gecko-dev/dom/canvas/WebGL2Context.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 WEBGL2CONTEXT_H_
#define WEBGL2CONTEXT_H_
#include "WebGLContext.h"
namespace mozilla {
class ErrorResult;
class WebGLSampler;
class WebGLSync;
class WebGLTransformFeedback;
class WebGLVertexArrayObject;
namespace dom {
class OwningUnsignedLongOrUint32ArrayOrBoolean;
class OwningWebGLBufferOrLongLong;
} // namespace dom
class WebGL2Context
: public WebGLContext
{
public:
virtual ~WebGL2Context();
static bool IsSupported();
static WebGL2Context* Create();
virtual bool IsWebGL2() const override
{
return true;
}
// -------------------------------------------------------------------------
// IMPLEMENT nsWrapperCache
virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override;
// -------------------------------------------------------------------------
// Buffer objects - WebGL2ContextBuffers.cpp
void CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
private:
template<typename BufferT>
void GetBufferSubDataT(GLenum target, GLintptr offset, const BufferT& data);
public:
void GetBufferSubData(GLenum target, GLintptr offset,
const dom::Nullable<dom::ArrayBuffer>& maybeData);
void GetBufferSubData(GLenum target, GLintptr offset,
const dom::SharedArrayBuffer& data);
// -------------------------------------------------------------------------
// Framebuffer objects - WebGL2ContextFramebuffers.cpp
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void FramebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture* texture, GLint level, GLint layer);
virtual JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target,
GLenum attachment, GLenum pname,
ErrorResult& rv) override;
void InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments,
ErrorResult& rv);
void InvalidateSubFramebuffer (GLenum target, const dom::Sequence<GLenum>& attachments, GLint x, GLint y,
GLsizei width, GLsizei height, ErrorResult& rv);
void ReadBuffer(GLenum mode);
// -------------------------------------------------------------------------
// Renderbuffer objects - WebGL2ContextRenderbuffers.cpp
void GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat,
GLenum pname, JS::MutableHandleValue retval,
ErrorResult& rv);
void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
GLsizei width, GLsizei height);
// -------------------------------------------------------------------------
// Texture objects - WebGL2ContextTextures.cpp
void TexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width,
GLsizei height);
void TexStorage3D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width,
GLsizei height, GLsizei depth);
void TexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width,
GLsizei height, GLsizei depth, GLint border, GLenum unpackFormat,
GLenum unpackType,
const dom::Nullable<dom::ArrayBufferView>& pixels);
void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum unpackFormat, GLenum unpackType,
const dom::Nullable<dom::ArrayBufferView>& pixels,
ErrorResult& out_rv);
void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLenum unpackFormat, GLenum unpackType,
dom::ImageData* data, ErrorResult& out_rv);
protected:
void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLenum unpackFormat, GLenum unpackType,
dom::Element* elem, ErrorResult* const out_rv);
public:
template<class T>
inline void
TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, GLint zOffset,
GLenum unpackFormat, GLenum unpackType, T& elem, ErrorResult& out_rv)
{
TexSubImage3D(target, level, xOffset, yOffset, zOffset, unpackFormat, unpackType,
&elem, &out_rv);
}
void CopyTexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLint x, GLint y, GLsizei width,
GLsizei height);
void CompressedTexImage3D(GLenum target, GLint level, GLenum internalFormat,
GLsizei width, GLsizei height, GLsizei depth,
GLint border,
const dom::ArrayBufferView& data);
void CompressedTexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset,
GLint zOffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum sizedUnpackFormat,
const dom::ArrayBufferView& data);
// -------------------------------------------------------------------------
// Programs and shaders - WebGL2ContextPrograms.cpp
GLint GetFragDataLocation(WebGLProgram* program, const nsAString& name);
// -------------------------------------------------------------------------
// Uniforms and attributes - WebGL2ContextUniforms.cpp
void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
// GL 3.0 & ES 3.0
void Uniform1ui(WebGLUniformLocation* location, GLuint v0);
void Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1);
void Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2);
void Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
private:
void Uniform1uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data);
void Uniform2uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data);
void Uniform3uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data);
void Uniform4uiv_base(WebGLUniformLocation* loc, size_t arrayLength, const GLuint* data);
public:
void Uniform1uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
Uniform1uiv_base(loc, arr.Length(), arr.Elements());
}
void Uniform2uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
Uniform2uiv_base(loc, arr.Length(), arr.Elements());
}
void Uniform3uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
Uniform3uiv_base(loc, arr.Length(), arr.Elements());
}
void Uniform4uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
Uniform4uiv_base(loc, arr.Length(), arr.Elements());
}
void Uniform1uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
arr.ComputeLengthAndData();
Uniform1uiv_base(loc, arr.Length(), arr.Data());
}
void Uniform2uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
arr.ComputeLengthAndData();
Uniform2uiv_base(loc, arr.Length(), arr.Data());
}
void Uniform3uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
arr.ComputeLengthAndData();
Uniform3uiv_base(loc, arr.Length(), arr.Data());
}
void Uniform4uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
arr.ComputeLengthAndData();
Uniform4uiv_base(loc, arr.Length(), arr.Data());
}
private:
void UniformMatrix2x3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
void UniformMatrix3x2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
void UniformMatrix2x4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
void UniformMatrix4x2fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
void UniformMatrix3x4fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
void UniformMatrix4x3fv_base(WebGLUniformLocation* loc, bool transpose,
size_t arrayLength, const GLfloat* data);
public:
// GL 2.1 & ES 3.0
void UniformMatrix2x3fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix2x3fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix2x4fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix2x4fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix3x2fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix3x2fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix3x4fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix3x4fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix4x2fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix4x2fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix4x3fv(WebGLUniformLocation* loc, bool transpose, const dom::Sequence<GLfloat>& value){
UniformMatrix4x3fv_base(loc, transpose, value.Length(), value.Elements());
}
void UniformMatrix2x3fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix2x3fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix2x4fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix2x4fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix3x2fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix3x2fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix3x4fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix3x4fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix4x2fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix4x2fv_base(loc, transpose, value.Length(), value.Data());
}
void UniformMatrix4x3fv(WebGLUniformLocation* loc, bool transpose, const dom::Float32Array& value){
value.ComputeLengthAndData();
UniformMatrix4x3fv_base(loc, transpose, value.Length(), value.Data());
}
private:
void VertexAttribI4iv(GLuint index, size_t length, const GLint* v);
void VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v);
public:
// GL 3.0 & ES 3.0
void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
void VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v);
void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
void VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v);
// -------------------------------------------------------------------------
// Writing to the drawing buffer
// TODO(djg): Implemented in WebGLContext
/*
void VertexAttribDivisor(GLuint index, GLuint divisor);
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
*/
void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
// ------------------------------------------------------------------------
// Multiple Render Targets - WebGL2ContextMRTs.cpp
// TODO(djg): Implemented in WebGLContext
/*
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
*/
void ClearBufferiv_base(GLenum buffer, GLint drawbuffer, const GLint* value);
void ClearBufferuiv_base(GLenum buffer, GLint drawbuffer, const GLuint* value);
void ClearBufferfv_base(GLenum buffer, GLint drawbuffer, const GLfloat* value);
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Int32Array& value);
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLint>& value);
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Uint32Array& value);
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLuint>& value);
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Float32Array& value);
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLfloat>& value);
void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
bool ValidateClearBuffer(const char* info, GLenum buffer, GLint drawbuffer, size_t elemCount);
// -------------------------------------------------------------------------
// Query Objects - WebGL2ContextQueries.cpp
already_AddRefed<WebGLQuery> CreateQuery();
void DeleteQuery(WebGLQuery* query);
bool IsQuery(WebGLQuery* query);
void BeginQuery(GLenum target, WebGLQuery* query);
void EndQuery(GLenum target);
already_AddRefed<WebGLQuery> GetQuery(GLenum target, GLenum pname);
void GetQueryParameter(JSContext*, WebGLQuery* query, GLenum pname, JS::MutableHandleValue retval);
// -------------------------------------------------------------------------
// Sampler Objects - WebGL2ContextSamplers.cpp
already_AddRefed<WebGLSampler> CreateSampler();
void DeleteSampler(WebGLSampler* sampler);
bool IsSampler(WebGLSampler* sampler);
void BindSampler(GLuint unit, WebGLSampler* sampler);
void SamplerParameteri(WebGLSampler* sampler, GLenum pname, GLint param);
void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Int32Array& param);
void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLint>& param);
void SamplerParameterf(WebGLSampler* sampler, GLenum pname, GLfloat param);
void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Float32Array& param);
void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLfloat>& param);
void GetSamplerParameter(JSContext*, WebGLSampler* sampler, GLenum pname, JS::MutableHandleValue retval);
// -------------------------------------------------------------------------
// Sync objects - WebGL2ContextSync.cpp
already_AddRefed<WebGLSync> FenceSync(GLenum condition, GLbitfield flags);
bool IsSync(WebGLSync* sync);
void DeleteSync(WebGLSync* sync);
GLenum ClientWaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
void WaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
void GetSyncParameter(JSContext*, WebGLSync* sync, GLenum pname, JS::MutableHandleValue retval);
// -------------------------------------------------------------------------
// Transform Feedback - WebGL2ContextTransformFeedback.cpp
already_AddRefed<WebGLTransformFeedback> CreateTransformFeedback();
void DeleteTransformFeedback(WebGLTransformFeedback* tf);
bool IsTransformFeedback(WebGLTransformFeedback* tf);
void BindTransformFeedback(GLenum target, WebGLTransformFeedback* tf);
void BeginTransformFeedback(GLenum primitiveMode);
void EndTransformFeedback();
void PauseTransformFeedback();
void ResumeTransformFeedback();
void TransformFeedbackVaryings(WebGLProgram* program, const dom::Sequence<nsString>& varyings, GLenum bufferMode);
already_AddRefed<WebGLActiveInfo> GetTransformFeedbackVarying(WebGLProgram* program, GLuint index);
// -------------------------------------------------------------------------
// Uniform Buffer Objects and Transform Feedback Buffers - WebGL2ContextUniforms.cpp
// TODO(djg): Implemented in WebGLContext
/*
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
*/
virtual JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv) override;
void GetIndexedParameter(GLenum target, GLuint index,
dom::Nullable<dom::OwningWebGLBufferOrLongLong>& retval);
void GetUniformIndices(WebGLProgram* program,
const dom::Sequence<nsString>& uniformNames,
dom::Nullable< nsTArray<GLuint> >& retval);
void GetActiveUniforms(WebGLProgram* program,
const dom::Sequence<GLuint>& uniformIndices, GLenum pname,
dom::Nullable< nsTArray<GLint> >& retval);
GLuint GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName);
void GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program,
GLuint uniformBlockIndex, GLenum pname,
dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval,
ErrorResult& rv);
void GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex,
nsAString& retval);
void UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
// -------------------------------------------------------------------------
// Vertex Array Object - WebGL2ContextVAOs.cpp
// TODO(djg): Implemented in WebGLContext
/*
already_AddRefed<WebGLVertexArrayObject> CreateVertexArray();
void DeleteVertexArray(WebGLVertexArrayObject* vertexArray);
bool IsVertexArray(WebGLVertexArrayObject* vertexArray);
void BindVertexArray(WebGLVertexArrayObject* vertexArray);
*/
private:
WebGL2Context();
virtual UniquePtr<webgl::FormatUsageAuthority>
CreateFormatUsage(gl::GLContext* gl) const override;
virtual bool IsTexParamValid(GLenum pname) const override;
void UpdateBoundQuery(GLenum target, WebGLQuery* query);
// CreateVertexArrayImpl is assumed to be infallible.
virtual WebGLVertexArray* CreateVertexArrayImpl() override;
virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info) override;
virtual bool ValidateBufferTarget(GLenum target, const char* info) override;
virtual bool ValidateBufferIndexedTarget(GLenum target, const char* info) override;
virtual bool ValidateBufferUsageEnum(GLenum usage, const char* info) override;
virtual bool ValidateQueryTarget(GLenum target, const char* info) override;
virtual bool ValidateUniformMatrixTranspose(bool transpose, const char* info) override;
};
} // namespace mozilla
#endif