diff -r 000000000000 -r 4f2f89ce4247 WebKit/chromium/src/GraphicsContext3D.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/WebKit/chromium/src/GraphicsContext3D.cpp Fri Sep 17 09:02:29 2010 +0300 @@ -0,0 +1,1332 @@ +/* + * Copyright (C) 2009 Google 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: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * 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. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "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 THE COPYRIGHT + * OWNER 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. + */ + +#include "config.h" + +#if ENABLE(3D_CANVAS) + +#include "GraphicsContext3D.h" + +#include "CachedImage.h" +#include "Chrome.h" +#include "ChromeClientImpl.h" +#include "HTMLCanvasElement.h" +#include "HTMLImageElement.h" +#include "ImageBuffer.h" +#include "ImageData.h" +#include "WebGLBuffer.h" +#include "Int8Array.h" +#include "Float32Array.h" +#include "WebGLFramebuffer.h" +#include "Int32Array.h" +#include "WebGLProgram.h" +#include "WebGLRenderbuffer.h" +#include "WebGLRenderingContext.h" +#include "WebGLShader.h" +#include "WebGLTexture.h" +#include "Uint8Array.h" +#include "WebGLLayerChromium.h" +#include "WebGraphicsContext3D.h" +#include "WebGraphicsContext3DDefaultImpl.h" +#include "WebKit.h" +#include "WebKitClient.h" +#include "WebViewImpl.h" + +#include +#include +#include + +#if PLATFORM(CG) +#include "GraphicsContext.h" +#include +#include +#endif + +// using namespace std; + +// There are two levels of delegation in this file: +// +// 1. GraphicsContext3D delegates to GraphicsContext3DInternal. This is done +// so that we have some place to store data members common among +// implementations; GraphicsContext3D only provides us the m_internal +// pointer. We always delegate to the GraphicsContext3DInternal. While we +// could sidestep it and go directly to the WebGraphicsContext3D in some +// cases, it is better for consistency to always delegate through it. +// +// 2. GraphicsContext3DInternal delegates to an implementation of +// WebGraphicsContext3D. This is done so we have a place to inject an +// implementation which remotes the OpenGL calls across processes. +// +// The legacy, in-process, implementation uses WebGraphicsContext3DDefaultImpl. + +namespace WebCore { + +//---------------------------------------------------------------------- +// GraphicsContext3DInternal + +// Uncomment this to render to a separate window for debugging +// #define RENDER_TO_DEBUGGING_WINDOW + +#define EXTRACT(val) (!val ? 0 : val->object()) + +class GraphicsContext3DInternal { +public: + GraphicsContext3DInternal(); + ~GraphicsContext3DInternal(); + + bool initialize(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow); + + PlatformGraphicsContext3D platformGraphicsContext3D() const; + Platform3DObject platformTexture() const; + + bool makeContextCurrent(); + + int sizeInBytes(int type); + + void reshape(int width, int height); + + void paintRenderingResultsToCanvas(WebGLRenderingContext* context); + void beginPaint(WebGLRenderingContext* context); + void endPaint(); + + void prepareTexture(); + +#if USE(ACCELERATED_COMPOSITING) + WebGLLayerChromium* platformLayer() const; +#endif + bool isGLES2Compliant() const; + + //---------------------------------------------------------------------- + // Entry points for WebGL. + // + void activeTexture(unsigned long texture); + void attachShader(WebGLProgram* program, WebGLShader* shader); + void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name); + void bindBuffer(unsigned long target, WebGLBuffer*); + void bindFramebuffer(unsigned long target, WebGLFramebuffer*); + void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*); + void bindTexture(unsigned long target, WebGLTexture* texture); + 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); + void bufferData(unsigned long target, ArrayBuffer* data, unsigned long usage); + void bufferData(unsigned long target, ArrayBufferView* data, unsigned long usage); + void bufferSubData(unsigned long target, long offset, ArrayBuffer* data); + void bufferSubData(unsigned long target, long offset, ArrayBufferView* data); + + unsigned long checkFramebufferStatus(unsigned long target); + void clear(unsigned long mask); + void clearColor(double red, double green, double blue, double alpha); + void clearDepth(double depth); + void clearStencil(long s); + void colorMask(bool red, bool green, bool blue, bool alpha); + void compileShader(WebGLShader*); + + 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); + void cullFace(unsigned long mode); + void depthFunc(unsigned long func); + void depthMask(bool flag); + void depthRange(double zNear, double zFar); + void detachShader(WebGLProgram*, WebGLShader*); + void disable(unsigned long cap); + void disableVertexAttribArray(unsigned long index); + void drawArrays(unsigned long mode, long first, long count); + void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset); + + void enable(unsigned long cap); + void enableVertexAttribArray(unsigned long index); + void finish(); + void flush(); + void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*); + void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level); + void frontFace(unsigned long mode); + void generateMipmap(unsigned long target); + + bool getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo&); + bool getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo&); + + void getAttachedShaders(WebGLProgram* program, int maxCount, int* count, unsigned int* shaders); + + int getAttribLocation(WebGLProgram*, const String& name); + + void getBooleanv(unsigned long pname, unsigned char* value); + + void getBufferParameteriv(unsigned long target, unsigned long pname, int* value); + + GraphicsContext3D::Attributes getContextAttributes(); + + unsigned long getError(); + + void getFloatv(unsigned long pname, float* value); + + void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value); + + void getIntegerv(unsigned long pname, int* value); + + void getProgramiv(WebGLProgram* program, unsigned long pname, int* value); + + String getProgramInfoLog(WebGLProgram*); + + void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value); + + void getShaderiv(WebGLShader*, unsigned long pname, int* value); + + String getShaderInfoLog(WebGLShader*); + + String getShaderSource(WebGLShader*); + String getString(unsigned long name); + + void getTexParameterfv(unsigned long target, unsigned long pname, float* value); + void getTexParameteriv(unsigned long target, unsigned long pname, int* value); + + void getUniformfv(WebGLProgram* program, long location, float* value); + void getUniformiv(WebGLProgram* program, long location, int* value); + + long getUniformLocation(WebGLProgram*, const String& name); + + void getVertexAttribfv(unsigned long index, unsigned long pname, float* value); + void getVertexAttribiv(unsigned long index, unsigned long pname, int* value); + + 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*); + void pixelStorei(unsigned long pname, long param); + void polygonOffset(double factor, double units); + + void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data); + + 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& string); + 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 mask); + 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); + + // These next several functions return an error code (0 if no errors) rather than using an ExceptionCode. + // Currently they return -1 on any error. + int texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels); + + void texParameterf(unsigned target, unsigned pname, float param); + void texParameteri(unsigned target, unsigned pname, int param); + + int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels); + + void uniform1f(long location, float x); + void uniform1fv(long location, float* v, int size); + void uniform1i(long location, int x); + void uniform1iv(long location, int* v, int size); + void uniform2f(long location, float x, float y); + void uniform2fv(long location, float* v, int size); + void uniform2i(long location, int x, int y); + void uniform2iv(long location, int* v, int size); + void uniform3f(long location, float x, float y, float z); + void uniform3fv(long location, float* v, int size); + void uniform3i(long location, int x, int y, int z); + void uniform3iv(long location, int* v, int size); + void uniform4f(long location, float x, float y, float z, float w); + void uniform4fv(long location, float* v, int size); + void uniform4i(long location, int x, int y, int z, int w); + void uniform4iv(long location, int* v, int size); + void uniformMatrix2fv(long location, bool transpose, float* value, int size); + void uniformMatrix3fv(long location, bool transpose, float* value, int size); + void uniformMatrix4fv(long location, bool transpose, float* value, int size); + + void useProgram(WebGLProgram*); + void validateProgram(WebGLProgram*); + + void vertexAttrib1f(unsigned long indx, float x); + void vertexAttrib1fv(unsigned long indx, float* values); + void vertexAttrib2f(unsigned long indx, float x, float y); + void vertexAttrib2fv(unsigned long indx, float* values); + void vertexAttrib3f(unsigned long indx, float x, float y, float z); + void vertexAttrib3fv(unsigned long indx, float* values); + void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w); + void vertexAttrib4fv(unsigned long indx, float* values); + void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, + unsigned long stride, unsigned long offset); + + void viewport(long x, long y, unsigned long width, unsigned long height); + + unsigned createBuffer(); + unsigned createFramebuffer(); + unsigned createProgram(); + unsigned createRenderbuffer(); + unsigned createShader(unsigned long); + unsigned createTexture(); + + void deleteBuffer(unsigned); + void deleteFramebuffer(unsigned); + void deleteProgram(unsigned); + void deleteRenderbuffer(unsigned); + void deleteShader(unsigned); + void deleteTexture(unsigned); + + void synthesizeGLError(unsigned long error); + +private: + OwnPtr m_impl; +#if USE(ACCELERATED_COMPOSITING) + RefPtr m_compositingLayer; +#endif +#if PLATFORM(SKIA) + // If the width and height of the Canvas's backing store don't + // match those that we were given in the most recent call to + // reshape(), then we need an intermediate bitmap to read back the + // frame buffer into. This seems to happen when CSS styles are + // used to resize the Canvas. + SkBitmap m_resizingBitmap; +#endif + +#if PLATFORM(CG) + unsigned char* m_renderOutput; +#endif +}; + +GraphicsContext3DInternal::GraphicsContext3DInternal() +#if PLATFORM(SKIA) +#elif PLATFORM(CG) + : m_renderOutput(0) +#else +#error Must port to your platform +#endif +{ +} + +GraphicsContext3DInternal::~GraphicsContext3DInternal() +{ +#if PLATFORM(CG) + if (m_renderOutput) + delete[] m_renderOutput; +#endif +} + +bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs, + HostWindow* hostWindow) +{ + WebKit::WebGraphicsContext3D::Attributes webAttributes; + webAttributes.alpha = attrs.alpha; + webAttributes.depth = attrs.depth; + webAttributes.stencil = attrs.stencil; + webAttributes.antialias = attrs.antialias; + webAttributes.premultipliedAlpha = attrs.premultipliedAlpha; + WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D(); + if (!webContext) + return false; + + Chrome* chrome = static_cast(hostWindow); + WebKit::ChromeClientImpl* chromeClientImpl = static_cast(chrome->client()); + + WebKit::WebViewImpl* webView = chromeClientImpl->webView(); + + if (!webView) + return false; + if (!webContext->initialize(webAttributes, webView)) { + delete webContext; + return false; + } + m_impl.set(webContext); + +#if USE(ACCELERATED_COMPOSITING) + m_compositingLayer = WebGLLayerChromium::create(0); +#endif + return true; +} + +PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const +{ + return m_impl.get(); +} + +Platform3DObject GraphicsContext3DInternal::platformTexture() const +{ + return m_impl->getPlatformTextureId(); +} + +void GraphicsContext3DInternal::prepareTexture() +{ + m_impl->prepareTexture(); +} + +#if USE(ACCELERATED_COMPOSITING) +WebGLLayerChromium* GraphicsContext3DInternal::platformLayer() const +{ + return m_compositingLayer.get(); +} +#endif + +void GraphicsContext3DInternal::paintRenderingResultsToCanvas(WebGLRenderingContext* context) +{ + HTMLCanvasElement* canvas = context->canvas(); + ImageBuffer* imageBuffer = canvas->buffer(); + unsigned char* pixels = 0; +#if PLATFORM(SKIA) + const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap(); + const SkBitmap* readbackBitmap = 0; + ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config); + if (canvasBitmap->width() == m_impl->width() && canvasBitmap->height() == m_impl->height()) { + // This is the fastest and most common case. We read back + // directly into the canvas's backing store. + readbackBitmap = canvasBitmap; + m_resizingBitmap.reset(); + } else { + // We need to allocate a temporary bitmap for reading back the + // pixel data. We will then use Skia to rescale this bitmap to + // the size of the canvas's backing store. + if (m_resizingBitmap.width() != m_impl->width() || m_resizingBitmap.height() != m_impl->height()) { + m_resizingBitmap.setConfig(SkBitmap::kARGB_8888_Config, + m_impl->width(), + m_impl->height()); + if (!m_resizingBitmap.allocPixels()) { + return; + } + } + readbackBitmap = &m_resizingBitmap; + } + + // Read back the frame buffer. + SkAutoLockPixels bitmapLock(*readbackBitmap); + pixels = static_cast(readbackBitmap->getPixels()); +#elif PLATFORM(CG) + if (m_renderOutput) + pixels = m_renderOutput; +#else +#error Must port to your platform +#endif + + m_impl->readBackFramebuffer(pixels, 4 * m_impl->width() * m_impl->height()); + +#if PLATFORM(SKIA) + if (m_resizingBitmap.readyToDraw()) { + // We need to draw the resizing bitmap into the canvas's backing store. + SkCanvas canvas(*canvasBitmap); + SkRect dst; + dst.set(SkIntToScalar(0), SkIntToScalar(0), canvasBitmap->width(), canvasBitmap->height()); + canvas.drawBitmapRect(m_resizingBitmap, 0, dst); + } +#elif PLATFORM(CG) + if (m_renderOutput) + context->graphicsContext3D()->paintToCanvas(m_renderOutput, m_impl->width(), m_impl->height(), + canvas->width(), canvas->height(), + imageBuffer->context()->platformContext()); +#else +#error Must port to your platform +#endif +} + +void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context) +{ + paintRenderingResultsToCanvas(context); +} + +void GraphicsContext3DInternal::endPaint() +{ +} + +void GraphicsContext3DInternal::reshape(int width, int height) +{ + if (width == m_impl->width() && height == m_impl->height()) + return; + + m_impl->reshape(width, height); + +#if PLATFORM(CG) + // Need to reallocate the client-side backing store. + // FIXME: make this more efficient. + if (m_renderOutput) { + delete[] m_renderOutput; + m_renderOutput = 0; + } + int rowBytes = width * 4; + m_renderOutput = new unsigned char[height * rowBytes]; +#endif // PLATFORM(CG) +} + +// Macros to assist in delegating from GraphicsContext3DInternal to +// WebGraphicsContext3D. + +#define DELEGATE_TO_IMPL(name) \ +void GraphicsContext3DInternal::name() \ +{ \ + m_impl->name(); \ +} + +#define DELEGATE_TO_IMPL_R(name, rt) \ +rt GraphicsContext3DInternal::name() \ +{ \ + return m_impl->name(); \ +} + +#define DELEGATE_TO_IMPL_1(name, t1) \ +void GraphicsContext3DInternal::name(t1 a1) \ +{ \ + m_impl->name(a1); \ +} + +#define DELEGATE_TO_IMPL_1_X(name, t1) \ +void GraphicsContext3DInternal::name(t1 a1) \ +{ \ + m_impl->name(EXTRACT(a1)); \ +} + +#define DELEGATE_TO_IMPL_1R(name, t1, rt) \ +rt GraphicsContext3DInternal::name(t1 a1) \ +{ \ + return m_impl->name(a1); \ +} + +#define DELEGATE_TO_IMPL_1R_X(name, t1, rt) \ +rt GraphicsContext3DInternal::name(t1 a1) \ +{ \ + return m_impl->name(EXTRACT(a1)); \ +} + +#define DELEGATE_TO_IMPL_2(name, t1, t2) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2) \ +{ \ + m_impl->name(a1, a2); \ +} + +#define DELEGATE_TO_IMPL_2_X12(name, t1, t2) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2) \ +{ \ + m_impl->name(EXTRACT(a1), EXTRACT(a2)); \ +} + +#define DELEGATE_TO_IMPL_2_X2(name, t1, t2) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2) \ +{ \ + m_impl->name(a1, EXTRACT(a2)); \ +} + +#define DELEGATE_TO_IMPL_2R(name, t1, t2, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2) \ +{ \ + return m_impl->name(a1, a2); \ +} + +#define DELEGATE_TO_IMPL_3(name, t1, t2, t3) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \ +{ \ + m_impl->name(a1, a2, a3); \ +} + +#define DELEGATE_TO_IMPL_3_X1(name, t1, t2, t3) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \ +{ \ + m_impl->name(EXTRACT(a1), a2, a3); \ +} + +#define DELEGATE_TO_IMPL_3R(name, t1, t2, t3, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \ +{ \ + return m_impl->name(a1, a2, a3); \ +} + +#define DELEGATE_TO_IMPL_4(name, t1, t2, t3, t4) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \ +{ \ + m_impl->name(a1, a2, a3, a4); \ +} + +#define DELEGATE_TO_IMPL_4_X1(name, t1, t2, t3, t4) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \ +{ \ + m_impl->name(EXTRACT(a1), a2, a3, a4); \ +} + +#define DELEGATE_TO_IMPL_4_X4(name, t1, t2, t3, t4) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \ +{ \ + m_impl->name(a1, a2, a3, EXTRACT(a4)); \ +} + +#define DELEGATE_TO_IMPL_5(name, t1, t2, t3, t4, t5) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ +{ \ + m_impl->name(a1, a2, a3, a4, a5); \ +} + +#define DELEGATE_TO_IMPL_5_X4(name, t1, t2, t3, t4, t5) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ +{ \ + m_impl->name(a1, a2, a3, EXTRACT(a4), a5); \ +} + +#define DELEGATE_TO_IMPL_5R(name, t1, t2, t3, t4, t5, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ +{ \ + return m_impl->name(a1, a2, a3, a4, a5); \ +} + +#define DELEGATE_TO_IMPL_6(name, t1, t2, t3, t4, t5, t6) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ +{ \ + m_impl->name(a1, a2, a3, a4, a5, a6); \ +} + +#define DELEGATE_TO_IMPL_6R(name, t1, t2, t3, t4, t5, t6, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ +{ \ + return m_impl->name(a1, a2, a3, a4, a5, a6); \ +} + +#define DELEGATE_TO_IMPL_7(name, t1, t2, t3, t4, t5, t6, t7) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ +{ \ + m_impl->name(a1, a2, a3, a4, a5, a6, a7); \ +} + +#define DELEGATE_TO_IMPL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ +{ \ + return m_impl->name(a1, a2, a3, a4, a5, a6, a7); \ +} + +#define DELEGATE_TO_IMPL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \ +void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ +{ \ + m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8); \ +} + +#define DELEGATE_TO_IMPL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \ +rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ +{ \ + return m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ +} + +DELEGATE_TO_IMPL_R(makeContextCurrent, bool) +DELEGATE_TO_IMPL_1R(sizeInBytes, int, int) + +bool GraphicsContext3DInternal::isGLES2Compliant() const +{ + return m_impl->isGLES2Compliant(); +} + +DELEGATE_TO_IMPL_1(activeTexture, unsigned long) +DELEGATE_TO_IMPL_2_X12(attachShader, WebGLProgram*, WebGLShader*) + +void GraphicsContext3DInternal::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name) +{ + m_impl->bindAttribLocation(EXTRACT(program), index, name.utf8().data()); +} + +DELEGATE_TO_IMPL_2_X2(bindBuffer, unsigned long, WebGLBuffer*) +DELEGATE_TO_IMPL_2_X2(bindFramebuffer, unsigned long, WebGLFramebuffer*) +DELEGATE_TO_IMPL_2_X2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*) + +static const int kTextureWrapR = 0x8072; + +// If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps, +// we could just use: +// DELEGATE_TO_IMPL_2_X2(bindTexture, unsigned long, WebGLTexture*) +void GraphicsContext3DInternal::bindTexture(unsigned long target, + WebGLTexture* texture) +{ + unsigned int textureObject = EXTRACT(texture); + + m_impl->bindTexture(target, textureObject); + + // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0 + // API. On desktop OpenGL implementations it seems necessary to + // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior + // of cube maps. + if (texture) + if (target == GraphicsContext3D::TEXTURE_CUBE_MAP) { + if (!texture->isCubeMapRWrapModeInitialized()) { + m_impl->texParameteri(GraphicsContext3D::TEXTURE_CUBE_MAP, kTextureWrapR, GraphicsContext3D::CLAMP_TO_EDGE); + texture->setCubeMapRWrapModeInitialized(true); + } + } else + texture->setCubeMapRWrapModeInitialized(false); +} + +DELEGATE_TO_IMPL_4(blendColor, double, double, double, double) +DELEGATE_TO_IMPL_1(blendEquation, unsigned long) +DELEGATE_TO_IMPL_2(blendEquationSeparate, unsigned long, unsigned long) +DELEGATE_TO_IMPL_2(blendFunc, unsigned long, unsigned long) +DELEGATE_TO_IMPL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +void GraphicsContext3DInternal::bufferData(unsigned long target, int size, unsigned long usage) +{ + m_impl->bufferData(target, size, 0, usage); +} + +void GraphicsContext3DInternal::bufferData(unsigned long target, ArrayBuffer* array, unsigned long usage) +{ + m_impl->bufferData(target, array->byteLength(), array->data(), usage); +} + +void GraphicsContext3DInternal::bufferData(unsigned long target, ArrayBufferView* array, unsigned long usage) +{ + m_impl->bufferData(target, array->byteLength(), array->baseAddress(), usage); +} + +void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, ArrayBuffer* array) +{ + m_impl->bufferSubData(target, offset, array->byteLength(), array->data()); +} + +void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, ArrayBufferView* array) +{ + m_impl->bufferSubData(target, offset, array->byteLength(), array->baseAddress()); +} + +DELEGATE_TO_IMPL_1R(checkFramebufferStatus, unsigned long, unsigned long) +DELEGATE_TO_IMPL_1(clear, unsigned long) +DELEGATE_TO_IMPL_4(clearColor, double, double, double, double) +DELEGATE_TO_IMPL_1(clearDepth, double) +DELEGATE_TO_IMPL_1(clearStencil, long) +DELEGATE_TO_IMPL_4(colorMask, bool, bool, bool, bool) +DELEGATE_TO_IMPL_1_X(compileShader, WebGLShader*) + +DELEGATE_TO_IMPL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long) +DELEGATE_TO_IMPL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long) +DELEGATE_TO_IMPL_1(cullFace, unsigned long) +DELEGATE_TO_IMPL_1(depthFunc, unsigned long) +DELEGATE_TO_IMPL_1(depthMask, bool) +DELEGATE_TO_IMPL_2(depthRange, double, double) +DELEGATE_TO_IMPL_2_X12(detachShader, WebGLProgram*, WebGLShader*) +DELEGATE_TO_IMPL_1(disable, unsigned long) +DELEGATE_TO_IMPL_1(disableVertexAttribArray, unsigned long) +DELEGATE_TO_IMPL_3(drawArrays, unsigned long, long, long) +DELEGATE_TO_IMPL_4(drawElements, unsigned long, unsigned long, unsigned long, long) + +DELEGATE_TO_IMPL_1(enable, unsigned long) +DELEGATE_TO_IMPL_1(enableVertexAttribArray, unsigned long) +DELEGATE_TO_IMPL(finish) +DELEGATE_TO_IMPL(flush) +DELEGATE_TO_IMPL_4_X4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*) +DELEGATE_TO_IMPL_5_X4(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long) +DELEGATE_TO_IMPL_1(frontFace, unsigned long) +DELEGATE_TO_IMPL_1(generateMipmap, unsigned long) + +bool GraphicsContext3DInternal::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info) +{ + WebKit::WebGraphicsContext3D::ActiveInfo webInfo; + if (!m_impl->getActiveAttrib(EXTRACT(program), index, webInfo)) + return false; + info.name = webInfo.name; + info.type = webInfo.type; + info.size = webInfo.size; + return true; +} + +bool GraphicsContext3DInternal::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info) +{ + WebKit::WebGraphicsContext3D::ActiveInfo webInfo; + if (!m_impl->getActiveUniform(EXTRACT(program), index, webInfo)) + return false; + info.name = webInfo.name; + info.type = webInfo.type; + info.size = webInfo.size; + return true; +} + +DELEGATE_TO_IMPL_4_X1(getAttachedShaders, WebGLProgram*, int, int*, unsigned int*) + +int GraphicsContext3DInternal::getAttribLocation(WebGLProgram* program, const String& name) +{ + return m_impl->getAttribLocation(EXTRACT(program), name.utf8().data()); +} + +DELEGATE_TO_IMPL_2(getBooleanv, unsigned long, unsigned char*) + +DELEGATE_TO_IMPL_3(getBufferParameteriv, unsigned long, unsigned long, int*) + +GraphicsContext3D::Attributes GraphicsContext3DInternal::getContextAttributes() +{ + WebKit::WebGraphicsContext3D::Attributes webAttributes = m_impl->getContextAttributes(); + GraphicsContext3D::Attributes attributes; + attributes.alpha = webAttributes.alpha; + attributes.depth = webAttributes.depth; + attributes.stencil = webAttributes.stencil; + attributes.antialias = webAttributes.antialias; + attributes.premultipliedAlpha = webAttributes.premultipliedAlpha; + return attributes; +} + +DELEGATE_TO_IMPL_R(getError, unsigned long) + +DELEGATE_TO_IMPL_2(getFloatv, unsigned long, float*) + +DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*) + +DELEGATE_TO_IMPL_2(getIntegerv, unsigned long, int*) + +DELEGATE_TO_IMPL_3_X1(getProgramiv, WebGLProgram*, unsigned long, int*) + +String GraphicsContext3DInternal::getProgramInfoLog(WebGLProgram* program) +{ + return m_impl->getProgramInfoLog(EXTRACT(program)); +} + +DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_IMPL_3_X1(getShaderiv, WebGLShader*, unsigned long, int*) + +String GraphicsContext3DInternal::getShaderInfoLog(WebGLShader* shader) +{ + return m_impl->getShaderInfoLog(EXTRACT(shader)); +} + +String GraphicsContext3DInternal::getShaderSource(WebGLShader* shader) +{ + return m_impl->getShaderSource(EXTRACT(shader)); +} + +String GraphicsContext3DInternal::getString(unsigned long name) +{ + return m_impl->getString(name); +} + +DELEGATE_TO_IMPL_3(getTexParameterfv, unsigned long, unsigned long, float*) +DELEGATE_TO_IMPL_3(getTexParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_IMPL_3_X1(getUniformfv, WebGLProgram*, long, float*) +DELEGATE_TO_IMPL_3_X1(getUniformiv, WebGLProgram*, long, int*) + +long GraphicsContext3DInternal::getUniformLocation(WebGLProgram* program, const String& name) +{ + return m_impl->getUniformLocation(EXTRACT(program), name.utf8().data()); +} + +DELEGATE_TO_IMPL_3(getVertexAttribfv, unsigned long, unsigned long, float*) +DELEGATE_TO_IMPL_3(getVertexAttribiv, unsigned long, unsigned long, int*) + +DELEGATE_TO_IMPL_2R(getVertexAttribOffset, unsigned long, unsigned long, long) + +DELEGATE_TO_IMPL_2(hint, unsigned long, unsigned long) +DELEGATE_TO_IMPL_1R_X(isBuffer, WebGLBuffer*, bool) +DELEGATE_TO_IMPL_1R(isEnabled, unsigned long, bool) +DELEGATE_TO_IMPL_1R_X(isFramebuffer, WebGLFramebuffer*, bool) +DELEGATE_TO_IMPL_1R_X(isProgram, WebGLProgram*, bool) +DELEGATE_TO_IMPL_1R_X(isRenderbuffer, WebGLRenderbuffer*, bool) +DELEGATE_TO_IMPL_1R_X(isShader, WebGLShader*, bool) +DELEGATE_TO_IMPL_1R_X(isTexture, WebGLTexture*, bool) +DELEGATE_TO_IMPL_1(lineWidth, double) +DELEGATE_TO_IMPL_1_X(linkProgram, WebGLProgram*) +DELEGATE_TO_IMPL_2(pixelStorei, unsigned long, long) +DELEGATE_TO_IMPL_2(polygonOffset, double, double) +DELEGATE_TO_IMPL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*) +DELEGATE_TO_IMPL(releaseShaderCompiler) +DELEGATE_TO_IMPL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long) +DELEGATE_TO_IMPL_2(sampleCoverage, double, bool) +DELEGATE_TO_IMPL_4(scissor, long, long, unsigned long, unsigned long) + +void GraphicsContext3DInternal::shaderSource(WebGLShader* shader, const String& string) +{ + m_impl->shaderSource(EXTRACT(shader), string.utf8().data()); +} + +DELEGATE_TO_IMPL_3(stencilFunc, unsigned long, long, unsigned long) +DELEGATE_TO_IMPL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) +DELEGATE_TO_IMPL_1(stencilMask, unsigned long) +DELEGATE_TO_IMPL_2(stencilMaskSeparate, unsigned long, unsigned long) +DELEGATE_TO_IMPL_3(stencilOp, unsigned long, unsigned long, unsigned long) +DELEGATE_TO_IMPL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +int GraphicsContext3DInternal::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels) +{ + m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); + return 0; +} + +DELEGATE_TO_IMPL_3(texParameterf, unsigned, unsigned, float) +DELEGATE_TO_IMPL_3(texParameteri, unsigned, unsigned, int) + +int GraphicsContext3DInternal::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels) +{ + m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); + return 0; +} + +DELEGATE_TO_IMPL_2(uniform1f, long, float) + +void GraphicsContext3DInternal::uniform1fv(long location, float* v, int size) +{ + m_impl->uniform1fv(location, size, v); +} + +DELEGATE_TO_IMPL_2(uniform1i, long, int) + +void GraphicsContext3DInternal::uniform1iv(long location, int* v, int size) +{ + m_impl->uniform1iv(location, size, v); +} + +DELEGATE_TO_IMPL_3(uniform2f, long, float, float) + +void GraphicsContext3DInternal::uniform2fv(long location, float* v, int size) +{ + m_impl->uniform2fv(location, size, v); +} + +DELEGATE_TO_IMPL_3(uniform2i, long, int, int) + +void GraphicsContext3DInternal::uniform2iv(long location, int* v, int size) +{ + m_impl->uniform2iv(location, size, v); +} + +DELEGATE_TO_IMPL_4(uniform3f, long, float, float, float) + +void GraphicsContext3DInternal::uniform3fv(long location, float* v, int size) +{ + m_impl->uniform3fv(location, size, v); +} + +DELEGATE_TO_IMPL_4(uniform3i, long, int, int, int) + +void GraphicsContext3DInternal::uniform3iv(long location, int* v, int size) +{ + m_impl->uniform3iv(location, size, v); +} + +DELEGATE_TO_IMPL_5(uniform4f, long, float, float, float, float) + +void GraphicsContext3DInternal::uniform4fv(long location, float* v, int size) +{ + m_impl->uniform4fv(location, size, v); +} + +DELEGATE_TO_IMPL_5(uniform4i, long, int, int, int, int) + +void GraphicsContext3DInternal::uniform4iv(long location, int* v, int size) +{ + m_impl->uniform4iv(location, size, v); +} + +void GraphicsContext3DInternal::uniformMatrix2fv(long location, bool transpose, float* value, int size) +{ + m_impl->uniformMatrix2fv(location, size, transpose, value); +} + +void GraphicsContext3DInternal::uniformMatrix3fv(long location, bool transpose, float* value, int size) +{ + m_impl->uniformMatrix3fv(location, size, transpose, value); +} + +void GraphicsContext3DInternal::uniformMatrix4fv(long location, bool transpose, float* value, int size) +{ + m_impl->uniformMatrix4fv(location, size, transpose, value); +} + +DELEGATE_TO_IMPL_1_X(useProgram, WebGLProgram*) +DELEGATE_TO_IMPL_1_X(validateProgram, WebGLProgram*) + +DELEGATE_TO_IMPL_2(vertexAttrib1f, unsigned long, float) +DELEGATE_TO_IMPL_2(vertexAttrib1fv, unsigned long, float*) +DELEGATE_TO_IMPL_3(vertexAttrib2f, unsigned long, float, float) +DELEGATE_TO_IMPL_2(vertexAttrib2fv, unsigned long, float*) +DELEGATE_TO_IMPL_4(vertexAttrib3f, unsigned long, float, float, float) +DELEGATE_TO_IMPL_2(vertexAttrib3fv, unsigned long, float*) +DELEGATE_TO_IMPL_5(vertexAttrib4f, unsigned long, float, float, float, float) +DELEGATE_TO_IMPL_2(vertexAttrib4fv, unsigned long, float*) +DELEGATE_TO_IMPL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long) + +DELEGATE_TO_IMPL_4(viewport, long, long, unsigned long, unsigned long) + +DELEGATE_TO_IMPL_R(createBuffer, unsigned) +DELEGATE_TO_IMPL_R(createFramebuffer, unsigned) +DELEGATE_TO_IMPL_R(createProgram, unsigned) +DELEGATE_TO_IMPL_R(createRenderbuffer, unsigned) +DELEGATE_TO_IMPL_1R(createShader, unsigned long, unsigned) +DELEGATE_TO_IMPL_R(createTexture, unsigned) + +DELEGATE_TO_IMPL_1(deleteBuffer, unsigned) +DELEGATE_TO_IMPL_1(deleteFramebuffer, unsigned) +DELEGATE_TO_IMPL_1(deleteProgram, unsigned) +DELEGATE_TO_IMPL_1(deleteRenderbuffer, unsigned) +DELEGATE_TO_IMPL_1(deleteShader, unsigned) +DELEGATE_TO_IMPL_1(deleteTexture, unsigned) + +DELEGATE_TO_IMPL_1(synthesizeGLError, unsigned long) + +//---------------------------------------------------------------------- +// GraphicsContext3D +// + +// Macros to assist in delegating from GraphicsContext3D to +// GraphicsContext3DInternal. + +#define DELEGATE_TO_INTERNAL(name) \ +void GraphicsContext3D::name() \ +{ \ + m_internal->name(); \ +} + +#define DELEGATE_TO_INTERNAL_R(name, rt) \ +rt GraphicsContext3D::name() \ +{ \ + return m_internal->name(); \ +} + +#define DELEGATE_TO_INTERNAL_1(name, t1) \ +void GraphicsContext3D::name(t1 a1) \ +{ \ + m_internal->name(a1); \ +} + +#define DELEGATE_TO_INTERNAL_1R(name, t1, rt) \ +rt GraphicsContext3D::name(t1 a1) \ +{ \ + return m_internal->name(a1); \ +} + +#define DELEGATE_TO_INTERNAL_2(name, t1, t2) \ +void GraphicsContext3D::name(t1 a1, t2 a2) \ +{ \ + m_internal->name(a1, a2); \ +} + +#define DELEGATE_TO_INTERNAL_2R(name, t1, t2, rt) \ +rt GraphicsContext3D::name(t1 a1, t2 a2) \ +{ \ + return m_internal->name(a1, a2); \ +} + +#define DELEGATE_TO_INTERNAL_3(name, t1, t2, t3) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ +{ \ + m_internal->name(a1, a2, a3); \ +} + +#define DELEGATE_TO_INTERNAL_3R(name, t1, t2, t3, rt) \ +rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ +{ \ + return m_internal->name(a1, a2, a3); \ +} + +#define DELEGATE_TO_INTERNAL_4(name, t1, t2, t3, t4) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ +{ \ + m_internal->name(a1, a2, a3, a4); \ +} + +#define DELEGATE_TO_INTERNAL_5(name, t1, t2, t3, t4, t5) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ +{ \ + m_internal->name(a1, a2, a3, a4, a5); \ +} + +#define DELEGATE_TO_INTERNAL_6(name, t1, t2, t3, t4, t5, t6) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ +{ \ + m_internal->name(a1, a2, a3, a4, a5, a6); \ +} + +#define DELEGATE_TO_INTERNAL_6R(name, t1, t2, t3, t4, t5, t6, rt) \ +rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ +{ \ + return m_internal->name(a1, a2, a3, a4, a5, a6); \ +} + +#define DELEGATE_TO_INTERNAL_7(name, t1, t2, t3, t4, t5, t6, t7) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ +{ \ + m_internal->name(a1, a2, a3, a4, a5, a6, a7); \ +} + +#define DELEGATE_TO_INTERNAL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \ +rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ +{ \ + return m_internal->name(a1, a2, a3, a4, a5, a6, a7); \ +} + +#define DELEGATE_TO_INTERNAL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \ +void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ +{ \ + m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8); \ +} + +#define DELEGATE_TO_INTERNAL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \ +rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ +{ \ + return m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ +} + +GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes, HostWindow*) +{ +} + +GraphicsContext3D::~GraphicsContext3D() +{ +} + +PassOwnPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow) +{ + GraphicsContext3DInternal* internal = new GraphicsContext3DInternal(); + if (!internal->initialize(attrs, hostWindow)) { + delete internal; + return 0; + } + PassOwnPtr result = new GraphicsContext3D(attrs, hostWindow); + result->m_internal.set(internal); + return result; +} + +PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const +{ + return m_internal->platformGraphicsContext3D(); +} + +Platform3DObject GraphicsContext3D::platformTexture() const +{ + return m_internal->platformTexture(); +} + +void GraphicsContext3D::prepareTexture() +{ + return m_internal->prepareTexture(); +} + +#if USE(ACCELERATED_COMPOSITING) +PlatformLayer* GraphicsContext3D::platformLayer() const +{ + WebGLLayerChromium* webGLLayer = m_internal->platformLayer(); + webGLLayer->setContext(this); + return webGLLayer; +} +#endif + +DELEGATE_TO_INTERNAL(makeContextCurrent) +DELEGATE_TO_INTERNAL_1R(sizeInBytes, int, int) +DELEGATE_TO_INTERNAL_2(reshape, int, int) + +DELEGATE_TO_INTERNAL_1(activeTexture, unsigned long) +DELEGATE_TO_INTERNAL_2(attachShader, WebGLProgram*, WebGLShader*) +DELEGATE_TO_INTERNAL_3(bindAttribLocation, WebGLProgram*, unsigned long, const String&) + +DELEGATE_TO_INTERNAL_2(bindBuffer, unsigned long, WebGLBuffer*) +DELEGATE_TO_INTERNAL_2(bindFramebuffer, unsigned long, WebGLFramebuffer*) +DELEGATE_TO_INTERNAL_2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*) +DELEGATE_TO_INTERNAL_2(bindTexture, unsigned long, WebGLTexture*) +DELEGATE_TO_INTERNAL_4(blendColor, double, double, double, double) +DELEGATE_TO_INTERNAL_1(blendEquation, unsigned long) +DELEGATE_TO_INTERNAL_2(blendEquationSeparate, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_2(blendFunc, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, int, unsigned long) +DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, ArrayBuffer*, unsigned long) +DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, ArrayBufferView*, unsigned long) +DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, ArrayBuffer*) +DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, ArrayBufferView*) + +DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_1(clear, unsigned long) +DELEGATE_TO_INTERNAL_4(clearColor, double, double, double, double) +DELEGATE_TO_INTERNAL_1(clearDepth, double) +DELEGATE_TO_INTERNAL_1(clearStencil, long) +DELEGATE_TO_INTERNAL_4(colorMask, bool, bool, bool, bool) +DELEGATE_TO_INTERNAL_1(compileShader, WebGLShader*) + +DELEGATE_TO_INTERNAL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long) +DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_1(cullFace, unsigned long) +DELEGATE_TO_INTERNAL_1(depthFunc, unsigned long) +DELEGATE_TO_INTERNAL_1(depthMask, bool) +DELEGATE_TO_INTERNAL_2(depthRange, double, double) +DELEGATE_TO_INTERNAL_2(detachShader, WebGLProgram*, WebGLShader*) +DELEGATE_TO_INTERNAL_1(disable, unsigned long) +DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, unsigned long) +DELEGATE_TO_INTERNAL_3(drawArrays, unsigned long, long, long) +DELEGATE_TO_INTERNAL_4(drawElements, unsigned long, unsigned long, unsigned long, long) + +DELEGATE_TO_INTERNAL_1(enable, unsigned long) +DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, unsigned long) +DELEGATE_TO_INTERNAL(finish) +DELEGATE_TO_INTERNAL(flush) +DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*) +DELEGATE_TO_INTERNAL_5(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long) +DELEGATE_TO_INTERNAL_1(frontFace, unsigned long) +DELEGATE_TO_INTERNAL_1(generateMipmap, unsigned long) + +DELEGATE_TO_INTERNAL_3R(getActiveAttrib, WebGLProgram*, unsigned long, ActiveInfo&, bool) +DELEGATE_TO_INTERNAL_3R(getActiveUniform, WebGLProgram*, unsigned long, ActiveInfo&, bool) + +DELEGATE_TO_INTERNAL_4(getAttachedShaders, WebGLProgram*, int, int*, unsigned int*) + +DELEGATE_TO_INTERNAL_2R(getAttribLocation, WebGLProgram*, const String&, int) + +DELEGATE_TO_INTERNAL_2(getBooleanv, unsigned long, unsigned char*) + +DELEGATE_TO_INTERNAL_3(getBufferParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes) + +DELEGATE_TO_INTERNAL_R(getError, unsigned long) + +DELEGATE_TO_INTERNAL_2(getFloatv, unsigned long, float*) + +DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*) + +DELEGATE_TO_INTERNAL_2(getIntegerv, unsigned long, int*) + +DELEGATE_TO_INTERNAL_3(getProgramiv, WebGLProgram*, unsigned long, int*) + +DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, WebGLProgram*, String) + +DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_INTERNAL_3(getShaderiv, WebGLShader*, unsigned long, int*) + +DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, WebGLShader*, String) + +DELEGATE_TO_INTERNAL_1R(getShaderSource, WebGLShader*, String) +DELEGATE_TO_INTERNAL_1R(getString, unsigned long, String) + +DELEGATE_TO_INTERNAL_3(getTexParameterfv, unsigned long, unsigned long, float*) +DELEGATE_TO_INTERNAL_3(getTexParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_INTERNAL_3(getUniformfv, WebGLProgram*, long, float*) +DELEGATE_TO_INTERNAL_3(getUniformiv, WebGLProgram*, long, int*) + +DELEGATE_TO_INTERNAL_2R(getUniformLocation, WebGLProgram*, const String&, long) + +DELEGATE_TO_INTERNAL_3(getVertexAttribfv, unsigned long, unsigned long, float*) +DELEGATE_TO_INTERNAL_3(getVertexAttribiv, unsigned long, unsigned long, int*) + +DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, unsigned long, unsigned long, long) + +DELEGATE_TO_INTERNAL_2(hint, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_1R(isBuffer, WebGLBuffer*, bool) +DELEGATE_TO_INTERNAL_1R(isEnabled, unsigned long, bool) +DELEGATE_TO_INTERNAL_1R(isFramebuffer, WebGLFramebuffer*, bool) +DELEGATE_TO_INTERNAL_1R(isProgram, WebGLProgram*, bool) +DELEGATE_TO_INTERNAL_1R(isRenderbuffer, WebGLRenderbuffer*, bool) +DELEGATE_TO_INTERNAL_1R(isShader, WebGLShader*, bool) +DELEGATE_TO_INTERNAL_1R(isTexture, WebGLTexture*, bool) +DELEGATE_TO_INTERNAL_1(lineWidth, double) +DELEGATE_TO_INTERNAL_1(linkProgram, WebGLProgram*) +DELEGATE_TO_INTERNAL_2(pixelStorei, unsigned long, long) +DELEGATE_TO_INTERNAL_2(polygonOffset, double, double) + +DELEGATE_TO_INTERNAL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*) + +DELEGATE_TO_INTERNAL(releaseShaderCompiler) +DELEGATE_TO_INTERNAL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_2(sampleCoverage, double, bool) +DELEGATE_TO_INTERNAL_4(scissor, long, long, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_2(shaderSource, WebGLShader*, const String&) +DELEGATE_TO_INTERNAL_3(stencilFunc, unsigned long, long, unsigned long) +DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) +DELEGATE_TO_INTERNAL_1(stencilMask, unsigned long) +DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_3(stencilOp, unsigned long, unsigned long, unsigned long) +DELEGATE_TO_INTERNAL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +DELEGATE_TO_INTERNAL_9R(texImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int) +DELEGATE_TO_INTERNAL_3(texParameterf, unsigned, unsigned, float) +DELEGATE_TO_INTERNAL_3(texParameteri, unsigned, unsigned, int) +DELEGATE_TO_INTERNAL_9R(texSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int) + +DELEGATE_TO_INTERNAL_2(uniform1f, long, float) +DELEGATE_TO_INTERNAL_3(uniform1fv, long, float*, int) +DELEGATE_TO_INTERNAL_2(uniform1i, long, int) +DELEGATE_TO_INTERNAL_3(uniform1iv, long, int*, int) +DELEGATE_TO_INTERNAL_3(uniform2f, long, float, float) +DELEGATE_TO_INTERNAL_3(uniform2fv, long, float*, int) +DELEGATE_TO_INTERNAL_3(uniform2i, long, int, int) +DELEGATE_TO_INTERNAL_3(uniform2iv, long, int*, int) +DELEGATE_TO_INTERNAL_4(uniform3f, long, float, float, float) +DELEGATE_TO_INTERNAL_3(uniform3fv, long, float*, int) +DELEGATE_TO_INTERNAL_4(uniform3i, long, int, int, int) +DELEGATE_TO_INTERNAL_3(uniform3iv, long, int*, int) +DELEGATE_TO_INTERNAL_5(uniform4f, long, float, float, float, float) +DELEGATE_TO_INTERNAL_3(uniform4fv, long, float*, int) +DELEGATE_TO_INTERNAL_5(uniform4i, long, int, int, int, int) +DELEGATE_TO_INTERNAL_3(uniform4iv, long, int*, int) +DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, long, bool, float*, int) +DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, long, bool, float*, int) +DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, long, bool, float*, int) + +DELEGATE_TO_INTERNAL_1(useProgram, WebGLProgram*) +DELEGATE_TO_INTERNAL_1(validateProgram, WebGLProgram*) + +DELEGATE_TO_INTERNAL_2(vertexAttrib1f, unsigned long, float) +DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, unsigned long, float*) +DELEGATE_TO_INTERNAL_3(vertexAttrib2f, unsigned long, float, float) +DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, unsigned long, float*) +DELEGATE_TO_INTERNAL_4(vertexAttrib3f, unsigned long, float, float, float) +DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, unsigned long, float*) +DELEGATE_TO_INTERNAL_5(vertexAttrib4f, unsigned long, float, float, float, float) +DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, unsigned long, float*) +DELEGATE_TO_INTERNAL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long) + +DELEGATE_TO_INTERNAL_4(viewport, long, long, unsigned long, unsigned long) + +DELEGATE_TO_INTERNAL_1(paintRenderingResultsToCanvas, WebGLRenderingContext*) +DELEGATE_TO_INTERNAL_1(beginPaint, WebGLRenderingContext*) +DELEGATE_TO_INTERNAL(endPaint) + +DELEGATE_TO_INTERNAL_R(createBuffer, unsigned) +DELEGATE_TO_INTERNAL_R(createFramebuffer, unsigned) +DELEGATE_TO_INTERNAL_R(createProgram, unsigned) +DELEGATE_TO_INTERNAL_R(createRenderbuffer, unsigned) +DELEGATE_TO_INTERNAL_1R(createShader, unsigned long, unsigned) +DELEGATE_TO_INTERNAL_R(createTexture, unsigned) + +DELEGATE_TO_INTERNAL_1(deleteBuffer, unsigned) +DELEGATE_TO_INTERNAL_1(deleteFramebuffer, unsigned) +DELEGATE_TO_INTERNAL_1(deleteProgram, unsigned) +DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, unsigned) +DELEGATE_TO_INTERNAL_1(deleteShader, unsigned) +DELEGATE_TO_INTERNAL_1(deleteTexture, unsigned) + +DELEGATE_TO_INTERNAL_1(synthesizeGLError, unsigned long) + +bool GraphicsContext3D::isGLES2Compliant() const +{ + return m_internal->isGLES2Compliant(); +} + +} // namespace WebCore + +#endif // ENABLE(3D_CANVAS)