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/*
* Copyright (C) 2010 Google 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 AND ITS CONTRIBUTORS "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 OR ITS 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 GraphicsContext3DPrivate_h
#define GraphicsContext3DPrivate_h
#include "Extensions3DChromium.h"
#include "GraphicsContext3D.h"
#include <wtf/HashSet.h>
#include <wtf/OwnArrayPtr.h>
#include <wtf/OwnPtr.h>
#if USE(SKIA)
#include "SkBitmap.h"
#endif
#if USE(SKIA)
class GrContext;
#endif
namespace WebKit {
class WebGraphicsContext3D;
}
namespace WebCore {
class DrawingBuffer;
class Extensions3DChromium;
class GraphicsContextLostCallbackAdapter;
class GraphicsContext3DSwapBuffersCompleteCallbackAdapter;
class GraphicsErrorMessageCallbackAdapter;
class GraphicsContext3DMemoryAllocationChangedCallbackAdapter;
class GraphicsContext3DPrivate {
public:
// Callers must make the context current before using it AND check that the context was created successfully
// via ContextLost before using the context in any way. Once made current on a thread, the context cannot
// be used on any other thread.
static PassRefPtr<GraphicsContext3D> createGraphicsContextFromWebContext(PassOwnPtr<WebKit::WebGraphicsContext3D>, GraphicsContext3D::RenderStyle, bool preserveDrawingBuffer = false);
~GraphicsContext3DPrivate();
// Helper function to provide access to the lower-level WebGraphicsContext3D,
// which is needed for subordinate contexts like WebGL's to share resources
// with the compositor's context.
static WebKit::WebGraphicsContext3D* extractWebGraphicsContext3D(GraphicsContext3D*);
PlatformGraphicsContext3D platformGraphicsContext3D() const;
Platform3DObject platformTexture() const;
#if USE(SKIA)
GrContext* grContext();
#endif
bool makeContextCurrent();
void reshape(int width, int height);
IntSize getInternalFramebufferSize() const;
bool isResourceSafe();
void markContextChanged();
bool layerComposited() const;
void markLayerComposited();
void paintRenderingResultsToCanvas(CanvasRenderingContext*, DrawingBuffer*);
void paintFramebufferToCanvas(int framebuffer, int width, int height, bool premultiplyAlpha, ImageBuffer*);
PassRefPtr<ImageData> paintRenderingResultsToImageData(DrawingBuffer*);
bool paintCompositedResultsToCanvas(CanvasRenderingContext*);
void prepareTexture();
// CHROMIUM_post_sub_buffer
void postSubBufferCHROMIUM(int x, int y, int width, int height);
bool isGLES2Compliant() const;
void releaseShaderCompiler();
bool isContextLost();
//----------------------------------------------------------------------
// Entry points for WebGL.
//
void activeTexture(GC3Denum texture);
void attachShader(Platform3DObject program, Platform3DObject shader);
void bindAttribLocation(Platform3DObject, GC3Duint index, const String& name);
void bindBuffer(GC3Denum target, Platform3DObject);
void bindFramebuffer(GC3Denum target, Platform3DObject);
void bindRenderbuffer(GC3Denum target, Platform3DObject);
void bindTexture(GC3Denum target, Platform3DObject);
void blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha);
void blendEquation(GC3Denum mode);
void blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha);
void blendFunc(GC3Denum sfactor, GC3Denum dfactor);
void blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha);
void bufferData(GC3Denum target, GC3Dsizeiptr, GC3Denum usage);
void bufferData(GC3Denum target, GC3Dsizeiptr, const void* data, GC3Denum usage);
void bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr, const void* data);
GC3Denum checkFramebufferStatus(GC3Denum target);
void clear(GC3Dbitfield mask);
void clearColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha);
void clearDepth(GC3Dclampf depth);
void clearStencil(GC3Dint s);
void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha);
void compileShader(Platform3DObject);
void compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data);
void compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data);
void copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border);
void copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void cullFace(GC3Denum mode);
void depthFunc(GC3Denum func);
void depthMask(GC3Dboolean flag);
void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
void detachShader(Platform3DObject, Platform3DObject);
void disable(GC3Denum cap);
void disableVertexAttribArray(GC3Duint index);
void drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count);
void drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset);
void enable(GC3Denum cap);
void enableVertexAttribArray(GC3Duint index);
void finish();
void flush();
void framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject);
void framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject, GC3Dint level);
void frontFace(GC3Denum mode);
void generateMipmap(GC3Denum target);
bool getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo&);
bool getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo&);
void getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders);
GC3Dint getAttribLocation(Platform3DObject, const String& name);
void getBooleanv(GC3Denum pname, GC3Dboolean* value);
void getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
GraphicsContext3D::Attributes getContextAttributes();
GC3Denum getError();
void getFloatv(GC3Denum pname, GC3Dfloat* value);
void getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value);
void getIntegerv(GC3Denum pname, GC3Dint* value);
void getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value);
String getProgramInfoLog(Platform3DObject);
void getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
void getShaderiv(Platform3DObject, GC3Denum pname, GC3Dint* value);
String getShaderInfoLog(Platform3DObject);
String getShaderSource(Platform3DObject);
String getString(GC3Denum name);
void getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value);
void getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value);
void getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value);
void getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value);
GC3Dint getUniformLocation(Platform3DObject, const String& name);
void getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value);
void getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value);
GC3Dsizeiptr getVertexAttribOffset(GC3Duint index, GC3Denum pname);
void hint(GC3Denum target, GC3Denum mode);
GC3Dboolean isBuffer(Platform3DObject);
GC3Dboolean isEnabled(GC3Denum cap);
GC3Dboolean isFramebuffer(Platform3DObject);
GC3Dboolean isProgram(Platform3DObject);
GC3Dboolean isRenderbuffer(Platform3DObject);
GC3Dboolean isShader(Platform3DObject);
GC3Dboolean isTexture(Platform3DObject);
void lineWidth(GC3Dfloat);
void linkProgram(Platform3DObject);
void pixelStorei(GC3Denum pname, GC3Dint param);
void polygonOffset(GC3Dfloat factor, GC3Dfloat units);
void readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data);
void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void sampleCoverage(GC3Dclampf value, GC3Dboolean invert);
void scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void shaderSource(Platform3DObject, const String&);
void stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask);
void stencilMask(GC3Duint mask);
void stencilMaskSeparate(GC3Denum face, GC3Duint mask);
void stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
void stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass);
// texImage2D return false on any error rather than using an ExceptionCode.
bool texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels);
void texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat param);
void texParameteri(GC3Denum target, GC3Denum pname, GC3Dint param);
void texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels);
void uniform1f(GC3Dint location, GC3Dfloat x);
void uniform1fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei);
void uniform1i(GC3Dint location, GC3Dint x);
void uniform1iv(GC3Dint location, GC3Dint* v, GC3Dsizei);
void uniform2f(GC3Dint location, GC3Dfloat x, float y);
void uniform2fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei);
void uniform2i(GC3Dint location, GC3Dint x, GC3Dint y);
void uniform2iv(GC3Dint location, GC3Dint* v, GC3Dsizei);
void uniform3f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void uniform3fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei);
void uniform3i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z);
void uniform3iv(GC3Dint location, GC3Dint* v, GC3Dsizei);
void uniform4f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void uniform4fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei);
void uniform4i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
void uniform4iv(GC3Dint location, GC3Dint* v, GC3Dsizei);
void uniformMatrix2fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void uniformMatrix3fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void uniformMatrix4fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei);
void useProgram(Platform3DObject);
void validateProgram(Platform3DObject);
void vertexAttrib1f(GC3Duint index, GC3Dfloat x);
void vertexAttrib1fv(GC3Duint index, GC3Dfloat* values);
void vertexAttrib2f(GC3Duint index, GC3Dfloat x, GC3Dfloat y);
void vertexAttrib2fv(GC3Duint index, GC3Dfloat* values);
void vertexAttrib3f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void vertexAttrib3fv(GC3Duint index, GC3Dfloat* values);
void vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void vertexAttrib4fv(GC3Duint index, GC3Dfloat* values);
void vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized,
GC3Dsizei stride, GC3Dintptr offset);
void viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
Platform3DObject createBuffer();
Platform3DObject createFramebuffer();
Platform3DObject createProgram();
Platform3DObject createRenderbuffer();
Platform3DObject createShader(GC3Denum);
Platform3DObject createTexture();
void deleteBuffer(Platform3DObject);
void deleteFramebuffer(Platform3DObject);
void deleteProgram(Platform3DObject);
void deleteRenderbuffer(Platform3DObject);
void deleteShader(Platform3DObject);
void deleteTexture(Platform3DObject);
void synthesizeGLError(GC3Denum error);
void setContextLostCallback(PassOwnPtr<GraphicsContext3D::ContextLostCallback>);
void setErrorMessageCallback(PassOwnPtr<GraphicsContext3D::ErrorMessageCallback>);
// Extensions3D support.
Extensions3D* getExtensions();
bool supportsExtension(const String& name);
bool ensureExtensionEnabled(const String& name);
bool isExtensionEnabled(const String& name);
// EXT_texture_format_BGRA8888
bool supportsBGRA();
// GL_CHROMIUM_map_sub
bool supportsMapSubCHROMIUM();
void* mapBufferSubDataCHROMIUM(GC3Denum target, GC3Dsizeiptr offset, GC3Dsizei, GC3Denum access);
void unmapBufferSubDataCHROMIUM(const void*);
void* mapTexSubImage2DCHROMIUM(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, GC3Denum access);
void unmapTexSubImage2DCHROMIUM(const void*);
// GL_CHROMIUM_set_visibility
void setVisibilityCHROMIUM(bool);
// GL_CHROMIUM_gpu_memory_manager
void setGpuMemoryAllocationChangedCallbackCHROMIUM(PassOwnPtr<Extensions3DChromium::GpuMemoryAllocationChangedCallbackCHROMIUM>);
// GL_CHROMIUM_framebuffer_multisample
void blitFramebufferCHROMIUM(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter);
void renderbufferStorageMultisampleCHROMIUM(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
// GL_CHROMIUM_swapbuffers_complete_callback
void setSwapBuffersCompleteCallbackCHROMIUM(PassOwnPtr<Extensions3DChromium::SwapBuffersCompleteCallbackCHROMIUM>);
// GL_CHROMIUM_rate_limit_offscreen_context
void rateLimitOffscreenContextCHROMIUM();
// GL_ARB_robustness
GC3Denum getGraphicsResetStatusARB();
// GL_ANGLE_translated_shader_source
String getTranslatedShaderSourceANGLE(Platform3DObject shader);
// GL_CHROMIUM_iosurface
void texImageIOSurface2DCHROMIUM(GC3Denum target, GC3Dint width, GC3Dint height, GC3Duint ioSurfaceId, GC3Duint plane);
// GL_EXT_texture_storage
void texStorage2DEXT(GC3Denum target, GC3Dint levels, GC3Duint internalformat, GC3Dint width, GC3Dint height);
private:
GraphicsContext3DPrivate(PassOwnPtr<WebKit::WebGraphicsContext3D>, bool preserveDrawingBuffer);
OwnPtr<WebKit::WebGraphicsContext3D> m_impl;
OwnPtr<Extensions3DChromium> m_extensions;
OwnPtr<GraphicsContextLostCallbackAdapter> m_contextLostCallbackAdapter;
OwnPtr<GraphicsErrorMessageCallbackAdapter> m_errorMessageCallbackAdapter;
OwnPtr<GraphicsContext3DSwapBuffersCompleteCallbackAdapter> m_swapBuffersCompleteCallbackAdapter;
OwnPtr<GraphicsContext3DMemoryAllocationChangedCallbackAdapter> m_memoryAllocationChangedCallbackAdapter;
bool m_initializedAvailableExtensions;
HashSet<String> m_enabledExtensions;
HashSet<String> m_requestableExtensions;
bool m_layerComposited;
bool m_preserveDrawingBuffer;
enum ResourceSafety {
ResourceSafetyUnknown,
ResourceSafe,
ResourceUnsafe
};
ResourceSafety m_resourceSafety;
#if USE(SKIA)
// If the width and height of the Canvas's backing store don't
// match those that we were given in the most recent call to
// reshape(), then we need an intermediate bitmap to read back the
// frame buffer into. This seems to happen when CSS styles are
// used to resize the Canvas.
SkBitmap m_resizingBitmap;
GrContext* m_grContext;
#endif
#if USE(CG)
OwnArrayPtr<unsigned char> m_renderOutput;
size_t m_renderOutputSize;
#endif
void initializeExtensions();
};
} // namespace WebCore
#endif // GraphicsContext3DPrivate_h
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