GraphicsContext3DPrivate.h [plain text]
#ifndef GraphicsContext3DPrivate_h
#define GraphicsContext3DPrivate_h
#include "GraphicsContext3D.h"
#include <Evas_GL.h>
namespace WebCore {
class PageClientEfl;
class GraphicsContext3DPrivate {
public:
static PassOwnPtr<GraphicsContext3DPrivate> create(GraphicsContext3D::Attributes attrs, HostWindow*, bool renderDirectlyToEvasGLObject);
~GraphicsContext3DPrivate();
PlatformGraphicsContext3D platformGraphicsContext3D() const;
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* platformLayer() const;
#endif
bool makeContextCurrent();
bool isGLES2Compliant() const;
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 srcFactor, GC3Denum dstFactor);
void blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha);
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 clearValue);
void colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha);
void compileShader(Platform3DObject);
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 paramName, GC3Dboolean* value);
void getBufferParameteriv(GC3Denum target, GC3Denum paramName, GC3Dint* value);
GraphicsContext3D::Attributes getContextAttributes();
GC3Denum getError();
void getFloatv(GC3Denum paramName, GC3Dfloat* value);
void getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum paramName, GC3Dint* value);
void getIntegerv(GC3Denum paramName, GC3Dint* value);
void getProgramiv(Platform3DObject program, GC3Denum paramName, GC3Dint* value);
String getProgramInfoLog(Platform3DObject);
void getRenderbufferParameteriv(GC3Denum target, GC3Denum paramName, GC3Dint* value);
void getShaderiv(Platform3DObject, GC3Denum paramName, GC3Dint* value);
String getShaderInfoLog(Platform3DObject);
String getShaderSource(Platform3DObject);
String getString(GC3Denum name);
void getTexParameterfv(GC3Denum target, GC3Denum paramName, GC3Dfloat* value);
void getTexParameteriv(GC3Denum target, GC3Denum paramName, 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 paramName, GC3Dfloat* value);
void getVertexAttribiv(GC3Duint index, GC3Denum paramName, GC3Dint* value);
GC3Dsizeiptr getVertexAttribOffset(GC3Duint index, GC3Denum paramName);
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 paramName, 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);
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 paramName, GC3Dfloat param);
void texParameteri(GC3Denum target, GC3Denum paramName, 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, GC3Dsizei, GC3Dfloat* v);
void uniform1i(GC3Dint location, GC3Dint x);
void uniform1iv(GC3Dint location, GC3Dsizei, GC3Dint* v);
void uniform2f(GC3Dint location, GC3Dfloat x, float y);
void uniform2fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v);
void uniform2i(GC3Dint location, GC3Dint x, GC3Dint y);
void uniform2iv(GC3Dint location, GC3Dsizei, GC3Dint* v);
void uniform3f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z);
void uniform3fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v);
void uniform3i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z);
void uniform3iv(GC3Dint location, GC3Dsizei, GC3Dint* v);
void uniform4f(GC3Dint location, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w);
void uniform4fv(GC3Dint location, GC3Dsizei, GC3Dfloat* v);
void uniform4i(GC3Dint location, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
void uniform4iv(GC3Dint location, GC3Dsizei, GC3Dint* v);
void uniformMatrix2fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value);
void uniformMatrix3fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value);
void uniformMatrix4fv(GC3Dint location, GC3Dsizei, GC3Dboolean transpose, GC3Dfloat* value);
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);
Extensions3D* getExtensions();
private:
GraphicsContext3DPrivate();
bool initialize(GraphicsContext3D::Attributes attrs, HostWindow*, bool renderDirectlyToHostWindow);
bool createSurface(PageClientEfl*, bool renderDirectlyToEvasGLObject);
GraphicsContext3D::Attributes m_attributes;
Platform3DObject m_boundFBO;
Platform3DObject m_boundTexture;
Platform3DObject m_boundArrayBuffer;
ListHashSet<GC3Denum> m_syntheticErrors;
Evas_GL* m_evasGL;
Evas_GL_Context* m_context;
Evas_GL_Surface* m_surface;
Evas_GL_API* m_api;
};
}
#endif // GraphicsLayerEfl_h