WebGL2RenderingContext.h [plain text]
#pragma once
#if ENABLE(WEBGL2)
#include "WebGLRenderingContextBase.h"
#include <wtf/Variant.h>
namespace WebCore {
class WebGLQuery;
class WebGLSampler;
class WebGLSync;
class WebGLTransformFeedback;
class WebGLVertexArrayObject;
class WebGL2RenderingContext final : public WebGLRenderingContextBase {
public:
WebGL2RenderingContext(HTMLCanvasElement&, WebGLContextAttributes);
WebGL2RenderingContext(HTMLCanvasElement&, RefPtr<GraphicsContext3D>&&, WebGLContextAttributes);
using WebGLRenderingContextBase::bufferData;
using WebGLRenderingContextBase::bufferSubData;
void bufferData(GC3Denum target, const ArrayBufferView& data, GC3Denum usage, GC3Duint srcOffset, GC3Duint length);
void bufferSubData(GC3Denum target, long long offset, const ArrayBufferView& data, GC3Duint srcOffset, GC3Duint length);
void copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dint64 readOffset, GC3Dint64 writeOffset, GC3Dint64 size);
void getBufferSubData(GC3Denum target, long long srcByteOffset, RefPtr<ArrayBufferView>&& dstData, GC3Duint dstOffset = 0, GC3Duint length = 0);
WebGLGetInfo getFramebufferAttachmentParameter(GC3Denum target, GC3Denum attachment, GC3Denum pname) final;
void blitFramebuffer(GC3Dint srcX0, GC3Dint srcY0, GC3Dint srcX1, GC3Dint srcY1, GC3Dint dstX0, GC3Dint dstY0, GC3Dint dstX1, GC3Dint dstY1, GC3Dbitfield mask, GC3Denum filter);
void framebufferTextureLayer(GC3Denum target, GC3Denum attachment, GC3Duint texture, GC3Dint level, GC3Dint layer);
WebGLGetInfo getInternalformatParameter(GC3Denum target, GC3Denum internalformat, GC3Denum pname);
void invalidateFramebuffer(GC3Denum target, Vector<GC3Denum> attachments);
void invalidateSubFramebuffer(GC3Denum target, Vector<GC3Denum> attachments, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void readBuffer(GC3Denum src);
void renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height);
void texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height);
void texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth);
void texImage3D(GC3Denum target, GC3Dint level, GC3Dint internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels);
void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Denum type, RefPtr<ArrayBufferView>&& pixels);
using TexImageSource = WTF::Variant<RefPtr<ImageData>, RefPtr<HTMLImageElement>, RefPtr<HTMLCanvasElement>, RefPtr<HTMLVideoElement>>;
void texSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Denum format, GC3Denum type, TexImageSource&&);
void copyTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height);
void compressedTexImage3D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Dint border, GC3Dsizei imageSize, RefPtr<ArrayBufferView>&& data);
void compressedTexSubImage3D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint zoffset, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth, GC3Denum format, GC3Dsizei imageSize, RefPtr<ArrayBufferView>&& data);
GC3Dint getFragDataLocation(WebGLProgram* program, String name);
void uniform1ui(WebGLUniformLocation*, GC3Duint v0);
void uniform2ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1);
void uniform3ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2);
void uniform4ui(WebGLUniformLocation*, GC3Duint v0, GC3Duint v1, GC3Duint v2, GC3Duint v3);
void uniform1uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
void uniform2uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
void uniform3uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
void uniform4uiv(WebGLUniformLocation*, RefPtr<Uint32Array>&& value);
void uniformMatrix2x3fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void uniformMatrix3x2fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void uniformMatrix2x4fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void uniformMatrix4x2fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void uniformMatrix3x4fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void uniformMatrix4x3fv(WebGLUniformLocation*, GC3Dboolean transpose, RefPtr<Float32Array>&& value);
void vertexAttribI4i(GC3Duint index, GC3Dint x, GC3Dint y, GC3Dint z, GC3Dint w);
void vertexAttribI4iv(GC3Duint index, RefPtr<Int32Array>&& v);
void vertexAttribI4ui(GC3Duint index, GC3Duint x, GC3Duint y, GC3Duint z, GC3Duint w);
void vertexAttribI4uiv(GC3Duint index, RefPtr<Uint32Array>&& v);
void vertexAttribIPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dsizei stride, GC3Dint64 offset);
void clear(GC3Dbitfield mask) final;
void vertexAttribDivisor(GC3Duint index, GC3Duint divisor);
void drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei instanceCount);
void drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dint64 offset, GC3Dsizei instanceCount);
void drawRangeElements(GC3Denum mode, GC3Duint start, GC3Duint end, GC3Dsizei count, GC3Denum type, GC3Dint64 offset);
void drawBuffers(Vector<GC3Denum> buffers);
void clearBufferiv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Int32Array>&& value);
void clearBufferuiv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Uint32Array>&& value);
void clearBufferfv(GC3Denum buffer, GC3Dint drawbuffer, RefPtr<Float32Array>&& value);
void clearBufferfi(GC3Denum buffer, GC3Dint drawbuffer, GC3Dfloat depth, GC3Dint stencil);
RefPtr<WebGLQuery> createQuery();
void deleteQuery(WebGLQuery* query);
GC3Dboolean isQuery(WebGLQuery* query);
void beginQuery(GC3Denum target, WebGLQuery* query);
void endQuery(GC3Denum target);
RefPtr<WebGLQuery> getQuery(GC3Denum target, GC3Denum pname);
WebGLGetInfo getQueryParameter(WebGLQuery* query, GC3Denum pname);
RefPtr<WebGLSampler> createSampler();
void deleteSampler(WebGLSampler* sampler);
GC3Dboolean isSampler(WebGLSampler* sampler);
void bindSampler(GC3Duint unit, WebGLSampler* sampler);
void samplerParameteri(WebGLSampler* sampler, GC3Denum pname, GC3Dint param);
void samplerParameterf(WebGLSampler* sampler, GC3Denum pname, GC3Dfloat param);
WebGLGetInfo getSamplerParameter(WebGLSampler* sampler, GC3Denum pname);
RefPtr<WebGLSync> fenceSync(GC3Denum condition, GC3Dbitfield flags);
GC3Dboolean isSync(WebGLSync* sync);
void deleteSync(WebGLSync* sync);
GC3Denum clientWaitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout);
void waitSync(WebGLSync* sync, GC3Dbitfield flags, GC3Duint64 timeout);
WebGLGetInfo getSyncParameter(WebGLSync* sync, GC3Denum pname);
RefPtr<WebGLTransformFeedback> createTransformFeedback();
void deleteTransformFeedback(WebGLTransformFeedback* id);
GC3Dboolean isTransformFeedback(WebGLTransformFeedback* id);
void bindTransformFeedback(GC3Denum target, WebGLTransformFeedback* id);
void beginTransformFeedback(GC3Denum primitiveMode);
void endTransformFeedback();
void transformFeedbackVaryings(WebGLProgram*, Vector<String> varyings, GC3Denum bufferMode);
RefPtr<WebGLActiveInfo> getTransformFeedbackVarying(WebGLProgram*, GC3Duint index);
void pauseTransformFeedback();
void resumeTransformFeedback();
void bindBufferBase(GC3Denum target, GC3Duint index, WebGLBuffer* buffer);
void bindBufferRange(GC3Denum target, GC3Duint index, WebGLBuffer* buffer, GC3Dint64 offset, GC3Dint64 size);
WebGLGetInfo getIndexedParameter(GC3Denum target, GC3Duint index);
Uint32Array* getUniformIndices(WebGLProgram*, Vector<String> uniformNames);
Int32Array* getActiveUniforms(WebGLProgram*, RefPtr<Uint32Array>&& uniformIndices, GC3Denum pname);
GC3Duint getUniformBlockIndex(WebGLProgram*, String uniformBlockName);
WebGLGetInfo getActiveUniformBlockParameter(WebGLProgram*, GC3Duint uniformBlockIndex, GC3Denum pname);
WebGLGetInfo getActiveUniformBlockName(WebGLProgram*, GC3Duint uniformBlockIndex);
void uniformBlockBinding(WebGLProgram*, GC3Duint uniformBlockIndex, GC3Duint uniformBlockBinding);
RefPtr<WebGLVertexArrayObject> createVertexArray();
void deleteVertexArray(WebGLVertexArrayObject* vertexArray);
GC3Dboolean isVertexArray(WebGLVertexArrayObject* vertexArray);
void bindVertexArray(WebGLVertexArrayObject* vertexArray);
private:
bool isWebGL2() const final { return true; }
WebGLExtension* getExtension(const String&) final;
Vector<String> getSupportedExtensions() final;
WebGLGetInfo getParameter(GC3Denum pname) final;
void renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) final;
void hint(GC3Denum target, GC3Denum mode) final;
void initializeVertexArrayObjects() final;
GC3Dint getMaxDrawBuffers() final;
GC3Dint getMaxColorAttachments() final;
bool validateIndexArrayConservative(GC3Denum type, unsigned& numElementsRequired) final;
bool validateBlendEquation(const char* functionName, GC3Denum mode) final;
bool validateCapability(const char* functionName, GC3Denum cap) final;
bool validateFramebufferFuncParameters(const char* functionName, GC3Denum target, GC3Denum attachment) final;
GC3Denum baseInternalFormatFromInternalFormat(GC3Denum internalformat);
bool isIntegerFormat(GC3Denum internalformat);
void initializeShaderExtensions();
bool validateTexStorageFuncParameters(GC3Denum target, GC3Dsizei levels, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, const char* functionName);
};
}
SPECIALIZE_TYPE_TRAITS_CANVASRENDERINGCONTEXT(WebCore::WebGL2RenderingContext, isWebGL2())
#endif // WEBGL2