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/*
* 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>, 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<GC3Denum> attachments);
void invalidateSubFramebuffer(GC3Denum target, Vector<GC3Denum> 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<GC3Denum> 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<WebGLQuery> createQuery();
void deleteQuery(WebGLQuery* query);
GC3Dboolean isQuery(WebGLQuery* query);
void beginQuery(GC3Denum target, WebGLQuery* query);
void endQuery(GC3Denum target);
PassRefPtr<WebGLQuery> getQuery(GC3Denum target, GC3Denum pname);
WebGLGetInfo getQueryParameter(WebGLQuery* query, GC3Denum pname);
/* Sampler Objects */
PassRefPtr<WebGLSampler> 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<WebGLSync> 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<WebGLTransformFeedback> 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<String> varyings, GC3Denum bufferMode);
PassRefPtr<WebGLActiveInfo> 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<String> 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<WebGLVertexArrayObject> createVertexArray();
void deleteVertexArray(WebGLVertexArrayObject* vertexArray);
GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray);
void bindVertexArray(WebGLVertexArrayObject* vertexArray);
/* Extensions */
virtual WebGLExtension* getExtension(const String&) override;
virtual Vector<String> 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
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