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I wrote a script to do this which is attached to the bug. TBR=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/736373003
943 lines
41 KiB
C++
943 lines
41 KiB
C++
/*
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* Copyright (C) 2009 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_CORE_HTML_CANVAS_WEBGLRENDERINGCONTEXTBASE_H_
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#define SKY_ENGINE_CORE_HTML_CANVAS_WEBGLRENDERINGCONTEXTBASE_H_
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#include "sky/engine/bindings/core/v8/Nullable.h"
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#include "sky/engine/core/dom/ActiveDOMObject.h"
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#include "sky/engine/core/html/canvas/CanvasRenderingContext.h"
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#include "sky/engine/core/html/canvas/WebGLExtensionName.h"
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#include "sky/engine/core/html/canvas/WebGLGetInfo.h"
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#include "sky/engine/core/page/Page.h"
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#include "sky/engine/core/rendering/RenderBoxModelObject.h"
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#include "sky/engine/platform/Timer.h"
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#include "sky/engine/platform/graphics/GraphicsTypes3D.h"
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#include "sky/engine/platform/graphics/ImageBuffer.h"
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#include "sky/engine/platform/graphics/gpu/DrawingBuffer.h"
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#include "sky/engine/platform/graphics/gpu/Extensions3DUtil.h"
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#include "sky/engine/platform/graphics/gpu/WebGLImageConversion.h"
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#include "sky/engine/public/platform/WebGraphicsContext3D.h"
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#include "sky/engine/wtf/Float32Array.h"
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#include "sky/engine/wtf/Int32Array.h"
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#include "sky/engine/wtf/OwnPtr.h"
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#include "sky/engine/wtf/text/WTFString.h"
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namespace blink {
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class WebLayer;
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}
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namespace blink {
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class ANGLEInstancedArrays;
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class EXTBlendMinMax;
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class EXTFragDepth;
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class EXTShaderTextureLOD;
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class EXTTextureFilterAnisotropic;
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class ExceptionState;
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class HTMLImageElement;
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class ImageBuffer;
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class ImageData;
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class IntSize;
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class OESElementIndexUint;
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class OESStandardDerivatives;
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class OESTextureFloat;
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class OESTextureFloatLinear;
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class OESTextureHalfFloat;
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class OESTextureHalfFloatLinear;
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class OESVertexArrayObject;
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class WebGLActiveInfo;
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class WebGLBuffer;
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class WebGLCompressedTextureATC;
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class WebGLCompressedTextureETC1;
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class WebGLCompressedTexturePVRTC;
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class WebGLCompressedTextureS3TC;
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class WebGLContextAttributes;
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class WebGLContextGroup;
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class WebGLContextObject;
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class WebGLDebugRendererInfo;
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class WebGLDebugShaders;
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class WebGLDepthTexture;
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class WebGLDrawBuffers;
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class WebGLExtension;
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class WebGLFramebuffer;
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class WebGLLoseContext;
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class WebGLObject;
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class WebGLProgram;
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class WebGLRenderbuffer;
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class WebGLShader;
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class WebGLShaderPrecisionFormat;
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class WebGLSharedObject;
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class WebGLSharedWebGraphicsContext3D;
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class WebGLTexture;
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class WebGLUniformLocation;
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class WebGLVertexArrayObjectOES;
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class WebGLRenderingContextLostCallback;
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class WebGLRenderingContextErrorMessageCallback;
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class WebGLRenderingContextBase: public CanvasRenderingContext, public ActiveDOMObject, public Page::MultisamplingChangedObserver {
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public:
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virtual ~WebGLRenderingContextBase();
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virtual unsigned version() const = 0;
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virtual String contextName() const = 0;
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virtual void registerContextExtensions() = 0;
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static unsigned getWebGLVersion(const CanvasRenderingContext*);
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int drawingBufferWidth() const;
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int drawingBufferHeight() const;
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void activeTexture(GLenum texture);
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void attachShader(WebGLProgram*, WebGLShader*);
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void bindAttribLocation(WebGLProgram*, GLuint index, const String& name);
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void bindBuffer(GLenum target, WebGLBuffer*);
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void bindFramebuffer(GLenum target, WebGLFramebuffer*);
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void bindRenderbuffer(GLenum target, WebGLRenderbuffer*);
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void bindTexture(GLenum target, WebGLTexture*);
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void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void blendEquation(GLenum mode);
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void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void blendFunc(GLenum sfactor, GLenum dfactor);
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void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void bufferData(GLenum target, long long size, GLenum usage);
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void bufferData(GLenum target, ArrayBuffer* data, GLenum usage);
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void bufferData(GLenum target, ArrayBufferView* data, GLenum usage);
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void bufferSubData(GLenum target, long long offset, ArrayBuffer* data);
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void bufferSubData(GLenum target, long long offset, ArrayBufferView* data);
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GLenum checkFramebufferStatus(GLenum target);
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void clear(GLbitfield mask);
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void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void clearDepth(GLfloat);
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void clearStencil(GLint);
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void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void compileShader(WebGLShader*);
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView* data);
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void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView* data);
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void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
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void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
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PassRefPtr<WebGLBuffer> createBuffer();
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PassRefPtr<WebGLFramebuffer> createFramebuffer();
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PassRefPtr<WebGLProgram> createProgram();
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PassRefPtr<WebGLRenderbuffer> createRenderbuffer();
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PassRefPtr<WebGLShader> createShader(GLenum type);
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PassRefPtr<WebGLTexture> createTexture();
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void cullFace(GLenum mode);
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void deleteBuffer(WebGLBuffer*);
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void deleteFramebuffer(WebGLFramebuffer*);
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void deleteProgram(WebGLProgram*);
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void deleteRenderbuffer(WebGLRenderbuffer*);
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void deleteShader(WebGLShader*);
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void deleteTexture(WebGLTexture*);
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void depthFunc(GLenum);
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void depthMask(GLboolean);
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void depthRange(GLfloat zNear, GLfloat zFar);
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void detachShader(WebGLProgram*, WebGLShader*);
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void disable(GLenum cap);
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void disableVertexAttribArray(GLuint index);
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void drawArrays(GLenum mode, GLint first, GLsizei count);
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void drawElements(GLenum mode, GLsizei count, GLenum type, long long offset);
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void drawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount);
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void drawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, long long offset, GLsizei primcount);
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void enable(GLenum cap);
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void enableVertexAttribArray(GLuint index);
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void finish();
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void flush();
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void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer*);
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void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture*, GLint level);
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void frontFace(GLenum mode);
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void generateMipmap(GLenum target);
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PassRefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, GLuint index);
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PassRefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, GLuint index);
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bool getAttachedShaders(WebGLProgram*, Vector<RefPtr<WebGLShader> >&);
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Nullable<Vector<RefPtr<WebGLShader> > > getAttachedShaders(WebGLProgram*);
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GLint getAttribLocation(WebGLProgram*, const String& name);
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WebGLGetInfo getBufferParameter(GLenum target, GLenum pname);
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PassRefPtr<WebGLContextAttributes> getContextAttributes();
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GLenum getError();
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PassRefPtr<WebGLExtension> getExtension(const String& name);
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WebGLGetInfo getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);
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WebGLGetInfo getParameter(GLenum pname);
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WebGLGetInfo getProgramParameter(WebGLProgram*, GLenum pname);
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String getProgramInfoLog(WebGLProgram*);
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WebGLGetInfo getRenderbufferParameter(GLenum target, GLenum pname);
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WebGLGetInfo getShaderParameter(WebGLShader*, GLenum pname);
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String getShaderInfoLog(WebGLShader*);
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PassRefPtr<WebGLShaderPrecisionFormat> getShaderPrecisionFormat(GLenum shaderType, GLenum precisionType);
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String getShaderSource(WebGLShader*);
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Nullable<Vector<String> > getSupportedExtensions();
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WebGLGetInfo getTexParameter(GLenum target, GLenum pname);
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WebGLGetInfo getUniform(WebGLProgram*, const WebGLUniformLocation*);
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PassRefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&);
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WebGLGetInfo getVertexAttrib(GLuint index, GLenum pname);
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long long getVertexAttribOffset(GLuint index, GLenum pname);
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void hint(GLenum target, GLenum mode);
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GLboolean isBuffer(WebGLBuffer*);
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bool isContextLost() const;
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GLboolean isEnabled(GLenum cap);
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GLboolean isFramebuffer(WebGLFramebuffer*);
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GLboolean isProgram(WebGLProgram*);
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GLboolean isRenderbuffer(WebGLRenderbuffer*);
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GLboolean isShader(WebGLShader*);
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GLboolean isTexture(WebGLTexture*);
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void lineWidth(GLfloat);
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void linkProgram(WebGLProgram*);
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void pixelStorei(GLenum pname, GLint param);
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void polygonOffset(GLfloat factor, GLfloat units);
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView* pixels);
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void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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void sampleCoverage(GLfloat value, GLboolean invert);
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void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void shaderSource(WebGLShader*, const String&);
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void stencilFunc(GLenum func, GLint ref, GLuint mask);
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void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void stencilMask(GLuint);
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void stencilMaskSeparate(GLenum face, GLuint mask);
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void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border,
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GLenum format, GLenum type, ArrayBufferView*, ExceptionState&);
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLenum format, GLenum type, ImageData*, ExceptionState&);
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLenum format, GLenum type, HTMLImageElement*, ExceptionState&);
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLenum format, GLenum type, HTMLCanvasElement*, ExceptionState&);
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void texParameterf(GLenum target, GLenum pname, GLfloat param);
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void texParameteri(GLenum target, GLenum pname, GLint param);
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type, ArrayBufferView*, ExceptionState&);
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, ImageData*, ExceptionState&);
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, HTMLImageElement*, ExceptionState&);
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, HTMLCanvasElement*, ExceptionState&);
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void uniform1f(const WebGLUniformLocation*, GLfloat x);
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void uniform1fv(const WebGLUniformLocation*, Float32Array* v);
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void uniform1fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
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void uniform1i(const WebGLUniformLocation*, GLint x);
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void uniform1iv(const WebGLUniformLocation*, Int32Array* v);
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void uniform1iv(const WebGLUniformLocation*, GLint* v, GLsizei);
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void uniform2f(const WebGLUniformLocation*, GLfloat x, GLfloat y);
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void uniform2fv(const WebGLUniformLocation*, Float32Array* v);
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void uniform2fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
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void uniform2i(const WebGLUniformLocation*, GLint x, GLint y);
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void uniform2iv(const WebGLUniformLocation*, Int32Array* v);
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void uniform2iv(const WebGLUniformLocation*, GLint* v, GLsizei);
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void uniform3f(const WebGLUniformLocation*, GLfloat x, GLfloat y, GLfloat z);
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void uniform3fv(const WebGLUniformLocation*, Float32Array* v);
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void uniform3fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
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void uniform3i(const WebGLUniformLocation*, GLint x, GLint y, GLint z);
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void uniform3iv(const WebGLUniformLocation*, Int32Array* v);
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void uniform3iv(const WebGLUniformLocation*, GLint* v, GLsizei);
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void uniform4f(const WebGLUniformLocation*, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform4fv(const WebGLUniformLocation*, Float32Array* v);
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void uniform4fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
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void uniform4i(const WebGLUniformLocation*, GLint x, GLint y, GLint z, GLint w);
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void uniform4iv(const WebGLUniformLocation*, Int32Array* v);
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void uniform4iv(const WebGLUniformLocation*, GLint* v, GLsizei);
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void uniformMatrix2fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
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void uniformMatrix2fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
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void uniformMatrix3fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
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void uniformMatrix3fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
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void uniformMatrix4fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
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void uniformMatrix4fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
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void useProgram(WebGLProgram*);
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void validateProgram(WebGLProgram*);
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void vertexAttrib1f(GLuint index, GLfloat x);
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void vertexAttrib1fv(GLuint index, Float32Array* values);
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void vertexAttrib1fv(GLuint index, GLfloat* values, GLsizei);
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void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
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void vertexAttrib2fv(GLuint index, Float32Array* values);
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void vertexAttrib2fv(GLuint index, GLfloat* values, GLsizei);
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void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
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void vertexAttrib3fv(GLuint index, Float32Array* values);
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void vertexAttrib3fv(GLuint index, GLfloat* values, GLsizei);
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void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(GLuint index, Float32Array* values);
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void vertexAttrib4fv(GLuint index, GLfloat* values, GLsizei);
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void vertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized,
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GLsizei stride, long long offset);
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void vertexAttribDivisorANGLE(GLuint index, GLuint divisor);
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void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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// WEBGL_lose_context support
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enum LostContextMode {
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NotLostContext,
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// Lost context occurred at the graphics system level.
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RealLostContext,
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// Lost context provoked by WEBGL_lose_context.
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WebGLLoseContextLostContext,
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// Lost context occurred due to internal implementation reasons.
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SyntheticLostContext,
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};
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enum AutoRecoveryMethod {
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// Don't restore automatically.
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Manual,
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// Restore when resources are available.
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WhenAvailable,
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// Restore as soon as possible.
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Auto
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};
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void forceLostContext(LostContextMode, AutoRecoveryMethod);
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void forceRestoreContext();
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void loseContextImpl(LostContextMode, AutoRecoveryMethod);
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blink::WebGraphicsContext3D* webContext() const { return drawingBuffer()->context(); }
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WebGLContextGroup* contextGroup() const { return m_contextGroup.get(); }
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Extensions3DUtil* extensionsUtil();
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void reshape(int width, int height);
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void markLayerComposited();
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PassRefPtr<ImageData> paintRenderingResultsToImageData();
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void removeSharedObject(WebGLSharedObject*);
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void removeContextObject(WebGLContextObject*);
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unsigned maxVertexAttribs() const { return m_maxVertexAttribs; }
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// ActiveDOMObject notifications
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virtual bool hasPendingActivity() const override;
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virtual void stop() override;
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void setSavingImage(bool isSaving) { m_savingImage = isSaving; }
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class TextureUnitState {
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ALLOW_ONLY_INLINE_ALLOCATION();
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public:
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RefPtr<WebGLTexture> m_texture2DBinding;
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RefPtr<WebGLTexture> m_textureCubeMapBinding;
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};
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protected:
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friend class WebGLDrawBuffers;
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friend class WebGLFramebuffer;
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friend class WebGLObject;
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friend class WebGLContextObject;
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friend class OESVertexArrayObject;
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friend class WebGLDebugShaders;
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friend class WebGLCompressedTextureATC;
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friend class WebGLCompressedTextureETC1;
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friend class WebGLCompressedTexturePVRTC;
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friend class WebGLCompressedTextureS3TC;
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friend class WebGLRenderingContextErrorMessageCallback;
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friend class WebGLVertexArrayObjectOES;
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friend class ScopedTexture2DRestorer;
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WebGLRenderingContextBase(HTMLCanvasElement*, PassOwnPtr<blink::WebGraphicsContext3D>, WebGLContextAttributes*);
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PassRefPtr<DrawingBuffer> createDrawingBuffer(PassOwnPtr<blink::WebGraphicsContext3D>);
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void initializeNewContext();
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void setupFlags();
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#if ENABLE(OILPAN)
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PassRefPtr<WebGLSharedWebGraphicsContext3D> sharedWebGraphicsContext3D() const;
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#endif
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// CanvasRenderingContext implementation.
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virtual bool is3d() const override { return true; }
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virtual bool isAccelerated() const override { return true; }
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virtual void setIsHidden(bool) override;
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virtual void paintRenderingResultsToCanvas() override;
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virtual blink::WebLayer* platformLayer() const override;
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void addSharedObject(WebGLSharedObject*);
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void addContextObject(WebGLContextObject*);
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void detachAndRemoveAllObjects();
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void destroyContext();
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void markContextChanged(ContentChangeType);
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// Query if the GL implementation is NPOT strict.
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bool isGLES2NPOTStrict() { return m_isGLES2NPOTStrict; }
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// Query if depth_stencil buffer is supported.
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bool isDepthStencilSupported() { return m_isDepthStencilSupported; }
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// Helper to return the size in bytes of OpenGL data types
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// like GL_FLOAT, GL_INT, etc.
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unsigned sizeInBytes(GLenum type);
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// Check if each enabled vertex attribute is bound to a buffer.
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bool validateRenderingState(const char*);
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bool validateWebGLObject(const char*, WebGLObject*);
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|
|
|
// Adds a compressed texture format.
|
|
void addCompressedTextureFormat(GLenum);
|
|
void removeAllCompressedTextureFormats();
|
|
|
|
PassRefPtr<Image> drawImageIntoBuffer(Image*, int width, int height, const char* functionName);
|
|
|
|
WebGLRenderbuffer* ensureEmulatedStencilBuffer(GLenum target, WebGLRenderbuffer*);
|
|
|
|
// Structure for rendering to a DrawingBuffer, instead of directly
|
|
// to the back-buffer of m_context.
|
|
#if ENABLE(OILPAN)
|
|
RefPtr<WebGLSharedWebGraphicsContext3D> m_sharedWebGraphicsContext3D;
|
|
#else
|
|
RefPtr<DrawingBuffer> m_drawingBuffer;
|
|
#endif
|
|
DrawingBuffer* drawingBuffer() const;
|
|
|
|
RefPtr<WebGLContextGroup> m_contextGroup;
|
|
|
|
LostContextMode m_contextLostMode;
|
|
AutoRecoveryMethod m_autoRecoveryMethod;
|
|
// Dispatches a context lost event once it is determined that one is needed.
|
|
// This is used for synthetic, WEBGL_lose_context 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<WebGLRenderingContextBase> m_dispatchContextLostEventTimer;
|
|
bool m_restoreAllowed;
|
|
Timer<WebGLRenderingContextBase> m_restoreTimer;
|
|
|
|
bool m_needsUpdate;
|
|
bool m_markedCanvasDirty;
|
|
HashSet<RawPtr<WebGLContextObject> > m_contextObjects;
|
|
|
|
OwnPtr<WebGLRenderingContextLostCallback> m_contextLostCallbackAdapter;
|
|
OwnPtr<WebGLRenderingContextErrorMessageCallback> m_errorMessageCallbackAdapter;
|
|
|
|
// 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;
|
|
}
|
|
|
|
GLfloat value[4];
|
|
};
|
|
Vector<VertexAttribValue> m_vertexAttribValue;
|
|
unsigned m_maxVertexAttribs;
|
|
RefPtr<WebGLBuffer> m_vertexAttrib0Buffer;
|
|
long m_vertexAttrib0BufferSize;
|
|
GLfloat m_vertexAttrib0BufferValue[4];
|
|
bool m_forceAttrib0BufferRefill;
|
|
bool m_vertexAttrib0UsedBefore;
|
|
|
|
RefPtr<WebGLProgram> m_currentProgram;
|
|
RefPtr<WebGLFramebuffer> m_framebufferBinding;
|
|
RefPtr<WebGLRenderbuffer> m_renderbufferBinding;
|
|
|
|
Vector<TextureUnitState> m_textureUnits;
|
|
unsigned long m_activeTextureUnit;
|
|
|
|
RefPtr<WebGLTexture> m_blackTexture2D;
|
|
RefPtr<WebGLTexture> m_blackTextureCubeMap;
|
|
|
|
Vector<GLenum> 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;
|
|
|
|
GLint m_maxTextureSize;
|
|
GLint m_maxCubeMapTextureSize;
|
|
GLint m_maxRenderbufferSize;
|
|
GLint m_maxViewportDims[2];
|
|
GLint m_maxTextureLevel;
|
|
GLint m_maxCubeMapTextureLevel;
|
|
|
|
GLint m_maxDrawBuffers;
|
|
GLint m_maxColorAttachments;
|
|
GLenum m_backDrawBuffer;
|
|
bool m_drawBuffersWebGLRequirementsChecked;
|
|
bool m_drawBuffersSupported;
|
|
|
|
GLint m_packAlignment;
|
|
GLint m_unpackAlignment;
|
|
bool m_unpackFlipY;
|
|
bool m_unpackPremultiplyAlpha;
|
|
GLenum m_unpackColorspaceConversion;
|
|
RefPtr<WebGLContextAttributes> m_requestedAttributes;
|
|
|
|
bool m_layerCleared;
|
|
GLfloat m_clearColor[4];
|
|
bool m_scissorEnabled;
|
|
GLfloat m_clearDepth;
|
|
GLint m_clearStencil;
|
|
GLboolean m_colorMask[4];
|
|
GLboolean m_depthMask;
|
|
|
|
bool m_stencilEnabled;
|
|
GLuint m_stencilMask, m_stencilMaskBack;
|
|
GLint m_stencilFuncRef, m_stencilFuncRefBack; // Note that these are the user specified values, not the internal clamped value.
|
|
GLuint m_stencilFuncMask, m_stencilFuncMaskBack;
|
|
|
|
bool m_isGLES2NPOTStrict;
|
|
bool m_isDepthStencilSupported;
|
|
|
|
bool m_synthesizedErrorsToConsole;
|
|
int m_numGLErrorsToConsoleAllowed;
|
|
|
|
bool m_multisamplingAllowed;
|
|
bool m_multisamplingObserverRegistered;
|
|
|
|
unsigned long m_onePlusMaxNonDefaultTextureUnit;
|
|
|
|
OwnPtr<Extensions3DUtil> m_extensionsUtil;
|
|
|
|
bool m_savingImage;
|
|
|
|
enum ExtensionFlags {
|
|
ApprovedExtension = 0x00,
|
|
// Extension that is behind the draft extensions runtime flag:
|
|
DraftExtension = 0x01,
|
|
};
|
|
|
|
class ExtensionTracker {
|
|
public:
|
|
ExtensionTracker(ExtensionFlags flags, const char* const* prefixes)
|
|
: m_draft(flags & DraftExtension)
|
|
, m_prefixes(prefixes)
|
|
{
|
|
}
|
|
|
|
#if !ENABLE(OILPAN)
|
|
virtual ~ExtensionTracker()
|
|
{
|
|
}
|
|
#endif
|
|
|
|
bool draft() const
|
|
{
|
|
return m_draft;
|
|
}
|
|
|
|
const char* const* prefixes() const;
|
|
bool matchesNameWithPrefixes(const String&) const;
|
|
|
|
virtual PassRefPtr<WebGLExtension> getExtension(WebGLRenderingContextBase*) = 0;
|
|
virtual bool supported(WebGLRenderingContextBase*) const = 0;
|
|
virtual const char* extensionName() const = 0;
|
|
virtual void loseExtension() = 0;
|
|
|
|
private:
|
|
bool m_draft;
|
|
const char* const* m_prefixes;
|
|
};
|
|
|
|
template <typename T>
|
|
class TypedExtensionTracker final : public ExtensionTracker {
|
|
public:
|
|
static PassOwnPtr<TypedExtensionTracker<T> > create(RefPtr<T>& extensionField, ExtensionFlags flags, const char* const* prefixes)
|
|
{
|
|
return adoptPtr(new TypedExtensionTracker<T>(extensionField, flags, prefixes));
|
|
}
|
|
|
|
#if !ENABLE(OILPAN)
|
|
virtual ~TypedExtensionTracker()
|
|
{
|
|
if (m_extension) {
|
|
m_extension->lose(true);
|
|
m_extension = nullptr;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
virtual PassRefPtr<WebGLExtension> getExtension(WebGLRenderingContextBase* context) override
|
|
{
|
|
if (!m_extension) {
|
|
m_extension = T::create(context);
|
|
m_extensionField = m_extension;
|
|
}
|
|
|
|
return m_extension;
|
|
}
|
|
|
|
virtual bool supported(WebGLRenderingContextBase* context) const override
|
|
{
|
|
return T::supported(context);
|
|
}
|
|
|
|
virtual const char* extensionName() const override
|
|
{
|
|
return T::extensionName();
|
|
}
|
|
|
|
virtual void loseExtension() override
|
|
{
|
|
if (m_extension) {
|
|
m_extension->lose(false);
|
|
if (m_extension->isLost())
|
|
m_extension = nullptr;
|
|
}
|
|
}
|
|
|
|
private:
|
|
TypedExtensionTracker(RefPtr<T>& extensionField, ExtensionFlags flags, const char* const* prefixes)
|
|
: ExtensionTracker(flags, prefixes)
|
|
, m_extensionField(extensionField)
|
|
{
|
|
}
|
|
|
|
RefPtr<T>& m_extensionField;
|
|
// ExtensionTracker holds it's own reference to the extension to ensure
|
|
// that it is not deleted before this object's destructor is called
|
|
RefPtr<T> m_extension;
|
|
};
|
|
|
|
bool m_extensionEnabled[WebGLExtensionNameCount];
|
|
Vector<OwnPtr<ExtensionTracker> > m_extensions;
|
|
|
|
template <typename T>
|
|
void registerExtension(RefPtr<T>& extensionPtr, ExtensionFlags flags = ApprovedExtension, const char* const* prefixes = 0)
|
|
{
|
|
m_extensions.append(TypedExtensionTracker<T>::create(extensionPtr, flags, prefixes));
|
|
}
|
|
|
|
bool extensionSupportedAndAllowed(const ExtensionTracker*);
|
|
|
|
inline bool extensionEnabled(WebGLExtensionName name)
|
|
{
|
|
return m_extensionEnabled[name];
|
|
}
|
|
|
|
// Errors raised by synthesizeGLError() while the context is lost.
|
|
Vector<GLenum> m_lostContextErrors;
|
|
|
|
// Helpers for getParameter and others
|
|
WebGLGetInfo getBooleanParameter(GLenum);
|
|
WebGLGetInfo getBooleanArrayParameter(GLenum);
|
|
WebGLGetInfo getFloatParameter(GLenum);
|
|
WebGLGetInfo getIntParameter(GLenum);
|
|
WebGLGetInfo getUnsignedIntParameter(GLenum);
|
|
WebGLGetInfo getWebGLFloatArrayParameter(GLenum);
|
|
WebGLGetInfo getWebGLIntArrayParameter(GLenum);
|
|
|
|
// 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(GLbitfield clearMask = 0);
|
|
|
|
// Helper to restore state that clearing the framebuffer may destroy.
|
|
void restoreStateAfterClear();
|
|
|
|
// Convert texture internal format.
|
|
GLenum convertTexInternalFormat(GLenum internalformat, GLenum type);
|
|
|
|
void texImage2DBase(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels, ExceptionState&);
|
|
void texImage2DImpl(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, Image*, WebGLImageConversion::ImageHtmlDomSource, bool flipY, bool premultiplyAlpha, ExceptionState&);
|
|
void texSubImage2DBase(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels, ExceptionState&);
|
|
void texSubImage2DImpl(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, Image*, WebGLImageConversion::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(GLenum texInternalFormat, GLenum colorBufferFormat);
|
|
|
|
// Helper function to get the bound framebuffer's color buffer format.
|
|
GLenum boundFramebufferColorFormat();
|
|
|
|
// 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, GLint x, GLint 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, GLenum 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, GLenum format, GLenum type, GLint 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, GLenum target, GLint level);
|
|
|
|
// Helper function to check if a 64-bit value is non-negative and can fit into a 32-bit integer.
|
|
// Generates GL error and returns false if not.
|
|
bool validateValueFitNonNegInt32(const char* functionName, const char* paramName, long long value);
|
|
|
|
enum TexFuncValidationFunctionType {
|
|
NotTexSubImage2D,
|
|
TexSubImage2D,
|
|
};
|
|
|
|
enum TexFuncValidationSourceType {
|
|
SourceArrayBufferView,
|
|
SourceImageData,
|
|
SourceHTMLImageElement,
|
|
SourceHTMLCanvasElement,
|
|
};
|
|
|
|
// 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, GLenum target, GLint level, GLenum internalformat, GLsizei width,
|
|
GLsizei height, GLint border, GLenum format, GLenum type, GLint xoffset, GLint 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, GLenum target, GLint level, GLsizei width, GLsizei 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, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum 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, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum 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, GLenum format);
|
|
|
|
// Helper function to validate compressed texture data is correct size
|
|
// for the given format and dimensions.
|
|
bool validateCompressedTexFuncData(const char* functionName, GLsizei width, GLsizei height, GLenum format, ArrayBufferView* pixels);
|
|
|
|
// Helper function for validating compressed texture formats.
|
|
bool validateCompressedTexFormat(GLenum format);
|
|
|
|
// Helper function to validate compressed texture dimensions are valid for
|
|
// the given format.
|
|
bool validateCompressedTexDimensions(const char* functionName, TexFuncValidationFunctionType, GLenum target, GLint level, GLsizei width, GLsizei height, GLenum format);
|
|
|
|
// Helper function to validate compressed texture dimensions are valid for
|
|
// the given format.
|
|
bool validateCompressedTexSubDimensions(const char* functionName, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, WebGLTexture*);
|
|
|
|
// Helper function to validate mode for draw{Arrays/Elements}.
|
|
bool validateDrawMode(const char* functionName, GLenum);
|
|
|
|
// 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, GLenum);
|
|
|
|
// Helper function for texParameterf and texParameteri.
|
|
void texParameter(GLenum target, GLenum pname, GLfloat parami, GLint 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, GLenum target, GLenum attachment);
|
|
|
|
// Helper function to validate blend equation mode.
|
|
bool validateBlendEquation(const char* functionName, GLenum);
|
|
|
|
// Helper function to validate blend func factors.
|
|
bool validateBlendFuncFactors(const char* functionName, GLenum src, GLenum dst);
|
|
|
|
// Helper function to validate a GL capability.
|
|
bool validateCapability(const char* functionName, GLenum);
|
|
|
|
// Helper function to validate input parameters for uniform functions.
|
|
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Float32Array*, GLsizei mod);
|
|
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Int32Array*, GLsizei mod);
|
|
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, void*, GLsizei, GLsizei mod);
|
|
bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GLboolean transpose, Float32Array*, GLsizei mod);
|
|
bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GLboolean transpose, void*, GLsizei, GLsizei mod);
|
|
|
|
// Helper function to validate the target for bufferData.
|
|
// Return the current bound buffer to target, or 0 if the target is invalid.
|
|
WebGLBuffer* validateBufferDataTarget(const char* functionName, GLenum target);
|
|
|
|
// 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 to validate drawArrays(Instanced) calls
|
|
bool validateDrawArrays(const char* functionName, GLenum mode, GLint first, GLsizei count);
|
|
|
|
// Helper function to validate drawElements(Instanced) calls
|
|
bool validateDrawElements(const char* functionName, GLenum mode, GLsizei count, GLenum type, long long offset);
|
|
|
|
// Helper function to validate draw*Instanced calls
|
|
bool validateDrawInstanced(const char* functionName, GLsizei primcount);
|
|
|
|
// Helper functions for vertexAttribNf{v}.
|
|
void vertexAttribfImpl(const char* functionName, GLuint index, GLsizei expectedSize, GLfloat, GLfloat, GLfloat, GLfloat);
|
|
void vertexAttribfvImpl(const char* functionName, GLuint index, Float32Array*, GLsizei expectedSize);
|
|
void vertexAttribfvImpl(const char* functionName, GLuint index, GLfloat*, GLsizei, GLsizei expectedSize);
|
|
|
|
// Helper functions to bufferData() and bufferSubData().
|
|
void bufferDataImpl(GLenum target, long long size, const void* data, GLenum usage);
|
|
void bufferSubDataImpl(GLenum target, long long offset, GLsizeiptr size, const void* data);
|
|
|
|
// 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<WebGLRenderingContextBase>*);
|
|
// Helper for restoration after context lost.
|
|
void maybeRestoreContext(Timer<WebGLRenderingContextBase>*);
|
|
|
|
enum ConsoleDisplayPreference {
|
|
DisplayInConsole,
|
|
DontDisplayInConsole
|
|
};
|
|
|
|
// Wrapper for WebGraphicsContext3D::synthesizeGLError that sends a message
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// to the JavaScript console.
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void synthesizeGLError(GLenum, const char* functionName, const char* description, ConsoleDisplayPreference = DisplayInConsole);
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void emitGLWarning(const char* function, const char* reason);
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String ensureNotNull(const String&) const;
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// Enable or disable stencil test based on user setting and
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// whether the current FBO has a stencil buffer.
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void applyStencilTest();
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// Helper for enabling or disabling a capability.
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void enableOrDisable(GLenum capability, bool enable);
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// Clamp the width and height to GL_MAX_VIEWPORT_DIMS.
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IntSize clampedCanvasSize();
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// First time called, if EXT_draw_buffers is supported, query the value; otherwise return 0.
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// Later, return the cached value.
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GLint maxDrawBuffers();
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GLint maxColorAttachments();
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void setBackDrawBuffer(GLenum);
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void restoreCurrentFramebuffer();
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void restoreCurrentTexture2D();
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virtual void multisamplingChanged(bool) override;
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void findNewMaxNonDefaultTextureUnit();
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friend class WebGLStateRestorer;
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friend class WebGLRenderingContextEvictionManager;
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static Vector<WebGLRenderingContextBase*>& activeContexts();
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static Vector<WebGLRenderingContextBase*>& forciblyEvictedContexts();
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static void activateContext(WebGLRenderingContextBase*);
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static void deactivateContext(WebGLRenderingContextBase*);
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static void addToEvictedList(WebGLRenderingContextBase*);
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static void removeFromEvictedList(WebGLRenderingContextBase*);
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static void willDestroyContext(WebGLRenderingContextBase*);
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static void forciblyLoseOldestContext(const String& reason);
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// Return the least recently used context's position in the active context vector.
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// If the vector is empty, return the maximum allowed active context number.
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static size_t oldestContextIndex();
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static IntSize oldestContextSize();
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};
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DEFINE_TYPE_CASTS(WebGLRenderingContextBase, CanvasRenderingContext, context, context->is3d(), context.is3d());
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} // namespace blink
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WTF_ALLOW_MOVE_INIT_AND_COMPARE_WITH_MEM_FUNCTIONS(blink::WebGLRenderingContextBase::TextureUnitState);
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#endif // SKY_ENGINE_CORE_HTML_CANVAS_WEBGLRENDERINGCONTEXTBASE_H_
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