/* * Copyright (C) 2015 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 WebGL2RenderingContext_h #define WebGL2RenderingContext_h #if ENABLE(WEBGL2) #include "WebGLRenderingContextBase.h" namespace WebCore { class WebGLQuery; class WebGLSampler; class WebGLSync; class WebGLTransformFeedback; class WebGLVertexArrayObject; class WebGL2RenderingContext final : public WebGLRenderingContextBase { public: WebGL2RenderingContext(HTMLCanvasElement*, GraphicsContext3D::Attributes); WebGL2RenderingContext(HTMLCanvasElement*, PassRefPtr, GraphicsContext3D::Attributes); virtual bool isWebGL2() const override { return true; } /* Buffer objects */ void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dint64 readOffset, GC3Dint64 writeOffset, GC3Dint64 size); void getBufferSubData(GC3Denum target, GC3Dint64 offset, ArrayBufferView* returnedData); void getBufferSubData(GC3Denum target, GC3Dint64 offset, ArrayBuffer* returnedData); /* Framebuffer objects */ virtual WebGLGetInfo getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname, ExceptionCode&) override; void blitFramebuffer(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter); void framebufferTextureLayer(GC3Denum target, GC3Denum attachment, GC3Duint texture, GC3Dint level, GC3Dint layer); WebGLGetInfo getInternalformatParameter(GC3Denum target, GC3Denum internalformat, GC3Denum pname); void invalidateFramebuffer(GC3Denum target, Vector attachments); void invalidateSubFramebuffer(GC3Denum target, Vector attachments, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); void readBuffer(GC3Denum src); /* Renderbuffer objects */ void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height); /* Texture objects */ void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height); void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth); void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, ArrayBufferView* pixels); void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, ArrayBufferView* pixels); void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, ImageData* source); void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, HTMLImageElement* source); void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, HTMLCanvasElement* source); void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, HTMLVideoElement* source); void copyTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height); void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Dsizei imageSize, ArrayBufferView* data); void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Dsizei imageSize, ArrayBufferView* data); /* Programs and shaders */ GC3Dint getFragDataLocation(WebGLProgram* program, String name); /* Uniforms and attributes */ void uniform1ui(WebGLUniformLocation* location, GC3Duint v0); void uniform2ui(WebGLUniformLocation* location, GC3Duint v0, GC3Duint v1); void uniform3ui(WebGLUniformLocation* location, GC3Duint v0, GC3Duint v1, GC3Duint v2); void uniform4ui(WebGLUniformLocation* location, GC3Duint v0, GC3Duint v1, GC3Duint v2, GC3Duint v3); void uniform1uiv(WebGLUniformLocation* location, Uint32Array* value); void uniform2uiv(WebGLUniformLocation* location, Uint32Array* value); void uniform3uiv(WebGLUniformLocation* location, Uint32Array* value); void uniform4uiv(WebGLUniformLocation* location, Uint32Array* value); void uniformMatrix2x3fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void uniformMatrix3x2fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void uniformMatrix2x4fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void uniformMatrix4x2fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void uniformMatrix3x4fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void uniformMatrix4x3fv(WebGLUniformLocation* location, GC3Dboolean transpose, Float32Array* value); void vertexAttribI4i(GC3Duint index, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w); void vertexAttribI4iv(GC3Duint index, Int32Array* v); void vertexAttribI4ui(GC3Duint index, GC3Duint x, GC3Duint y, GC3Duint z, GC3Duint w); void vertexAttribI4uiv(GC3Duint index, Uint32Array* v); void vertexAttribIPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dsizei stride, GC3Dint64 offset); /* Writing to the drawing buffer */ virtual void clear(GC3Dbitfield mask) override; void vertexAttribDivisor(GC3Duint index, GC3Duint divisor); void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei instanceCount); void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dint64 offset, GC3Dsizei instanceCount); void drawRangeElements(GC3Denum mode, GC3Duint start, GC3Duint end, GC3Dsizei count, GC3Denum type, GC3Dint64 offset); /* Multiple Render Targets */ void drawBuffers(Vector buffers); void clearBufferiv(GC3Denum buffer, GC3Dint drawbuffer, Int32Array* value); void clearBufferuiv(GC3Denum buffer, GC3Dint drawbuffer, Uint32Array* value); void clearBufferfv(GC3Denum buffer, GC3Dint drawbuffer, Float32Array* value); void clearBufferfi(GC3Denum buffer, GC3Dint drawbuffer, GC3Dfloat depth, GC3Dint stencil); /* Query Objects */ PassRefPtr createQuery(); void deleteQuery(WebGLQuery* query); GC3Dboolean isQuery(WebGLQuery* query); void beginQuery(GC3Denum target, WebGLQuery* query); void endQuery(GC3Denum target); PassRefPtr getQuery(GC3Denum target, GC3Denum pname); WebGLGetInfo getQueryParameter(WebGLQuery* query, GC3Denum pname); /* Sampler Objects */ PassRefPtr createSampler(); void deleteSampler(WebGLSampler* sampler); GC3Dboolean isSampler(WebGLSampler* sampler); void bindSampler(GC3Duint unit, WebGLSampler* sampler); void samplerParameteri(WebGLSampler* sampler, GC3Denum pname, GC3Dint param); void samplerParameterf(WebGLSampler* sampler, GC3Denum pname, GC3Dfloat param); WebGLGetInfo getSamplerParameter(WebGLSampler* sampler, GC3Denum pname); /* Sync objects */ PassRefPtr fenceSync(GC3Denum condition, GC3Dbitfield flags); GC3Dboolean isSync(WebGLSync* sync); void deleteSync(WebGLSync* sync); GC3Denum clientWaitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout); void waitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout); WebGLGetInfo getSyncParameter(WebGLSync* sync, GC3Denum pname); /* Transform Feedback */ PassRefPtr createTransformFeedback(); void deleteTransformFeedback(WebGLTransformFeedback* id); GC3Dboolean isTransformFeedback(WebGLTransformFeedback* id); void bindTransformFeedback(GC3Denum target, WebGLTransformFeedback* id); void beginTransformFeedback(GC3Denum primitiveMode); void endTransformFeedback(); void transformFeedbackVaryings(WebGLProgram* program, Vector varyings, GC3Denum bufferMode); PassRefPtr getTransformFeedbackVarying(WebGLProgram* program, GC3Duint index); void pauseTransformFeedback(); void resumeTransformFeedback(); /* Uniform Buffer Objects and Transform Feedback Buffers */ void bindBufferBase(GC3Denum target, GC3Duint index, WebGLBuffer* buffer); void bindBufferRange(GC3Denum target, GC3Duint index, WebGLBuffer* buffer, GC3Dint64 offset, GC3Dint64 size); WebGLGetInfo getIndexedParameter(GC3Denum target, GC3Duint index); Uint32Array* getUniformIndices(WebGLProgram* program, Vector uniformNames); Int32Array* getActiveUniforms(WebGLProgram* program, Uint32Array* uniformIndices, GC3Denum pname); GC3Duint getUniformBlockIndex(WebGLProgram* program, String uniformBlockName); WebGLGetInfo getActiveUniformBlockParameter(WebGLProgram* program, GC3Duint uniformBlockIndex, GC3Denum pname); WebGLGetInfo getActiveUniformBlockName(WebGLProgram* program, GC3Duint uniformBlockIndex); void uniformBlockBinding(WebGLProgram* program, GC3Duint uniformBlockIndex, GC3Duint uniformBlockBinding); /* Vertex Array Objects */ PassRefPtr createVertexArray(); void deleteVertexArray(WebGLVertexArrayObject* vertexArray); GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray); void bindVertexArray(WebGLVertexArrayObject* vertexArray); /* Extensions */ virtual WebGLExtension* getExtension(const String&) override; virtual Vector getSupportedExtensions() override; virtual WebGLGetInfo getParameter(GC3Denum pname, ExceptionCode&) override; virtual void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) override; virtual void hint(GC3Denum target, GC3Denum mode) override; virtual void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) override; virtual void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum internalformat, GC3Denum format, GC3Denum type, const void* pixels, ExceptionCode&) override; virtual void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha, ExceptionCode&) override; virtual void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, ArrayBufferView*, ExceptionCode&) override; virtual void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, ImageData*, ExceptionCode&) override; virtual void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLImageElement*, ExceptionCode&) override; virtual void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLCanvasElement*, ExceptionCode&) override; #if ENABLE(VIDEO) virtual void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLVideoElement*, ExceptionCode&) override; #endif protected: virtual void initializeVertexArrayObjects() override; virtual GC3Dint getMaxDrawBuffers() override; virtual GC3Dint getMaxColorAttachments() override; virtual bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) override; virtual bool validateBlendEquation(const char* functionName, GC3Denum mode) override; virtual bool validateTexFuncFormatAndType(const char* functionName, GC3Denum internalformat, GC3Denum format, GC3Denum type, GC3Dint level) override; virtual bool validateTexFuncParameters(const char* functionName, TexFuncValidationFunctionType, GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type) override; virtual bool validateTexFuncData(const char* functionName, GC3Dint level, GC3Dsizei width, GC3Dsizei height, GC3Denum internalformat, GC3Denum format, GC3Denum type, ArrayBufferView* pixels, NullDisposition) override; virtual bool validateCapability(const char* functionName, GC3Denum cap) override; virtual bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) override; private: GC3Denum baseInternalFormatFromInternalFormat(GC3Denum internalformat); bool isIntegerFormat(GC3Denum internalformat); void initializeShaderExtensions(); }; } // namespace WebCore #endif // WEBGL2 #endif