context losses. For real ones, it's
// likely that there's no JavaScript on the stack, but that might be dependent
// on how exactly the platform discovers that the context was lost. For better
// portability we always defer the dispatch of the event.
Timer<WebGLRenderingContext> m_dispatchContextLostEventTimer;
bool m_restoreAllowed;
Timer<WebGLRenderingContext> m_restoreTimer;
bool m_needsUpdate;
bool m_markedCanvasDirty;
HashSet<WebGLContextObject*> m_contextObjects;
// List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and stored values for ELEMENT_ARRAY_BUFFER
RefPtr<WebGLBuffer> m_boundArrayBuffer;
RefPtr<WebGLVertexArrayObjectOES> m_defaultVertexArrayObject;
RefPtr<WebGLVertexArrayObjectOES> m_boundVertexArrayObject;
void setBoundVertexArrayObject(PassRefPtr<WebGLVertexArrayObjectOES> arrayObject)
{
if (arrayObject)
m_boundVertexArrayObject = arrayObject;
else
m_boundVertexArrayObject = m_defaultVertexArrayObject;
}
class VertexAttribValue {
public:
VertexAttribValue()
{
initValue();
}
void initValue()
{
value[0] = 0.0f;
value[1] = 0.0f;
value[2] = 0.0f;
value[3] = 1.0f;
}
GC3Dfloat value[4];
};
Vector<VertexAttribValue> m_vertexAttribValue;
unsigned m_maxVertexAttribs;
RefPtr<WebGLBuffer> m_vertexAttrib0Buffer;
long m_vertexAttrib0BufferSize;
GC3Dfloat m_vertexAttrib0BufferValue[4];
bool m_forceAttrib0BufferRefill;
bool m_vertexAttrib0UsedBefore;
RefPtr<WebGLProgram> m_currentProgram;
RefPtr<WebGLFramebuffer> m_framebufferBinding;
RefPtr<WebGLRenderbuffer> m_renderbufferBinding;
class TextureUnitState {
public:
RefPtr<WebGLTexture> m_texture2DBinding;
RefPtr<WebGLTexture> m_textureCubeMapBinding;
};
Vector<TextureUnitState> m_textureUnits;
unsigned long m_activeTextureUnit;
RefPtr<WebGLTexture> m_blackTexture2D;
RefPtr<WebGLTexture> m_blackTextureCubeMap;
Vector<GC3Denum> m_compressedTextureFormats;
// Fixed-size cache of reusable image buffers for video texImage2D calls.
class LRUImageBufferCache {
public:
LRUImageBufferCache(int capacity);
// The pointer returned is owned by the image buffer map.
ImageBuffer* imageBuffer(const IntSize& size);
private:
void bubbleToFront(int idx);
OwnPtr<OwnPtr<ImageBuffer>[]> m_buffers;
int m_capacity;
};
LRUImageBufferCache m_generatedImageCache;
GC3Dint m_maxTextureSize;
GC3Dint m_maxCubeMapTextureSize;
GC3Dint m_maxRenderbufferSize;
GC3Dint m_maxViewportDims[2];
GC3Dint m_maxTextureLevel;
GC3Dint m_maxCubeMapTextureLevel;
GC3Dint m_maxDrawBuffers;
GC3Dint m_maxColorAttachments;
GC3Denum m_backDrawBuffer;
bool m_drawBuffersWebGLRequirementsChecked;
bool m_drawBuffersSupported;
GC3Dint m_packAlignment;
GC3Dint m_unpackAlignment;
bool m_unpackFlipY;
bool m_unpackPremultiplyAlpha;
GC3Denum m_unpackColorspaceConversion;
bool m_contextLost;
LostContextMode m_contextLostMode;
GraphicsContext3D::Attributes m_attributes;
GraphicsContext3D::Attributes m_requestedAttributes;
bool m_layerCleared;
GC3Dfloat m_clearColor[4];
bool m_scissorEnabled;
GC3Dfloat m_clearDepth;
GC3Dint m_clearStencil;
GC3Dboolean m_colorMask[4];
GC3Dboolean m_depthMask;
bool m_stencilEnabled;
GC3Duint m_stencilMask, m_stencilMaskBack;
GC3Dint m_stencilFuncRef, m_stencilFuncRefBack; // Note that these are the user specified values, not the internal clamped value.
GC3Duint m_stencilFuncMask, m_stencilFuncMaskBack;
bool m_isGLES2NPOTStrict;
bool m_isDepthStencilSupported;
bool m_synthesizedErrorsToConsole;
int m_numGLErrorsToConsoleAllowed;
bool m_multisamplingAllowed;
bool m_multisamplingObserverRegistered;
GC3Duint m_onePlusMaxEnabledAttribIndex;
unsigned long m_onePlusMaxNonDefaultTextureUnit;
// Enabled extension objects.
RefPtr<ANGLEInstancedArrays> m_angleInstancedArrays;
RefPtr<EXTFragDepth> m_extFragDepth;
RefPtr<EXTTextureFilterAnisotropic> m_extTextureFilterAnisotropic;
RefPtr<OESTextureFloat> m_oesTextureFloat;
RefPtr<OESTextureFloatLinear> m_oesTextureFloatLinear;
RefPtr<OESTextureHalfFloat> m_oesTextureHalfFloat;
RefPtr<OESTextureHalfFloatLinear> m_oesTextureHalfFloatLinear;
RefPtr<OESStandardDerivatives> m_oesStandardDerivatives;
RefPtr<OESVertexArrayObject> m_oesVertexArrayObject;
RefPtr<OESElementIndexUint> m_oesElementIndexUint;
RefPtr<WebGLLoseContext> m_webglLoseContext;
RefPtr<WebGLDebugRendererInfo> m_webglDebugRendererInfo;
RefPtr<WebGLDebugShaders> m_webglDebugShaders;
RefPtr<WebGLDrawBuffers> m_webglDrawBuffers;
RefPtr<WebGLCompressedTextureATC> m_webglCompressedTextureATC;
RefPtr<WebGLCompressedTexturePVRTC> m_webglCompressedTexturePVRTC;
RefPtr<WebGLCompressedTextureS3TC> m_webglCompressedTextureS3TC;
RefPtr<WebGLDepthTexture> m_webglDepthTexture;
enum ExtensionFlags {
ApprovedExtension = 0x00,
DraftExtension = 0x01,
PrivilegedExtension = 0x02,
PrefixedExtension = 0x04,
};
class ExtensionTracker {
public:
ExtensionTracker(ExtensionFlags flags, const char* const* prefixes)
: m_privileged(flags & PrivilegedExtension)
, m_draft(flags & DraftExtension)
, m_prefixed(flags & PrefixedExtension)
, m_prefixes(prefixes)
{
}
virtual ~ExtensionTracker()
{
}
bool prefixed() const
{
return m_prefixed;
}
bool privileged() const
{
return m_privileged;
}
bool draft() const
{
return m_draft;
}
bool matchesNameWithPrefixes(const String&) const;
virtual PassRefPtr<WebGLExtension> getExtension(WebGLRenderingContext*) const = 0;
virtual bool supported(WebGLRenderingContext*) const = 0;
virtual const char* extensionName() const = 0;
virtual void loseExtension() = 0;
private:
bool m_privileged;
bool m_draft;
bool m_prefixed;
const char* const* m_prefixes;
};
template <typename T>
class TypedExtensionTracker : public ExtensionTracker {
public:
TypedExtensionTracker(RefPtr<T>& extensionField, ExtensionFlags flags, const char* const* prefixes)
: ExtensionTracker(flags, prefixes)
, m_extensionField(extensionField)
{
}
~TypedExtensionTracker()
{
if (m_extensionField) {
m_extensionField->lose(true);
m_extensionField = 0;
}
}
virtual PassRefPtr<WebGLExtension> getExtension(WebGLRenderingContext* context) const
{
if (!m_extensionField)
m_extensionField = T::create(context);
return m_extensionField;
}
virtual bool supported(WebGLRenderingContext* context) const
{
return T::supported(context);
}
virtual const char* extensionName() const
{
return T::extensionName();
}
virtual void loseExtension()
{
if (m_extensionField) {
m_extensionField->lose(false);
if (m_extensionField->isLost())
m_extensionField = 0;
}
}
private:
RefPtr<T>& m_extensionField;
};
Vector<ExtensionTracker*> m_extensions;
template <typename T>
void registerExtension(RefPtr<T>& extensionPtr, ExtensionFlags flags = ApprovedExtension, const char* const* prefixes = 0)
{
m_extensions.append(new TypedExtensionTracker<T>(extensionPtr, flags, prefixes));
}
// Errors raised by synthesizeGLError() while the context is lost.
Vector<GC3Denum> lost_context_errors_;
// Helpers for getParameter and others
WebGLGetInfo getBooleanParameter(GC3Denum);
WebGLGetInfo getBooleanArrayParameter(GC3Denum);
WebGLGetInfo getFloatParameter(GC3Denum);
WebGLGetInfo getIntParameter(GC3Denum);
WebGLGetInfo getUnsignedIntParameter(GC3Denum);
WebGLGetInfo getWebGLFloatArrayParameter(GC3Denum);
WebGLGetInfo getWebGLIntArrayParameter(GC3Denum);
// Clear the backbuffer if it was composited since the last operation.
// clearMask is set to the bitfield of any clear that would happen anyway at this time
// and the function returns true if that clear is now unnecessary.
bool clearIfComposited(GC3Dbitfield clearMask = 0);
// Helper to restore state that clearing the framebuffer may destroy.
void restoreStateAfterClear();
void texImage2DBase(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels, ExceptionState&);
void texImage2DImpl(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha, ExceptionState&);
void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels, ExceptionState&);
void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha, ExceptionState&);
void handleTextureCompleteness(const char*, bool);
void createFallbackBlackTextures1x1();
// Helper function for copyTex{Sub}Image, check whether the internalformat
// and the color buffer format of the current bound framebuffer combination
// is valid.
bool isTexInternalFormatColorBufferCombinationValid(GC3Denum texInternalFormat,
GC3Denum colorBufferFormat);
// Helper function to get the bound framebuffer's color buffer format.
GC3Denum boundFramebufferColorFormat();
// Helper function to get the bound framebuffer's width.
int boundFramebufferWidth();
// Helper function to get the bound framebuffer's height.
int boundFramebufferHeight();
// Helper function to verify limits on the length of uniform and attribute locations.
bool validateLocationLength(const char* functionName, const String&);
// Helper function to check if size is non-negative.
// Generate GL error and return false for negative inputs; otherwise, return true.
bool validateSize(const char* functionName, GC3Dint x, GC3Dint y);
// Helper function to check if all characters in the string belong to the
// ASCII subset as defined in GLSL ES 1.0 spec section 3.1.
bool validateString(const char* functionName, const String&);
// Helper function to check target and texture bound to the target.
// Generate GL errors and return 0 if target is invalid or texture bound is
// null. Otherwise, return the texture bound to the target.
WebGLTexture* validateTextureBinding(const char* functionName, GC3Denum target, bool useSixEnumsForCubeMap);
// Helper function to check input format/type for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if parameters are invalid.
bool validateTexFuncFormatAndType(const char* functionName, GC3Denum format, GC3Denum type, GC3Dint level);
// Helper function to check input level for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if level is invalid.
bool validateTexFuncLevel(const char* functionName, GC3Denum target, GC3Dint level);
enum TexFuncValidationFunctionType {
NotTexSubImage2D,
TexSubImage2D,
};
enum TexFuncValidationSourceType {
SourceArrayBufferView,
SourceImageData,
SourceHTMLImageElement,
SourceHTMLCanvasElement,
SourceHTMLVideoElement,
};
// Helper function for tex{Sub}Image2D to check if the input format/type/level/target/width/height/border/xoffset/yoffset are valid.
// Otherwise, it would return quickly without doing other work.
bool validateTexFunc(const char* functionName, TexFuncValidationFunctionType, TexFuncValidationSourceType, GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width,
GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, GC3Dint xoffset, GC3Dint yoffset);
// Helper function to check input width and height for functions {copy, compressed}Tex{Sub}Image.
// Generates GL error and returns false if width or height is invalid.
bool validateTexFuncDimensions(const char* functionName, TexFuncValidationFunctionType,
GC3Denum target, GC3Dint level, GC3Dsizei width, GC3Dsizei height);
// Helper function to check input parameters for functions {copy}Tex{Sub}Image.
// Generates GL error and returns false if parameters are invalid.
bool validateTexFuncParameters(const char* functionName,
TexFuncValidationFunctionType,
GC3Denum target, GC3Dint level,
GC3Denum internalformat,
GC3Dsizei width, GC3Dsizei height, GC3Dint border,
GC3Denum format, GC3Denum type);
enum NullDisposition {
NullAllowed,
NullNotAllowed
};
// Helper function to validate that the given ArrayBufferView
// is of the correct type and contains enough data for the texImage call.
// Generates GL error and returns false if parameters are invalid.
bool validateTexFuncData(const char* functionName, GC3Dint level,
GC3Dsizei width, GC3Dsizei height,
GC3Denum format, GC3Denum type,
ArrayBufferView* pixels,
NullDisposition);
// Helper function to validate a given texture format is settable as in
// you can supply data to texImage2D, or call texImage2D, copyTexImage2D and
// copyTexSubImage2D.
// Generates GL error and returns false if the format is not settable.
bool validateSettableTexFormat(const char* functionName, GC3Denum format);
// Helper function to validate compressed texture data is correct size
// for the given format and dimensions.
bool validateCompressedTexFuncData(const char* functionName,
GC3Dsizei width, GC3Dsizei height,
GC3Denum format, ArrayBufferView* pixels);
// Helper function for validating compressed texture formats.
bool validateCompressedTexFormat(GC3Denum format);
// Helper function to validate compressed texture dimensions are valid for
// the given format.
bool validateCompressedTexDimensions(const char* functionName, TexFuncValidationFunctionType, GC3Denum target, GC3Dint level, GC3Dsizei width, GC3Dsizei height, GC3Denum format);
// Helper function to validate compressed texture dimensions are valid for
// the given format.
bool validateCompressedTexSubDimensions(const char* functionName, GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset,
GC3Dsizei width, GC3Dsizei height, GC3Denum format, WebGLTexture*);
// Helper function to validate mode for draw{Arrays/Elements}.
bool validateDrawMode(const char* functionName, GC3Denum);
// Helper function to validate if front/back stencilMask and stencilFunc settings are the same.
bool validateStencilSettings(const char* functionName);
// Helper function to validate stencil or depth func.
bool validateStencilOrDepthFunc(const char* functionName, GC3Denum);
// Helper function for texParameterf and texParameteri.
void texParameter(GC3Denum target, GC3Denum pname, GC3Dfloat parami, GC3Dint paramf, bool isFloat);
// Helper function to print GL errors to console.
void printGLErrorToConsole(const String&);
// Helper function to print warnings to console. Currently
// used only to warn about use of obsolete functions.
void printWarningToConsole(const String&);
// Helper function to validate input parameters for framebuffer functions.
// Generate GL error if parameters are illegal.
bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment);
// Helper function to validate blend equation mode.
bool validateBlendEquation(const char* functionName, GC3Denum);
// Helper function to validate blend func factors.
bool validateBlendFuncFactors(const char* functionName, GC3Denum src, GC3Denum dst);
// Helper function to validate a GL capability.
bool validateCapability(const char* functionName, GC3Denum);
// Helper function to validate input parameters for uniform functions.
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Float32Array*, GC3Dsizei mod);
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Int32Array*, GC3Dsizei mod);
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, void*, GC3Dsizei, GC3Dsizei mod);
bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GC3Dboolean transpose, Float32Array*, GC3Dsizei mod);
bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GC3Dboolean transpose, void*, GC3Dsizei, GC3Dsizei mod);
// Helper function to validate parameters for bufferData.
// Return the current bound buffer to target, or 0 if parameters are invalid.
WebGLBuffer* validateBufferDataParameters(const char* functionName, GC3Denum target, GC3Denum usage);
// Helper function for tex{Sub}Image2D to make sure image is ready and wouldn't taint Origin.
bool validateHTMLImageElement(const char* functionName, HTMLImageElement*, ExceptionState&);
// Helper function for tex{Sub}Image2D to make sure canvas is ready and wouldn't taint Origin.
bool validateHTMLCanvasElement(const char* functionName, HTMLCanvasElement*, ExceptionState&);
// Helper function for tex{Sub}Image2D to make sure video is ready wouldn't taint Origin.
bool validateHTMLVideoElement(const char* functionName, HTMLVideoElement*, ExceptionState&);
// Helper function to validate drawArrays(Instanced) calls
bool validateDrawArrays(const char* functionName, GC3Denum mode, GC3Dint first, GC3Dsizei count);
// Helper function to validate drawElements(Instanced) calls
bool validateDrawElements(const char* functionName, GC3Denum mode, GC3Dsizei count, GC3Denum type, long long offset);
// Helper function to validate draw*Instanced calls
bool validateDrawInstanced(const char* functionName, GC3Dsizei primcount);
// Helper functions for vertexAttribNf{v}.
void vertexAttribfImpl(const char* functionName, GC3Duint index, GC3Dsizei expectedSize, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat);
void vertexAttribfvImpl(const char* functionName, GC3Duint index, Float32Array*, GC3Dsizei expectedSize);
void vertexAttribfvImpl(const char* functionName, GC3Duint index, GC3Dfloat*, GC3Dsizei, GC3Dsizei expectedSize);
// Helper function for delete* (deleteBuffer, deleteProgram, etc) functions.
// Return false if caller should return without further processing.
bool deleteObject(WebGLObject*);
// Helper function for bind* (bindBuffer, bindTexture, etc) and useProgram.
// If the object has already been deleted, set deleted to true upon return.
// Return false if caller should return without further processing.
bool checkObjectToBeBound(const char* functionName, WebGLObject*, bool& deleted);
void dispatchContextLostEvent(Timer<WebGLRenderingContext>*);
// Helper for restoration after context lost.
void maybeRestoreContext(Timer<WebGLRenderingContext>*);
// Determine if we are running privileged code in the browser, for example,
// a Safari or Chrome extension.
bool allowPrivilegedExtensions() const;
enum ConsoleDisplayPreference {
DisplayInConsole,
DontDisplayInConsole
};
// Wrapper for GraphicsContext3D::synthesizeGLError that sends a message
// to the JavaScript console.
void synthesizeGLError(GC3Denum, const char* functionName, const char* description, ConsoleDisplayPreference = DisplayInConsole);
void emitGLWarning(const char* function, const char* reason);
String ensureNotNull(const String&) const;
// Enable or disable stencil test based on user setting and
// whether the current FBO has a stencil buffer.
void applyStencilTest();
// Helper for enabling or disabling a capability.
void enableOrDisable(GC3Denum capability, bool enable);
// Clamp the width and height to GL_MAX_VIEWPORT_DIMS.
IntSize clampedCanvasSize();
// First time called, if EXT_draw_buffers is supported, query the value; otherwise return 0.
// Later, return the cached value.
GC3Dint maxDrawBuffers();
GC3Dint maxColorAttachments();
void setBackDrawBuffer(GC3Denum);
void restoreCurrentFramebuffer();
void restoreCurrentTexture2D();
virtual void multisamplingChanged(bool);
void findNewMaxEnabledAttribIndex();
void findNewMaxNonDefaultTextureUnit();
friend class WebGLStateRestorer;
friend class WebGLRenderingContextEvictionManager;
static Vector<WebGLRenderingContext*>& activeContexts();
static Vector<WebGLRenderingContext*>& forciblyEvictedContexts();
static void activateContext(WebGLRenderingContext*);
static void deactivateContext(WebGLRenderingContext*, bool addToInactiveList);
static void willDestroyContext(WebGLRenderingContext*);
static void forciblyLoseOldestContext(const String& reason);
// Return the least recently used context's position in the active context vector.
// If the vector is empty, return the maximum allowed active context number.
static size_t oldestContextIndex();
static IntSize oldestContextSize();
};
} // namespace WebCore
#endif