2013-06-11 00:00:35 +04:00
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef WEBGLTYPES_H_
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#define WEBGLTYPES_H_
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2013-09-04 16:14:44 +04:00
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// Most WebIDL typedefs are identical to their OpenGL counterparts.
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#include "GLTypes.h"
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// Manual reflection of WebIDL typedefs that are different from their
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// OpenGL counterparts.
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2013-06-11 00:00:35 +04:00
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typedef int64_t WebGLsizeiptr;
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typedef int64_t WebGLintptr;
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typedef bool WebGLboolean;
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namespace mozilla {
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2013-10-11 17:16:43 +04:00
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/*
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* WebGLContextFakeBlackStatus and WebGLTextureFakeBlackStatus are enums to
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* track what needs to use a dummy 1x1 black texture, which we refer to as a
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* 'fake black' texture.
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*
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* There are generally two things that can cause us to use such 'fake black'
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* textures:
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*
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* (1) OpenGL ES rules on sampling incomplete textures specify that they
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* must be sampled as RGBA(0, 0, 0, 1) (opaque black). We have to implement these rules
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* ourselves, if only because we do not always run on OpenGL ES, and also
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* because this is dangerously close to the kind of case where we don't
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* want to trust the driver with corner cases of texture memory accesses.
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*
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* (2) OpenGL has cases where a renderbuffer, or a texture image, can contain
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* uninitialized image data. See below the comment about WebGLImageDataStatus.
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* WebGL must never have access to uninitialized image data. The WebGL 1 spec,
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* section 4.1 'Resource Restrictions', specifies that in any such case, the
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* uninitialized image data must be exposed to WebGL as if it were filled
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* with zero bytes, which means it's either opaque or transparent black
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* depending on whether the image format has alpha.
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*
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* Why are there _two_ separate enums there, WebGLContextFakeBlackStatus
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* and WebGLTextureFakeBlackStatus? That's because each texture must know the precise
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* reason why it needs to be faked (incomplete texture vs. uninitialized image data),
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* whereas the WebGL context can only know whether _any_ faking is currently needed at all.
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*/
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enum class WebGLContextFakeBlackStatus : uint8_t {
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Unknown,
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NotNeeded,
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Needed
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};
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enum class WebGLTextureFakeBlackStatus : uint8_t {
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Unknown,
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NotNeeded,
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IncompleteTexture,
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UninitializedImageData
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};
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2013-06-11 00:00:35 +04:00
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2013-10-11 17:16:43 +04:00
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/*
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* Implementing WebGL (or OpenGL ES 2.0) on top of desktop OpenGL requires
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* emulating the vertex attrib 0 array when it's not enabled. Indeed,
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* OpenGL ES 2.0 allows drawing without vertex attrib 0 array enabled, but
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* desktop OpenGL does not allow that.
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*/
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enum class WebGLVertexAttrib0Status : uint8_t {
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Default, // default status - no emulation needed
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EmulatedUninitializedArray, // need an artificial attrib 0 array, but contents may be left uninitialized
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EmulatedInitializedArray // need an artificial attrib 0 array, and contents must be initialized
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};
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2013-06-11 00:00:35 +04:00
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2013-10-11 17:16:43 +04:00
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/*
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* Enum to track the status of image data (renderbuffer or texture image) presence
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* and initialization.
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*
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* - NoImageData is the initial state before any image data is allocated.
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* - InitializedImageData is the state after image data is allocated and initialized.
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* - UninitializedImageData is an intermediate state where data is allocated but not
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* initialized. It is the state that renderbuffers are in after a renderbufferStorage call,
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* and it is the state that texture images are in after a texImage2D call with null data.
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*/
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enum class WebGLImageDataStatus : uint8_t {
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NoImageData,
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UninitializedImageData,
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InitializedImageData
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};
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2013-06-11 00:00:35 +04:00
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/*
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* The formats that may participate, either as source or destination formats,
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* in WebGL texture conversions. This includes:
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* - all the formats accepted by WebGL.texImage2D, e.g. RGBA4444
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* - additional formats provided by extensions, e.g. RGB32F
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* - additional source formats, depending on browser details, used when uploading
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* textures from DOM elements. See gfxImageSurface::Format().
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*/
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enum class WebGLTexelFormat : uint8_t {
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// returned by SurfaceFromElementResultToImageSurface to indicate absence of image data
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None,
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// common value for formats for which format conversions are not supported
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FormatNotSupportingAnyConversion,
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// dummy pseudo-format meaning "use the other format".
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// For example, if SrcFormat=Auto and DstFormat=RGB8, then the source
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// is implicitly treated as being RGB8 itself.
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Auto,
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// 1-channel formats
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R8,
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A8,
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R16F, // OES_texture_half_float
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A16F, // OES_texture_half_float
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R32F, // OES_texture_float
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A32F, // OES_texture_float
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// 2-channel formats
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RA8,
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RA16F, // OES_texture_half_float
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RA32F, // OES_texture_float
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// 3-channel formats
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RGB8,
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BGRX8, // used for DOM elements. Source format only.
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RGB565,
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RGB16F, // OES_texture_half_float
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RGB32F, // OES_texture_float
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// 4-channel formats
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RGBA8,
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BGRA8, // used for DOM elements
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RGBA5551,
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RGBA4444,
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RGBA16F, // OES_texture_half_float
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RGBA32F // OES_texture_float
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};
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enum class WebGLTexImageFunc : uint8_t {
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TexImage,
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TexSubImage,
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CopyTexImage,
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CopyTexSubImage,
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CompTexImage,
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CompTexSubImage,
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};
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enum class WebGLTexDimensions : uint8_t {
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Tex2D,
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Tex3D
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};
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2014-10-14 03:42:15 +04:00
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2014-04-26 06:34:07 +04:00
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// Please keep extensions in alphabetic order.
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enum class WebGLExtensionID : uint8_t {
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ANGLE_instanced_arrays,
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EXT_blend_minmax,
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EXT_color_buffer_half_float,
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EXT_frag_depth,
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EXT_sRGB,
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EXT_shader_texture_lod,
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EXT_texture_filter_anisotropic,
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EXT_disjoint_timer_query,
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OES_element_index_uint,
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OES_standard_derivatives,
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OES_texture_float,
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OES_texture_float_linear,
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OES_texture_half_float,
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OES_texture_half_float_linear,
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OES_vertex_array_object,
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WEBGL_color_buffer_float,
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WEBGL_compressed_texture_atc,
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WEBGL_compressed_texture_etc1,
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WEBGL_compressed_texture_pvrtc,
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WEBGL_compressed_texture_s3tc,
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WEBGL_debug_renderer_info,
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WEBGL_debug_shaders,
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WEBGL_depth_texture,
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WEBGL_draw_buffers,
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WEBGL_lose_context,
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Max,
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Unknown
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};
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2013-06-11 00:00:35 +04:00
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} // namespace mozilla
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#endif
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