--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/html/canvas/WebGLRenderingContext.h Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,531 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef WebGLRenderingContext_h
+#define WebGLRenderingContext_h
+
+#include "CanvasRenderingContext.h"
+#include "ExceptionCode.h"
+#include "Float32Array.h"
+#include "WebGLGetInfo.h"
+#include "Int32Array.h"
+#include "Uint8Array.h"
+#include "GraphicsContext3D.h"
+#include "PlatformString.h"
+
+namespace WebCore {
+
+class WebGLActiveInfo;
+class WebGLBuffer;
+class WebGLContextAttributes;
+class WebGLFramebuffer;
+class CanvasObject;
+class WebGLProgram;
+class WebGLRenderbuffer;
+class WebGLShader;
+class WebGLTexture;
+class WebGLUniformLocation;
+class HTMLImageElement;
+class HTMLVideoElement;
+class ImageData;
+class WebKitCSSMatrix;
+
+ class WebGLRenderingContext : public CanvasRenderingContext {
+ public:
+ static PassOwnPtr<WebGLRenderingContext> create(HTMLCanvasElement*, WebGLContextAttributes*);
+ virtual ~WebGLRenderingContext();
+
+ virtual bool is3d() const { return true; }
+
+ // Helper to return the size in bytes of OpenGL data types
+ // like GL_FLOAT, GL_INT, etc.
+ int sizeInBytes(int type, ExceptionCode& ec);
+
+ void activeTexture(unsigned long texture, ExceptionCode& ec);
+ void attachShader(WebGLProgram*, WebGLShader*, ExceptionCode& ec);
+ void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name, ExceptionCode& ec);
+ void bindBuffer(unsigned long target, WebGLBuffer*, ExceptionCode& ec);
+ void bindFramebuffer(unsigned long target, WebGLFramebuffer*, ExceptionCode& ec);
+ void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*, ExceptionCode& ec);
+ void bindTexture(unsigned long target, WebGLTexture*, ExceptionCode& ec);
+ void blendColor(double red, double green, double blue, double alpha);
+ void blendEquation(unsigned long mode);
+ void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
+ void blendFunc(unsigned long sfactor, unsigned long dfactor);
+ void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);
+
+ void bufferData(unsigned long target, int size, unsigned long usage, ExceptionCode&);
+ void bufferData(unsigned long target, ArrayBuffer* data, unsigned long usage, ExceptionCode&);
+ void bufferData(unsigned long target, ArrayBufferView* data, unsigned long usage, ExceptionCode&);
+ void bufferSubData(unsigned long target, long offset, ArrayBuffer* data, ExceptionCode&);
+ void bufferSubData(unsigned long target, long offset, ArrayBufferView* data, ExceptionCode&);
+
+ unsigned long checkFramebufferStatus(unsigned long target);
+ void clear(unsigned long mask);
+ void clearColor(double red, double green, double blue, double alpha);
+ void clearDepth(double);
+ void clearStencil(long);
+ void colorMask(bool red, bool green, bool blue, bool alpha);
+ void compileShader(WebGLShader*, ExceptionCode& ec);
+
+ //void compressedTexImage2D(unsigned long target, long level, unsigned long internalformat, unsigned long width, unsigned long height, long border, unsigned long imageSize, const void* data);
+ //void compressedTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, unsigned long width, unsigned long height, unsigned long format, unsigned long imageSize, const void* data);
+
+ void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
+ void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
+
+ PassRefPtr<WebGLBuffer> createBuffer();
+ PassRefPtr<WebGLFramebuffer> createFramebuffer();
+ PassRefPtr<WebGLProgram> createProgram();
+ PassRefPtr<WebGLRenderbuffer> createRenderbuffer();
+ PassRefPtr<WebGLShader> createShader(unsigned long type, ExceptionCode&);
+ PassRefPtr<WebGLTexture> createTexture();
+
+ void cullFace(unsigned long mode);
+
+ void deleteBuffer(WebGLBuffer*);
+ void deleteFramebuffer(WebGLFramebuffer*);
+ void deleteProgram(WebGLProgram*);
+ void deleteRenderbuffer(WebGLRenderbuffer*);
+ void deleteShader(WebGLShader*);
+ void deleteTexture(WebGLTexture*);
+
+ void depthFunc(unsigned long);
+ void depthMask(bool);
+ void depthRange(double zNear, double zFar);
+ void detachShader(WebGLProgram*, WebGLShader*, ExceptionCode&);
+ void disable(unsigned long cap);
+ void disableVertexAttribArray(unsigned long index, ExceptionCode&);
+ void drawArrays(unsigned long mode, long first, long count, ExceptionCode&);
+ void drawElements(unsigned long mode, long count, unsigned long type, long offset, ExceptionCode&);
+
+ void enable(unsigned long cap);
+ void enableVertexAttribArray(unsigned long index, ExceptionCode&);
+ void finish();
+ void flush();
+ void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*, ExceptionCode& ec);
+ void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level, ExceptionCode& ec);
+ void frontFace(unsigned long mode);
+ void generateMipmap(unsigned long target);
+
+ PassRefPtr<WebGLActiveInfo> getActiveAttrib(WebGLProgram*, unsigned long index, ExceptionCode&);
+ PassRefPtr<WebGLActiveInfo> getActiveUniform(WebGLProgram*, unsigned long index, ExceptionCode&);
+
+ bool getAttachedShaders(WebGLProgram*, Vector<WebGLShader*>&, ExceptionCode&);
+
+ int getAttribLocation(WebGLProgram*, const String& name);
+
+ WebGLGetInfo getBufferParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ PassRefPtr<WebGLContextAttributes> getContextAttributes();
+
+ unsigned long getError();
+
+ WebGLGetInfo getFramebufferAttachmentParameter(unsigned long target, unsigned long attachment, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getParameter(unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getProgramParameter(WebGLProgram*, unsigned long pname, ExceptionCode&);
+
+ String getProgramInfoLog(WebGLProgram*, ExceptionCode& ec);
+
+ WebGLGetInfo getRenderbufferParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getShaderParameter(WebGLShader*, unsigned long pname, ExceptionCode& ec);
+
+ String getShaderInfoLog(WebGLShader*, ExceptionCode& ec);
+
+ // TBD
+ // void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+
+ String getShaderSource(WebGLShader*, ExceptionCode&);
+ String getString(unsigned long name);
+
+ WebGLGetInfo getTexParameter(unsigned long target, unsigned long pname, ExceptionCode&);
+
+ WebGLGetInfo getUniform(WebGLProgram*, const WebGLUniformLocation*, ExceptionCode&);
+
+ PassRefPtr<WebGLUniformLocation> getUniformLocation(WebGLProgram*, const String&, ExceptionCode&);
+
+ WebGLGetInfo getVertexAttrib(unsigned long index, unsigned long pname, ExceptionCode&);
+
+ long getVertexAttribOffset(unsigned long index, unsigned long pname);
+
+ void hint(unsigned long target, unsigned long mode);
+ bool isBuffer(WebGLBuffer*);
+ bool isEnabled(unsigned long cap);
+ bool isFramebuffer(WebGLFramebuffer*);
+ bool isProgram(WebGLProgram*);
+ bool isRenderbuffer(WebGLRenderbuffer*);
+ bool isShader(WebGLShader*);
+ bool isTexture(WebGLTexture*);
+ void lineWidth(double);
+ void linkProgram(WebGLProgram*, ExceptionCode&);
+ void pixelStorei(unsigned long pname, long param);
+ void polygonOffset(double factor, double units);
+ void readPixels(long x, long y, long width, long height, unsigned long format, unsigned long type, ArrayBufferView* pixels);
+ void releaseShaderCompiler();
+ void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
+ void sampleCoverage(double value, bool invert);
+ void scissor(long x, long y, unsigned long width, unsigned long height);
+ void shaderSource(WebGLShader*, const String&, ExceptionCode&);
+ void stencilFunc(unsigned long func, long ref, unsigned long mask);
+ void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
+ void stencilMask(unsigned long);
+ void stencilMaskSeparate(unsigned long face, unsigned long mask);
+ void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
+ void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
+
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned width, unsigned height, unsigned border,
+ unsigned format, unsigned type, ArrayBufferView* pixels, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned format, unsigned type, ImageData* pixels, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned format, unsigned type, HTMLImageElement* image, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned format, unsigned type, HTMLCanvasElement* canvas, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, unsigned internalformat,
+ unsigned format, unsigned type, HTMLVideoElement* video, ExceptionCode&);
+ // Obsolete entry points -- to be removed shortly. (FIXME)
+ void texImage2D(unsigned target, unsigned level, ImageData* pixels, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, ImageData* pixels, bool flipY, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, ImageData* pixels, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLImageElement* image, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLImageElement* image, bool flipY, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLImageElement* image, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas, bool flipY, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, bool flipY, ExceptionCode&);
+ void texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+
+ void texParameterf(unsigned target, unsigned pname, float param);
+ void texParameteri(unsigned target, unsigned pname, int param);
+
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height,
+ unsigned format, unsigned type, ArrayBufferView* pixels, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned format, unsigned type, ImageData* pixels, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned format, unsigned type, HTMLImageElement* image, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned format, unsigned type, HTMLCanvasElement* canvas, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned format, unsigned type, HTMLVideoElement* video, ExceptionCode&);
+ // Obsolete entry points -- to be removed shortly. (FIXME)
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, ImageData* pixels, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, ImageData* pixels, bool flipY, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, ImageData* pixels, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLImageElement* image, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLImageElement* image, bool flipY, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLImageElement* image, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLCanvasElement* canvas, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLCanvasElement* canvas, bool flipY, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLCanvasElement* canvas, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLVideoElement* video, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLVideoElement* video, bool flipY, ExceptionCode&);
+ void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, HTMLVideoElement* video, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+
+ void uniform1f(const WebGLUniformLocation* location, float x, ExceptionCode&);
+ void uniform1fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
+ void uniform1fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform1i(const WebGLUniformLocation* location, int x, ExceptionCode&);
+ void uniform1iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
+ void uniform1iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform2f(const WebGLUniformLocation* location, float x, float y, ExceptionCode&);
+ void uniform2fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
+ void uniform2fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform2i(const WebGLUniformLocation* location, int x, int y, ExceptionCode&);
+ void uniform2iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
+ void uniform2iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform3f(const WebGLUniformLocation* location, float x, float y, float z, ExceptionCode&);
+ void uniform3fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
+ void uniform3fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform3i(const WebGLUniformLocation* location, int x, int y, int z, ExceptionCode&);
+ void uniform3iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
+ void uniform3iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniform4f(const WebGLUniformLocation* location, float x, float y, float z, float w, ExceptionCode&);
+ void uniform4fv(const WebGLUniformLocation* location, Float32Array* v, ExceptionCode&);
+ void uniform4fv(const WebGLUniformLocation* location, float* v, int size, ExceptionCode&);
+ void uniform4i(const WebGLUniformLocation* location, int x, int y, int z, int w, ExceptionCode&);
+ void uniform4iv(const WebGLUniformLocation* location, Int32Array* v, ExceptionCode&);
+ void uniform4iv(const WebGLUniformLocation* location, int* v, int size, ExceptionCode&);
+ void uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, Float32Array* value, ExceptionCode&);
+ void uniformMatrix2fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+ void uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, Float32Array* value, ExceptionCode&);
+ void uniformMatrix3fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+ void uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, Float32Array* value, ExceptionCode&);
+ void uniformMatrix4fv(const WebGLUniformLocation* location, bool transpose, float* value, int size, ExceptionCode&);
+
+ void useProgram(WebGLProgram*, ExceptionCode&);
+ void validateProgram(WebGLProgram*, ExceptionCode&);
+
+ void vertexAttrib1f(unsigned long index, float x);
+ void vertexAttrib1fv(unsigned long index, Float32Array* values);
+ void vertexAttrib1fv(unsigned long index, float* values, int size);
+ void vertexAttrib2f(unsigned long index, float x, float y);
+ void vertexAttrib2fv(unsigned long index, Float32Array* values);
+ void vertexAttrib2fv(unsigned long index, float* values, int size);
+ void vertexAttrib3f(unsigned long index, float x, float y, float z);
+ void vertexAttrib3fv(unsigned long index, Float32Array* values);
+ void vertexAttrib3fv(unsigned long index, float* values, int size);
+ void vertexAttrib4f(unsigned long index, float x, float y, float z, float w);
+ void vertexAttrib4fv(unsigned long index, Float32Array* values);
+ void vertexAttrib4fv(unsigned long index, float* values, int size);
+ void vertexAttribPointer(unsigned long index, long size, unsigned long type, bool normalized,
+ long stride, long offset, ExceptionCode&);
+
+ void viewport(long x, long y, unsigned long width, unsigned long height);
+
+ GraphicsContext3D* graphicsContext3D() const { return m_context.get(); }
+
+ void reshape(int width, int height);
+
+ // Return value true indicates canvas is updated during the call,
+ // false indicates no updates.
+ bool paintRenderingResultsToCanvas();
+
+ // Helpers for notification about paint events.
+ void beginPaint();
+ void endPaint();
+
+ void removeObject(CanvasObject*);
+
+ private:
+ friend class CanvasObject;
+
+ WebGLRenderingContext(HTMLCanvasElement*, PassOwnPtr<GraphicsContext3D>);
+
+ void addObject(CanvasObject*);
+ void detachAndRemoveAllObjects();
+ WebGLTexture* findTexture(Platform3DObject);
+ WebGLRenderbuffer* findRenderbuffer(Platform3DObject);
+ WebGLBuffer* findBuffer(Platform3DObject);
+ WebGLShader* findShader(Platform3DObject);
+
+ void markContextChanged();
+ void cleanupAfterGraphicsCall(bool changed)
+ {
+ if (changed)
+ markContextChanged();
+ }
+
+ bool isGLES2Compliant();
+
+ // Basic validation of count and offset against number of elements in element array buffer
+ bool validateElementArraySize(unsigned long count, unsigned long type, long offset);
+
+ // Conservative but quick index validation
+ bool validateIndexArrayConservative(unsigned long type, long& numElementsRequired);
+
+ // Precise but slow index validation -- only done if conservative checks fail
+ bool validateIndexArrayPrecise(unsigned long count, unsigned long type, long offset, long& numElementsRequired);
+ bool validateRenderingState(long numElements);
+
+ bool validateWebGLObject(CanvasObject* object);
+
+ OwnPtr<GraphicsContext3D> m_context;
+ bool m_needsUpdate;
+ bool m_markedCanvasDirty;
+ // FIXME: I think this is broken -- it does not increment any
+ // reference counts, so may refer to destroyed objects.
+ HashSet<RefPtr<CanvasObject> > m_canvasObjects;
+
+ // List of bound VBO's. Used to maintain info about sizes for ARRAY_BUFFER and stored values for ELEMENT_ARRAY_BUFFER
+ RefPtr<WebGLBuffer> m_boundArrayBuffer;
+ RefPtr<WebGLBuffer> m_boundElementArrayBuffer;
+
+ // Cached values for vertex attrib range checks
+ class VertexAttribState {
+ public:
+ VertexAttribState()
+ : enabled(false)
+ , bytesPerElement(0)
+ , size(4)
+ , type(GraphicsContext3D::FLOAT)
+ , normalized(false)
+ , stride(16)
+ , originalStride(0)
+ , offset(0)
+ {
+ initValue();
+ }
+
+ void initValue()
+ {
+ value[0] = 0.0f;
+ value[1] = 0.0f;
+ value[2] = 0.0f;
+ value[3] = 1.0f;
+ }
+
+ bool enabled;
+ RefPtr<WebGLBuffer> bufferBinding;
+ long bytesPerElement;
+ long size;
+ unsigned long type;
+ bool normalized;
+ long stride;
+ long originalStride;
+ long offset;
+ float value[4];
+ };
+
+ Vector<VertexAttribState> m_vertexAttribState;
+ unsigned m_maxVertexAttribs;
+ RefPtr<WebGLBuffer> m_vertexAttrib0Buffer;
+ long m_vertexAttrib0BufferSize;
+ float m_vertexAttrib0BufferValue[4];
+
+ RefPtr<WebGLProgram> m_currentProgram;
+ RefPtr<WebGLFramebuffer> m_framebufferBinding;
+ RefPtr<WebGLRenderbuffer> m_renderbufferBinding;
+ class TextureUnitState {
+ public:
+ RefPtr<WebGLTexture> m_texture2DBinding;
+ RefPtr<WebGLTexture> m_textureCubeMapBinding;
+ };
+ Vector<TextureUnitState> m_textureUnits;
+ unsigned long m_activeTextureUnit;
+
+ RefPtr<WebGLTexture> m_blackTexture2D;
+ RefPtr<WebGLTexture> m_blackTextureCubeMap;
+
+ int m_maxTextureSize;
+ int m_maxCubeMapTextureSize;
+ int m_maxTextureLevel;
+ int m_maxCubeMapTextureLevel;
+
+ int m_packAlignment;
+ int m_unpackAlignment;
+ unsigned long m_implementationColorReadFormat;
+ unsigned long m_implementationColorReadType;
+ bool m_unpackFlipY;
+ bool m_unpackPremultiplyAlpha;
+
+ // Helpers for getParameter and others
+ WebGLGetInfo getBooleanParameter(unsigned long pname);
+ WebGLGetInfo getBooleanArrayParameter(unsigned long pname);
+ WebGLGetInfo getFloatParameter(unsigned long pname);
+ WebGLGetInfo getIntParameter(unsigned long pname);
+ WebGLGetInfo getLongParameter(unsigned long pname);
+ WebGLGetInfo getUnsignedLongParameter(unsigned long pname);
+ WebGLGetInfo getWebGLFloatArrayParameter(unsigned long pname);
+ WebGLGetInfo getWebGLIntArrayParameter(unsigned long pname);
+
+ void texImage2DBase(unsigned target, unsigned level, unsigned internalformat,
+ unsigned width, unsigned height, unsigned border,
+ unsigned format, unsigned type, void* pixels, ExceptionCode&);
+ void texImage2DImpl(unsigned target, unsigned level, unsigned internalformat,
+ unsigned format, unsigned type, Image* image,
+ bool flipY, bool premultiplyAlpha, ExceptionCode&);
+ void texSubImage2DBase(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned width, unsigned height,
+ unsigned format, unsigned type, void* pixels, ExceptionCode&);
+ void texSubImage2DImpl(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset,
+ unsigned format, unsigned type,
+ Image* image, bool flipY, bool premultiplyAlpha, ExceptionCode&);
+
+ void handleNPOTTextures(bool prepareToDraw);
+
+ void createFallbackBlackTextures1x1();
+
+ // Helper function for copyTex{Sub}Image, check whether the internalformat
+ // and the color buffer format of the current bound framebuffer combination
+ // is valid.
+ bool isTexInternalFormatColorBufferCombinationValid(unsigned long texInternalFormat,
+ unsigned long colorBufferFormat);
+
+ // Helper function to get the current bound texture.
+ WebGLTexture* getTextureBinding(unsigned long target);
+
+ // Helper function to check input format/type for functions {copy}Tex{Sub}Image.
+ // Generates GL error and returns false if parameters are invalid.
+ bool validateTexFuncFormatAndType(unsigned long format, unsigned long type);
+
+ // Helper function to check input parameters for functions {copy}Tex{Sub}Image.
+ // Generates GL error and returns false if parameters are invalid.
+ bool validateTexFuncParameters(unsigned long target, long level,
+ unsigned long internalformat,
+ long width, long height, long border,
+ unsigned long format, unsigned long type);
+
+ // Helper function to validate that the given ArrayBufferView
+ // is of the correct type and contains enough data for the texImage call.
+ // Generates GL error and returns false if parameters are invalid.
+ bool validateTexFuncData(long width, long height,
+ unsigned long format, unsigned long type,
+ ArrayBufferView* pixels);
+
+ // Helper function to validate mode for draw{Arrays/Elements}.
+ bool validateDrawMode(unsigned long);
+
+ // Helper function for texParameterf and texParameteri.
+ void texParameter(unsigned long target, unsigned long pname, float parami, int paramf, bool isFloat);
+
+ // Helper function to print warnings to console. Currently
+ // used only to warn about use of obsolete functions.
+ void printWarningToConsole(const String& message);
+
+ // Helper function to validate input parameters for framebuffer functions.
+ // Generate GL error if parameters are illegal.
+ bool validateFramebufferFuncParameters(unsigned long target, unsigned long attachment);
+
+ // Helper function to validate blend equation mode.
+ bool validateBlendEquation(unsigned long);
+
+ // Helper function to validate a GL capability.
+ bool validateCapability(unsigned long);
+
+ // Helper function to validate input parameters for uniform functions.
+ bool validateUniformParameters(const WebGLUniformLocation* location, Float32Array* v, int mod);
+ bool validateUniformParameters(const WebGLUniformLocation* location, Int32Array* v, int mod);
+ bool validateUniformParameters(const WebGLUniformLocation* location, void* v, int size, int mod);
+ bool validateUniformMatrixParameters(const WebGLUniformLocation* location, bool transpose, Float32Array* v, int mod);
+ bool validateUniformMatrixParameters(const WebGLUniformLocation* location, bool transpose, void* v, int size, int mod);
+
+ // Helper function to validate parameters for bufferData.
+ // Return the current bound buffer to target, or 0 if parameters are invalid.
+ WebGLBuffer* validateBufferDataParameters(unsigned long target, unsigned long usage);
+
+ // Helper functions for vertexAttribNf{v}.
+ void vertexAttribfImpl(unsigned long index, int expectedSize, float v0, float v1, float v2, float v3);
+ void vertexAttribfvImpl(unsigned long index, Float32Array* v, int expectedSize);
+ void vertexAttribfvImpl(unsigned long index, float* v, int size, int expectedSize);
+
+ // Helpers for simulating vertexAttrib0
+ void initVertexAttrib0();
+ bool simulateVertexAttrib0(long numVertex);
+ void restoreStatesAfterVertexAttrib0Simulation();
+
+ friend class WebGLStateRestorer;
+ };
+
+} // namespace WebCore
+
+#endif