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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/WebGL2Context.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/WebGL2Context.h')
-rw-r--r-- | dom/canvas/WebGL2Context.h | 433 |
1 files changed, 433 insertions, 0 deletions
diff --git a/dom/canvas/WebGL2Context.h b/dom/canvas/WebGL2Context.h new file mode 100644 index 000000000..8bb6d5c95 --- /dev/null +++ b/dom/canvas/WebGL2Context.h @@ -0,0 +1,433 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#ifndef WEBGL2CONTEXT_H_ +#define WEBGL2CONTEXT_H_ + +#include "WebGLContext.h" + +namespace mozilla { + +class ErrorResult; +class WebGLSampler; +class WebGLSync; +class WebGLTransformFeedback; +class WebGLVertexArrayObject; +namespace dom { +class OwningUnsignedLongOrUint32ArrayOrBoolean; +class OwningWebGLBufferOrLongLong; +} // namespace dom + +class WebGL2Context + : public WebGLContext +{ +public: + + virtual ~WebGL2Context(); + + static bool IsSupported(); + static WebGL2Context* Create(); + + virtual bool IsWebGL2() const override + { + return true; + } + + // ------------------------------------------------------------------------- + // IMPLEMENT nsWrapperCache + + virtual JSObject* WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto) override; + + // ------------------------------------------------------------------------- + // Buffer objects - WebGL2ContextBuffers.cpp + + void CopyBufferSubData(GLenum readTarget, GLenum writeTarget, + GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); + +private: + template<typename BufferT> + void GetBufferSubDataT(GLenum target, GLintptr offset, const BufferT& data); + +public: + void GetBufferSubData(GLenum target, GLintptr srcByteOffset, + const dom::ArrayBufferView& dstData, GLuint dstElemOffset, + GLuint dstElemCountOverride); + + // ------------------------------------------------------------------------- + // Framebuffer objects - WebGL2ContextFramebuffers.cpp + + void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter); + void FramebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture* texture, GLint level, GLint layer); + + virtual JS::Value GetFramebufferAttachmentParameter(JSContext* cx, GLenum target, + GLenum attachment, GLenum pname, + ErrorResult& rv) override; + // Make the inline version from the superclass visible here. + using WebGLContext::GetFramebufferAttachmentParameter; + + void InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments, + ErrorResult& rv); + void InvalidateSubFramebuffer (GLenum target, const dom::Sequence<GLenum>& attachments, GLint x, GLint y, + GLsizei width, GLsizei height, ErrorResult& rv); + void ReadBuffer(GLenum mode); + + + // ------------------------------------------------------------------------- + // Renderbuffer objects - WebGL2ContextRenderbuffers.cpp + + void GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, + GLenum pname, JS::MutableHandleValue retval, + ErrorResult& rv); + void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, + GLsizei width, GLsizei height); + + + // ------------------------------------------------------------------------- + // Texture objects - WebGL2ContextTextures.cpp + + void TexStorage2D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, + GLsizei height) + { + const char funcName[] = "TexStorage2D"; + const uint8_t funcDims = 2; + const GLsizei depth = 1; + TexStorage(funcName, funcDims, target, levels, internalFormat, width, height, + depth); + } + + void TexStorage3D(GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, + GLsizei height, GLsizei depth) + { + const char funcName[] = "TexStorage3D"; + const uint8_t funcDims = 3; + TexStorage(funcName, funcDims, target, levels, internalFormat, width, height, + depth); + } + +protected: + void TexStorage(const char* funcName, uint8_t funcDims, GLenum target, GLsizei levels, + GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth); + + //////////////////////////////////// + +public: + template<typename T> + void CompressedTexImage3D(GLenum target, GLint level, GLenum internalFormat, + GLsizei width, GLsizei height, GLsizei depth, GLint border, + const T& anySrc, GLuint viewElemOffset = 0, + GLuint viewElemLengthOverride = 0) + { + const char funcName[] = "compressedTexImage3D"; + const uint8_t funcDims = 3; + const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride); + CompressedTexImage(funcName, funcDims, target, level, internalFormat, width, + height, depth, border, src); + } + + template<typename T> + void CompressedTexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, + GLint zOffset, GLsizei width, GLsizei height, + GLsizei depth, GLenum unpackFormat, const T& anySrc, + GLuint viewElemOffset = 0, + GLuint viewElemLengthOverride = 0) + { + const char funcName[] = "compressedTexSubImage3D"; + const uint8_t funcDims = 3; + const TexImageSourceAdapter src(&anySrc, viewElemOffset, viewElemLengthOverride); + CompressedTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, + zOffset, width, height, depth, unpackFormat, src); + } + + //////////////////////////////////// + + void CopyTexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, + GLint zOffset, GLint x, GLint y, GLsizei width, + GLsizei height) + { + const char funcName[] = "copyTexSubImage3D"; + const uint8_t funcDims = 3; + CopyTexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, + x, y, width, height); + } + + //////////////////////////////////// + + template<typename T> + void TexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, + GLsizei height, GLsizei depth, GLint border, GLenum unpackFormat, + GLenum unpackType, const T& anySrc, ErrorResult& out_error) + { + const TexImageSourceAdapter src(&anySrc, &out_error); + TexImage3D(target, level, internalFormat, width, height, depth, border, + unpackFormat, unpackType, src); + } + + void TexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, + GLsizei height, GLsizei depth, GLint border, GLenum unpackFormat, + GLenum unpackType, const dom::ArrayBufferView& view, + GLuint viewElemOffset, ErrorResult&) + { + const TexImageSourceAdapter src(&view, viewElemOffset); + TexImage3D(target, level, internalFormat, width, height, depth, border, + unpackFormat, unpackType, src); + } + +protected: + void TexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, + GLsizei height, GLsizei depth, GLint border, GLenum unpackFormat, + GLenum unpackType, const TexImageSource& src) + { + const char funcName[] = "texImage3D"; + const uint8_t funcDims = 3; + TexImage(funcName, funcDims, target, level, internalFormat, width, height, depth, + border, unpackFormat, unpackType, src); + } + + //////////////////////////////////// + +public: + template<typename T> + void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, + GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, + GLenum unpackFormat, GLenum unpackType, const T& anySrc, + ErrorResult& out_error) + { + const TexImageSourceAdapter src(&anySrc, &out_error); + TexSubImage3D(target, level, xOffset, yOffset, zOffset, width, height, depth, + unpackFormat, unpackType, src); + } + + void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, + GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, + GLenum unpackFormat, GLenum unpackType, + const dom::Nullable<dom::ArrayBufferView>& maybeSrcView, + GLuint srcElemOffset, ErrorResult&) + { + if (IsContextLost()) + return; + + if (!ValidateNonNull("texSubImage3D", maybeSrcView)) + return; + const auto& srcView = maybeSrcView.Value(); + + const TexImageSourceAdapter src(&srcView, srcElemOffset); + TexSubImage3D(target, level, xOffset, yOffset, zOffset, width, height, depth, + unpackFormat, unpackType, src); + } + +protected: + void TexSubImage3D(GLenum target, GLint level, GLint xOffset, GLint yOffset, + GLint zOffset, GLsizei width, GLsizei height, GLsizei depth, + GLenum unpackFormat, GLenum unpackType, const TexImageSource& src) + { + const char funcName[] = "texSubImage3D"; + const uint8_t funcDims = 3; + TexSubImage(funcName, funcDims, target, level, xOffset, yOffset, zOffset, width, + height, depth, unpackFormat, unpackType, src); + } + +public: + // ------------------------------------------------------------------------- + // Programs and shaders - WebGL2ContextPrograms.cpp + GLint GetFragDataLocation(const WebGLProgram& program, const nsAString& name); + + + // ------------------------------------------------------------------------- + // Uniforms and attributes - WebGL2ContextUniforms.cpp + void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); + + //////////////// + + // GL 3.0 & ES 3.0 + void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w, + const char* funcName = nullptr); + void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w, + const char* funcName = nullptr); + + void VertexAttribI4iv(GLuint index, const Int32ListU& list) { + const auto& arr = Int32Arr::From(list); + if (!ValidateAttribArraySetter("vertexAttribI4iv", 4, arr.elemCount)) + return; + + const auto& itr = arr.elemBytes; + VertexAttribI4i(index, itr[0], itr[1], itr[2], itr[3]); + } + + void VertexAttribI4uiv(GLuint index, const Uint32ListU& list) { + const auto& arr = Uint32Arr::From(list); + if (!ValidateAttribArraySetter("vertexAttribI4uiv", 4, arr.elemCount)) + return; + + const auto& itr = arr.elemBytes; + VertexAttribI4ui(index, itr[0], itr[1], itr[2], itr[3]); + } + + // ------------------------------------------------------------------------- + // Writing to the drawing buffer + + /* Implemented in WebGLContext + void VertexAttribDivisor(GLuint index, GLuint divisor); + void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); + void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount); + */ + + void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, + GLenum type, WebGLintptr byteOffset) + { + const char funcName[] = "drawRangeElements"; + if (IsContextLost()) + return; + + if (end < start) { + ErrorInvalidValue("%s: end must be >= start.", funcName); + return; + } + + DrawElements(mode, count, type, byteOffset, funcName); + } + + // ------------------------------------------------------------------------ + // Multiple Render Targets - WebGL2ContextMRTs.cpp + /* Implemented in WebGLContext + void DrawBuffers(const dom::Sequence<GLenum>& buffers); + */ + +private: + bool ValidateClearBuffer(const char* funcName, GLenum buffer, GLint drawBuffer, + size_t availElemCount, GLuint elemOffset, GLenum funcType); + + void ClearBufferfv(GLenum buffer, GLint drawBuffer, const Float32Arr& src, + GLuint srcElemOffset); + void ClearBufferiv(GLenum buffer, GLint drawBuffer, const Int32Arr& src, + GLuint srcElemOffset); + void ClearBufferuiv(GLenum buffer, GLint drawBuffer, const Uint32Arr& src, + GLuint srcElemOffset); + +public: + void ClearBufferfv(GLenum buffer, GLint drawBuffer, const Float32ListU& list, + GLuint srcElemOffset) + { + ClearBufferfv(buffer, drawBuffer, Float32Arr::From(list), srcElemOffset); + } + void ClearBufferiv(GLenum buffer, GLint drawBuffer, const Int32ListU& list, + GLuint srcElemOffset) + { + ClearBufferiv(buffer, drawBuffer, Int32Arr::From(list), srcElemOffset); + } + void ClearBufferuiv(GLenum buffer, GLint drawBuffer, const Uint32ListU& list, + GLuint srcElemOffset) + { + ClearBufferuiv(buffer, drawBuffer, Uint32Arr::From(list), srcElemOffset); + } + + void ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); + + // ------------------------------------------------------------------------- + // Sampler Objects - WebGL2ContextSamplers.cpp + + already_AddRefed<WebGLSampler> CreateSampler(); + void DeleteSampler(WebGLSampler* sampler); + bool IsSampler(const WebGLSampler* sampler); + void BindSampler(GLuint unit, WebGLSampler* sampler); + void SamplerParameteri(WebGLSampler& sampler, GLenum pname, GLint param); + void SamplerParameterf(WebGLSampler& sampler, GLenum pname, GLfloat param); + void GetSamplerParameter(JSContext*, const WebGLSampler& sampler, GLenum pname, + JS::MutableHandleValue retval); + + + // ------------------------------------------------------------------------- + // Sync objects - WebGL2ContextSync.cpp + + const GLuint64 kMaxClientWaitSyncTimeoutNS = 1000 * 1000 * 1000; // 1000ms in ns. + + already_AddRefed<WebGLSync> FenceSync(GLenum condition, GLbitfield flags); + bool IsSync(const WebGLSync* sync); + void DeleteSync(WebGLSync* sync); + GLenum ClientWaitSync(const WebGLSync& sync, GLbitfield flags, GLuint64 timeout); + void WaitSync(const WebGLSync& sync, GLbitfield flags, GLint64 timeout); + void GetSyncParameter(JSContext*, const WebGLSync& sync, GLenum pname, + JS::MutableHandleValue retval); + + + // ------------------------------------------------------------------------- + // Transform Feedback - WebGL2ContextTransformFeedback.cpp + + already_AddRefed<WebGLTransformFeedback> CreateTransformFeedback(); + void DeleteTransformFeedback(WebGLTransformFeedback* tf); + bool IsTransformFeedback(const WebGLTransformFeedback* tf); + void BindTransformFeedback(GLenum target, WebGLTransformFeedback* tf); + void BeginTransformFeedback(GLenum primitiveMode); + void EndTransformFeedback(); + void PauseTransformFeedback(); + void ResumeTransformFeedback(); + void TransformFeedbackVaryings(WebGLProgram& program, + const dom::Sequence<nsString>& varyings, + GLenum bufferMode); + already_AddRefed<WebGLActiveInfo> + GetTransformFeedbackVarying(const WebGLProgram& program, GLuint index); + + + // ------------------------------------------------------------------------- + // Uniform Buffer Objects and Transform Feedback Buffers - WebGL2ContextUniforms.cpp + // TODO(djg): Implemented in WebGLContext +/* + void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer); + void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size); +*/ + virtual JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv) override; + // Make the inline version from the superclass visible here. + using WebGLContext::GetParameter; + void GetIndexedParameter(JSContext* cx, GLenum target, GLuint index, + JS::MutableHandleValue retval, ErrorResult& rv); + void GetUniformIndices(const WebGLProgram& program, + const dom::Sequence<nsString>& uniformNames, + dom::Nullable< nsTArray<GLuint> >& retval); + void GetActiveUniforms(JSContext* cx, const WebGLProgram& program, + const dom::Sequence<GLuint>& uniformIndices, GLenum pname, + JS::MutableHandleValue retval); + + GLuint GetUniformBlockIndex(const WebGLProgram& program, + const nsAString& uniformBlockName); + void GetActiveUniformBlockParameter(JSContext*, const WebGLProgram& program, + GLuint uniformBlockIndex, GLenum pname, + JS::MutableHandleValue retval, ErrorResult& rv); + void GetActiveUniformBlockName(const WebGLProgram& program, GLuint uniformBlockIndex, + nsAString& retval); + void UniformBlockBinding(WebGLProgram& program, GLuint uniformBlockIndex, + GLuint uniformBlockBinding); + + + // ------------------------------------------------------------------------- + // Vertex Array Object - WebGL2ContextVAOs.cpp + // TODO(djg): Implemented in WebGLContext +/* + already_AddRefed<WebGLVertexArrayObject> CreateVertexArray(); + void DeleteVertexArray(WebGLVertexArrayObject* vertexArray); + bool IsVertexArray(WebGLVertexArrayObject* vertexArray); + void BindVertexArray(WebGLVertexArrayObject* vertexArray); +*/ + +private: + WebGL2Context(); + virtual UniquePtr<webgl::FormatUsageAuthority> + CreateFormatUsage(gl::GLContext* gl) const override; + + virtual bool IsTexParamValid(GLenum pname) const override; + + void UpdateBoundQuery(GLenum target, WebGLQuery* query); + + // CreateVertexArrayImpl is assumed to be infallible. + virtual WebGLVertexArray* CreateVertexArrayImpl() override; + virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, + uint32_t* alignment, + const char* info) override; + virtual bool ValidateUniformMatrixTranspose(bool transpose, const char* info) override; +}; + +} // namespace mozilla + +#endif |