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+/*
+ * Copyright (C) 2010 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:
+ *
+ * 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 AND ITS 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 APPLE OR ITS 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 GraphicsContext3DInternal_h
+#define GraphicsContext3DInternal_h
+
+#include "GraphicsContext3D.h"
+#include <wtf/OwnPtr.h>
+#if PLATFORM(SKIA)
+#include "SkBitmap.h"
+#endif
+
+namespace WebKit {
+class WebGraphicsContext3D;
+class WebViewImpl;
+} // namespace WebKit
+
+namespace WebCore {
+
+#if USE(ACCELERATED_COMPOSITING)
+class WebGLLayerChromium;
+#endif
+
+class GraphicsContext3DInternal {
+public:
+ GraphicsContext3DInternal();
+ ~GraphicsContext3DInternal();
+
+ bool initialize(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool renderDirectlyToHostWindow);
+
+ // Helper function to provide access to the lower-level WebGraphicsContext3D,
+ // which is needed for subordinate contexts like WebGL's to share resources
+ // with the compositor's context.
+ static WebKit::WebGraphicsContext3D* extractWebGraphicsContext3D(GraphicsContext3D* context);
+
+ PlatformGraphicsContext3D platformGraphicsContext3D() const;
+ Platform3DObject platformTexture() const;
+
+ bool makeContextCurrent();
+
+ int sizeInBytes(int type);
+
+ void reshape(int width, int height);
+
+ void paintRenderingResultsToCanvas(CanvasRenderingContext*);
+ bool paintsIntoCanvasBuffer() const;
+
+ void prepareTexture();
+
+#if USE(ACCELERATED_COMPOSITING)
+ WebGLLayerChromium* platformLayer() const;
+#endif
+ bool isGLES2Compliant() const;
+ bool isGLES2NPOTStrict() const;
+ bool isErrorGeneratedOnOutOfBoundsAccesses() const;
+
+ //----------------------------------------------------------------------
+ // Entry points for WebGL.
+ //
+ void activeTexture(unsigned long texture);
+ void attachShader(Platform3DObject program, Platform3DObject shader);
+ void bindAttribLocation(Platform3DObject, unsigned long index, const String& name);
+ void bindBuffer(unsigned long target, Platform3DObject);
+ void bindFramebuffer(unsigned long target, Platform3DObject);
+ void bindRenderbuffer(unsigned long target, Platform3DObject);
+ void bindTexture(unsigned long target, Platform3DObject 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, int size, const void* data, unsigned long usage);
+ void bufferSubData(unsigned long target, long offset, int size, const void* 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(Platform3DObject);
+
+ 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(Platform3DObject, Platform3DObject);
+ 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, Platform3DObject);
+ void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, Platform3DObject, long level);
+ void frontFace(unsigned long mode);
+ void generateMipmap(unsigned long target);
+
+ bool getActiveAttrib(Platform3DObject program, unsigned long index, ActiveInfo&);
+ bool getActiveUniform(Platform3DObject program, unsigned long index, ActiveInfo&);
+
+ void getAttachedShaders(Platform3DObject program, int maxCount, int* count, unsigned int* shaders);
+
+ int getAttribLocation(Platform3DObject, 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(Platform3DObject program, unsigned long pname, int* value);
+
+ String getProgramInfoLog(Platform3DObject);
+
+ void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value);
+
+ void getShaderiv(Platform3DObject, unsigned long pname, int* value);
+
+ String getShaderInfoLog(Platform3DObject);
+
+ String getShaderSource(Platform3DObject);
+ 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(Platform3DObject program, long location, float* value);
+ void getUniformiv(Platform3DObject program, long location, int* value);
+
+ long getUniformLocation(Platform3DObject, 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(Platform3DObject);
+ bool isEnabled(unsigned long cap);
+ bool isFramebuffer(Platform3DObject);
+ bool isProgram(Platform3DObject);
+ bool isRenderbuffer(Platform3DObject);
+ bool isShader(Platform3DObject);
+ bool isTexture(Platform3DObject);
+ void lineWidth(double);
+ void linkProgram(Platform3DObject);
+ 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(Platform3DObject, 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(Platform3DObject);
+ void validateProgram(Platform3DObject);
+
+ 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);
+
+ void swapBuffers();
+
+ // EXT_texture_format_BGRA8888
+ bool supportsBGRA();
+
+ // GL_CHROMIUM_map_sub
+ bool supportsMapSubCHROMIUM();
+ void* mapBufferSubDataCHROMIUM(unsigned target, int offset, int size, unsigned access);
+ void unmapBufferSubDataCHROMIUM(const void*);
+ void* mapTexSubImage2DCHROMIUM(unsigned target, int level, int xoffset, int yoffset, int width, int height, unsigned format, unsigned type, unsigned access);
+ void unmapTexSubImage2DCHROMIUM(const void*);
+
+ // GL_CHROMIUM_copy_texture_to_parent_texture
+ bool supportsCopyTextureToParentTextureCHROMIUM();
+ void copyTextureToParentTextureCHROMIUM(unsigned texture, unsigned parentTexture);
+
+private:
+ OwnPtr<WebKit::WebGraphicsContext3D> m_impl;
+ WebKit::WebViewImpl* m_webViewImpl;
+#if USE(ACCELERATED_COMPOSITING)
+ RefPtr<WebGLLayerChromium> 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
+};
+
+} // namespace WebCore
+
+#endif // GraphicsContext3D_h