2 * Copyright (C) 2015 Apple Inc. All rights reserved.
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 #include "WebGLRenderingContextBase.h"
31 #include <wtf/Variant.h>
38 class WebGLTransformFeedback;
39 class WebGLVertexArrayObject;
41 class WebGL2RenderingContext final : public WebGLRenderingContextBase {
43 WebGL2RenderingContext(HTMLCanvasElement*, GraphicsContext3D::Attributes);
44 WebGL2RenderingContext(HTMLCanvasElement*, RefPtr<GraphicsContext3D>&&, GraphicsContext3D::Attributes);
47 void bufferData(GC3Denum target, ArrayBufferView& data, GC3Denum usage, GC3Duint srcOffset, GC3Duint length);
48 void bufferSubData(GC3Denum target, long long offset, ArrayBufferView& data, GC3Duint srcOffset, GC3Duint length);
49 void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dint64 readOffset, GC3Dint64 writeOffset, GC3Dint64 size);
50 void getBufferSubData(GC3Denum target, GC3Dint64 offset, RefPtr<ArrayBufferView>&& returnedData);
51 void getBufferSubData(GC3Denum target, GC3Dint64 offset, ArrayBuffer* returnedData);
53 /* Framebuffer objects */
54 WebGLGetInfo getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname) final;
55 void blitFramebuffer(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter);
56 void framebufferTextureLayer(GC3Denum target, GC3Denum attachment, GC3Duint texture, GC3Dint level, GC3Dint layer);
57 WebGLGetInfo getInternalformatParameter(GC3Denum target, GC3Denum internalformat, GC3Denum pname);
58 void invalidateFramebuffer(GC3Denum target, Vector<GC3Denum> attachments);
59 void invalidateSubFramebuffer(GC3Denum target, Vector<GC3Denum> attachments, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
60 void readBuffer(GC3Denum src);
62 /* Renderbuffer objects */
63 void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
66 void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
67 void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth);
68 void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels);
70 void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels);
71 using TexImageSource = WTF::Variant<RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>, RefPtr<HTMLVideoElement>>;
72 void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, TexImageSource&&);
74 void copyTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
75 void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Dsizei imageSize, RefPtr<ArrayBufferView>&& data);
76 void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Dsizei imageSize, RefPtr<ArrayBufferView>&& data);
78 /* Programs and shaders */
79 GC3Dint getFragDataLocation(WebGLProgram* program, String name);
81 /* Uniforms and attributes */
82 void uniform1ui(WebGLUniformLocation*, GC3Duint v0);
83 void uniform2ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1);
84 void uniform3ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2);
85 void uniform4ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2, GC3Duint v3);
86 void uniform1uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
87 void uniform2uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
88 void uniform3uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
89 void uniform4uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
90 void uniformMatrix2x3fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
91 void uniformMatrix3x2fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
92 void uniformMatrix2x4fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
93 void uniformMatrix4x2fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
94 void uniformMatrix3x4fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
95 void uniformMatrix4x3fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
96 void vertexAttribI4i(GC3Duint index, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
97 void vertexAttribI4iv(GC3Duint index, RefPtr<Int32Array>&& v);
98 void vertexAttribI4ui(GC3Duint index, GC3Duint x, GC3Duint y, GC3Duint z, GC3Duint w);
99 void vertexAttribI4uiv(GC3Duint index, RefPtr<Uint32Array>&& v);
100 void vertexAttribIPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dsizei stride, GC3Dint64 offset);
102 /* Writing to the drawing buffer */
103 void clear(GC3Dbitfield mask) final;
104 void vertexAttribDivisor(GC3Duint index, GC3Duint divisor);
105 void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei instanceCount);
106 void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dint64 offset, GC3Dsizei instanceCount);
107 void drawRangeElements(GC3Denum mode, GC3Duint start, GC3Duint end, GC3Dsizei count, GC3Denum type, GC3Dint64 offset);
109 /* Multiple Render Targets */
110 void drawBuffers(Vector<GC3Denum> buffers);
111 void clearBufferiv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Int32Array>&& value);
112 void clearBufferuiv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Uint32Array>&& value);
113 void clearBufferfv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Float32Array>&& value);
114 void clearBufferfi(GC3Denum buffer, GC3Dint drawbuffer, GC3Dfloat depth, GC3Dint stencil);
117 RefPtr<WebGLQuery> createQuery();
118 void deleteQuery(WebGLQuery* query);
119 GC3Dboolean isQuery(WebGLQuery* query);
120 void beginQuery(GC3Denum target, WebGLQuery* query);
121 void endQuery(GC3Denum target);
122 RefPtr<WebGLQuery> getQuery(GC3Denum target, GC3Denum pname);
123 WebGLGetInfo getQueryParameter(WebGLQuery* query, GC3Denum pname);
125 /* Sampler Objects */
126 RefPtr<WebGLSampler> createSampler();
127 void deleteSampler(WebGLSampler* sampler);
128 GC3Dboolean isSampler(WebGLSampler* sampler);
129 void bindSampler(GC3Duint unit, WebGLSampler* sampler);
130 void samplerParameteri(WebGLSampler* sampler, GC3Denum pname, GC3Dint param);
131 void samplerParameterf(WebGLSampler* sampler, GC3Denum pname, GC3Dfloat param);
132 WebGLGetInfo getSamplerParameter(WebGLSampler* sampler, GC3Denum pname);
135 RefPtr<WebGLSync> fenceSync(GC3Denum condition, GC3Dbitfield flags);
136 GC3Dboolean isSync(WebGLSync* sync);
137 void deleteSync(WebGLSync* sync);
138 GC3Denum clientWaitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout);
139 void waitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout);
140 WebGLGetInfo getSyncParameter(WebGLSync* sync, GC3Denum pname);
142 /* Transform Feedback */
143 RefPtr<WebGLTransformFeedback> createTransformFeedback();
144 void deleteTransformFeedback(WebGLTransformFeedback* id);
145 GC3Dboolean isTransformFeedback(WebGLTransformFeedback* id);
146 void bindTransformFeedback(GC3Denum target, WebGLTransformFeedback* id);
147 void beginTransformFeedback(GC3Denum primitiveMode);
148 void endTransformFeedback();
149 void transformFeedbackVaryings(WebGLProgram*, Vector<String> varyings, GC3Denum bufferMode);
150 RefPtr<WebGLActiveInfo> getTransformFeedbackVarying(WebGLProgram*, GC3Duint index);
151 void pauseTransformFeedback();
152 void resumeTransformFeedback();
154 /* Uniform Buffer Objects and Transform Feedback Buffers */
155 void bindBufferBase(GC3Denum target, GC3Duint index, WebGLBuffer* buffer);
156 void bindBufferRange(GC3Denum target, GC3Duint index, WebGLBuffer* buffer, GC3Dint64 offset, GC3Dint64 size);
157 WebGLGetInfo getIndexedParameter(GC3Denum target, GC3Duint index);
158 Uint32Array* getUniformIndices(WebGLProgram*, Vector<String> uniformNames);
159 Int32Array* getActiveUniforms(WebGLProgram*, RefPtr<Uint32Array>&& uniformIndices, GC3Denum pname);
160 GC3Duint getUniformBlockIndex(WebGLProgram*, String uniformBlockName);
161 WebGLGetInfo getActiveUniformBlockParameter(WebGLProgram*, GC3Duint uniformBlockIndex, GC3Denum pname);
162 WebGLGetInfo getActiveUniformBlockName(WebGLProgram*, GC3Duint uniformBlockIndex);
163 void uniformBlockBinding(WebGLProgram*, GC3Duint uniformBlockIndex, GC3Duint uniformBlockBinding);
165 /* Vertex Array Objects */
166 RefPtr<WebGLVertexArrayObject> createVertexArray();
167 void deleteVertexArray(WebGLVertexArrayObject* vertexArray);
168 GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray);
169 void bindVertexArray(WebGLVertexArrayObject* vertexArray);
172 bool isWebGL2() const final { return true; }
175 WebGLExtension* getExtension(const String&) final;
176 Vector<String> getSupportedExtensions() final;
177 WebGLGetInfo getParameter(GC3Denum pname) final;
179 void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) final;
180 void hint(GC3Denum target, GC3Denum mode) final;
181 void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) final;
182 void texSubImage2DBase(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum internalformat, GC3Denum format, GC3Denum type, const void* pixels) final;
183 void texSubImage2DImpl(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, Image*, GraphicsContext3D::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha) final;
184 void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&&) final;
185 void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, ImageData*) final;
186 ExceptionOr<void> texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLImageElement*) final;
187 ExceptionOr<void> texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLCanvasElement*) final;
189 ExceptionOr<void> texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Denum format, GC3Denum type, HTMLVideoElement*) final;
192 void initializeVertexArrayObjects() final;
193 GC3Dint getMaxDrawBuffers() final;
194 GC3Dint getMaxColorAttachments() final;
195 bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) final;
196 bool validateBlendEquation(const char* functionName, GC3Denum mode) final;
197 bool validateTexFuncFormatAndType(const char* functionName, GC3Denum internalformat, GC3Denum format, GC3Denum type, GC3Dint level) final;
198 bool validateTexFuncParameters(const char* functionName,
199 TexFuncValidationFunctionType,
200 GC3Denum target, GC3Dint level,
201 GC3Denum internalformat,
202 GC3Dsizei width, GC3Dsizei height, GC3Dint border,
203 GC3Denum format, GC3Denum type) final;
204 bool validateTexFuncData(const char* functionName, GC3Dint level,
205 GC3Dsizei width, GC3Dsizei height,
206 GC3Denum internalformat, GC3Denum format, GC3Denum type,
207 ArrayBufferView* pixels,
208 NullDisposition) final;
209 bool validateCapability(const char* functionName, GC3Denum cap) final;
210 bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) final;
212 GC3Denum baseInternalFormatFromInternalFormat(GC3Denum internalformat);
213 bool isIntegerFormat(GC3Denum internalformat);
214 void initializeShaderExtensions();
217 } // namespace WebCore
219 SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2())