gecko-dev/dom/canvas/WebGLTypes.h

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