/* * 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(WEBGL) #include "GraphicsContext3D.h" #include "CachedImage.h" #include "WebGLLayerChromium.h" #include "CanvasRenderingContext.h" #include "Chrome.h" #include "ChromeClientImpl.h" #include "Extensions3DChromium.h" #include "GraphicsContext3DInternal.h" #include "HTMLCanvasElement.h" #include "HTMLImageElement.h" #include "ImageBuffer.h" #include "ImageData.h" #include "WebGraphicsContext3D.h" #include "WebKit.h" #include "WebKitClient.h" #include "WebViewImpl.h" #include #include #include #if USE(CG) #include "GraphicsContext.h" #include "WebGLRenderingContext.h" #include #include #endif // 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. namespace WebCore { //---------------------------------------------------------------------- // GraphicsContext3DInternal GraphicsContext3DInternal::GraphicsContext3DInternal() : m_webViewImpl(0) , m_initializedAvailableExtensions(false) , m_layerComposited(false) #if USE(SKIA) #elif USE(CG) , m_renderOutput(0) #else #error Must port to your platform #endif { } GraphicsContext3DInternal::~GraphicsContext3DInternal() { #if USE(CG) if (m_renderOutput) delete[] m_renderOutput; #endif } bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool renderDirectlyToHostWindow) { WebKit::WebGraphicsContext3D::Attributes webAttributes; webAttributes.alpha = attrs.alpha; webAttributes.depth = attrs.depth; webAttributes.stencil = attrs.stencil; webAttributes.antialias = attrs.antialias; webAttributes.premultipliedAlpha = attrs.premultipliedAlpha; webAttributes.canRecoverFromContextLoss = attrs.canRecoverFromContextLoss; WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D(); if (!webContext) return false; Chrome* chrome = static_cast(hostWindow); m_webViewImpl = static_cast(chrome->client()->webView()); if (!m_webViewImpl) return false; if (!webContext->initialize(webAttributes, m_webViewImpl, renderDirectlyToHostWindow)) { delete webContext; return false; } m_impl.set(webContext); #if USE(ACCELERATED_COMPOSITING) m_compositingLayer = WebGLLayerChromium::create(0); #endif return true; } WebKit::WebGraphicsContext3D* GraphicsContext3DInternal::extractWebGraphicsContext3D(GraphicsContext3D* context) { if (!context) return 0; return context->m_internal->m_impl.get(); } 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::markContextChanged() { #if USE(ACCELERATED_COMPOSITING) platformLayer()->setTextureUpdated(); #endif m_layerComposited = false; } void GraphicsContext3DInternal::markLayerComposited() { m_layerComposited = true; } bool GraphicsContext3DInternal::layerComposited() const { return m_layerComposited; } void GraphicsContext3DInternal::paintRenderingResultsToCanvas(CanvasRenderingContext* context) { HTMLCanvasElement* canvas = context->canvas(); ImageBuffer* imageBuffer = canvas->buffer(); unsigned char* pixels = 0; #if USE(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 USE(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 (!m_impl->getContextAttributes().premultipliedAlpha) { size_t bufferSize = 4 * m_impl->width() * m_impl->height(); for (size_t i = 0; i < bufferSize; i += 4) { pixels[i + 0] = std::min(255, pixels[i + 0] * pixels[i + 3] / 255); pixels[i + 1] = std::min(255, pixels[i + 1] * pixels[i + 3] / 255); pixels[i + 2] = std::min(255, pixels[i + 2] * pixels[i + 3] / 255); } } #if USE(SKIA) readbackBitmap->notifyPixelsChanged(); 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), SkIntToScalar(canvasBitmap->width()), SkIntToScalar(canvasBitmap->height())); canvas.drawBitmapRect(m_resizingBitmap, 0, dst); } #elif USE(CG) if (m_renderOutput && context->is3d()) { WebGLRenderingContext* webGLContext = static_cast(context); webGLContext->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 } PassRefPtr GraphicsContext3DInternal::paintRenderingResultsToImageData() { if (m_impl->getContextAttributes().premultipliedAlpha) return 0; RefPtr imageData = ImageData::create(IntSize(m_impl->width(), m_impl->height())); unsigned char* pixels = imageData->data()->data()->data(); size_t bufferSize = 4 * m_impl->width() * m_impl->height(); m_impl->readBackFramebuffer(pixels, bufferSize); for (size_t i = 0; i < bufferSize; i += 4) std::swap(pixels[i], pixels[i + 2]); return imageData.release(); } bool GraphicsContext3DInternal::paintsIntoCanvasBuffer() const { // If the gpu compositor is on then skip the readback and software rendering path. return !m_webViewImpl->isAcceleratedCompositingActive(); } void GraphicsContext3DInternal::reshape(int width, int height) { if (width == m_impl->width() && height == m_impl->height()) return; m_impl->reshape(width, height); #if USE(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 // USE(CG) } IntSize GraphicsContext3DInternal::getInternalFramebufferSize() { return IntSize(m_impl->width(), m_impl->height()); } bool GraphicsContext3DInternal::isContextLost() { return m_impl->isContextLost(); } // 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_1R(name, t1, rt) \ rt GraphicsContext3DInternal::name(t1 a1) \ { \ return m_impl->name(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_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_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_4R(name, t1, t2, t3, t4, rt) \ rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ return m_impl->name(a1, a2, a3, 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_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); \ } #define DELEGATE_TO_IMPL_10(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10) \ void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9, t10 a10) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10); \ } DELEGATE_TO_IMPL_R(makeContextCurrent, bool) bool GraphicsContext3DInternal::isGLES2Compliant() const { return m_impl->isGLES2Compliant(); } DELEGATE_TO_IMPL_1(activeTexture, GC3Denum) DELEGATE_TO_IMPL_2(attachShader, Platform3DObject, Platform3DObject) void GraphicsContext3DInternal::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) { m_impl->bindAttribLocation(program, index, name.utf8().data()); } DELEGATE_TO_IMPL_2(bindBuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindFramebuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindRenderbuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindTexture, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_4(blendColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_1(blendEquation, GC3Denum) DELEGATE_TO_IMPL_2(blendEquationSeparate, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_2(blendFunc, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_4(blendFuncSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) void GraphicsContext3DInternal::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage) { m_impl->bufferData(target, size, 0, usage); } void GraphicsContext3DInternal::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) { m_impl->bufferData(target, size, data, usage); } void GraphicsContext3DInternal::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) { m_impl->bufferSubData(target, offset, size, data); } DELEGATE_TO_IMPL_1R(checkFramebufferStatus, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_1(clear, GC3Dbitfield) DELEGATE_TO_IMPL_4(clearColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_1(clearDepth, GC3Dclampf) DELEGATE_TO_IMPL_1(clearStencil, GC3Dint) DELEGATE_TO_IMPL_4(colorMask, GC3Dboolean, GC3Dboolean, GC3Dboolean, GC3Dboolean) DELEGATE_TO_IMPL_1(compileShader, Platform3DObject) DELEGATE_TO_IMPL_8(copyTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Dint) DELEGATE_TO_IMPL_8(copyTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_1(cullFace, GC3Denum) DELEGATE_TO_IMPL_1(depthFunc, GC3Denum) DELEGATE_TO_IMPL_1(depthMask, GC3Dboolean) DELEGATE_TO_IMPL_2(depthRange, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_2(detachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_IMPL_1(disable, GC3Denum) DELEGATE_TO_IMPL_1(disableVertexAttribArray, GC3Duint) DELEGATE_TO_IMPL_3(drawArrays, GC3Denum, GC3Dint, GC3Dsizei) DELEGATE_TO_IMPL_4(drawElements, GC3Denum, GC3Dsizei, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_IMPL_1(enable, GC3Denum) DELEGATE_TO_IMPL_1(enableVertexAttribArray, GC3Duint) DELEGATE_TO_IMPL(finish) DELEGATE_TO_IMPL(flush) DELEGATE_TO_IMPL_4(framebufferRenderbuffer, GC3Denum, GC3Denum, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_5(framebufferTexture2D, GC3Denum, GC3Denum, GC3Denum, Platform3DObject, GC3Dint) DELEGATE_TO_IMPL_1(frontFace, GC3Denum) DELEGATE_TO_IMPL_1(generateMipmap, GC3Denum) bool GraphicsContext3DInternal::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveAttrib(program, index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } bool GraphicsContext3DInternal::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveUniform(program, index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } DELEGATE_TO_IMPL_4(getAttachedShaders, Platform3DObject, GC3Dsizei, GC3Dsizei*, Platform3DObject*) GC3Dint GraphicsContext3DInternal::getAttribLocation(Platform3DObject program, const String& name) { return m_impl->getAttribLocation(program, name.utf8().data()); } DELEGATE_TO_IMPL_2(getBooleanv, GC3Denum, GC3Dboolean*) DELEGATE_TO_IMPL_3(getBufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) 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, GC3Denum) DELEGATE_TO_IMPL_2(getFloatv, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, GC3Denum, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_2(getIntegerv, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getProgramiv, Platform3DObject, GC3Denum, GC3Dint*) String GraphicsContext3DInternal::getProgramInfoLog(Platform3DObject program) { return m_impl->getProgramInfoLog(program); } DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getShaderiv, Platform3DObject, GC3Denum, GC3Dint*) String GraphicsContext3DInternal::getShaderInfoLog(Platform3DObject shader) { return m_impl->getShaderInfoLog(shader); } String GraphicsContext3DInternal::getShaderSource(Platform3DObject shader) { return m_impl->getShaderSource(shader); } String GraphicsContext3DInternal::getString(GC3Denum name) { return m_impl->getString(name); } DELEGATE_TO_IMPL_3(getTexParameterfv, GC3Denum, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_3(getTexParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getUniformfv, Platform3DObject, GC3Dint, GC3Dfloat*) DELEGATE_TO_IMPL_3(getUniformiv, Platform3DObject, GC3Dint, GC3Dint*) GC3Dint GraphicsContext3DInternal::getUniformLocation(Platform3DObject program, const String& name) { return m_impl->getUniformLocation(program, name.utf8().data()); } DELEGATE_TO_IMPL_3(getVertexAttribfv, GC3Duint, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_3(getVertexAttribiv, GC3Duint, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_2R(getVertexAttribOffset, GC3Duint, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_IMPL_2(hint, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_1R(isBuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isEnabled, GC3Denum, GC3Dboolean) DELEGATE_TO_IMPL_1R(isFramebuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isProgram, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isRenderbuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isShader, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isTexture, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1(lineWidth, GC3Dfloat) DELEGATE_TO_IMPL_1(linkProgram, Platform3DObject) DELEGATE_TO_IMPL_2(pixelStorei, GC3Denum, GC3Dint) DELEGATE_TO_IMPL_2(polygonOffset, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_7(readPixels, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, void*) DELEGATE_TO_IMPL(releaseShaderCompiler) DELEGATE_TO_IMPL_4(renderbufferStorage, GC3Denum, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_2(sampleCoverage, GC3Dclampf, GC3Dboolean) DELEGATE_TO_IMPL_4(scissor, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) void GraphicsContext3DInternal::shaderSource(Platform3DObject shader, const String& string) { m_impl->shaderSource(shader, string.utf8().data()); } DELEGATE_TO_IMPL_3(stencilFunc, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_IMPL_4(stencilFuncSeparate, GC3Denum, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_IMPL_1(stencilMask, GC3Duint) DELEGATE_TO_IMPL_2(stencilMaskSeparate, GC3Denum, GC3Duint) DELEGATE_TO_IMPL_3(stencilOp, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_4(stencilOpSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) bool GraphicsContext3DInternal::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) { m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); return true; } DELEGATE_TO_IMPL_3(texParameterf, GC3Denum, GC3Denum, GC3Dfloat) DELEGATE_TO_IMPL_3(texParameteri, GC3Denum, GC3Denum, GC3Dint) void GraphicsContext3DInternal::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels) { m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } DELEGATE_TO_IMPL_2(uniform1f, GC3Dint, GC3Dfloat) void GraphicsContext3DInternal::uniform1fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei size) { m_impl->uniform1fv(location, size, v); } DELEGATE_TO_IMPL_2(uniform1i, GC3Dint, GC3Dint) void GraphicsContext3DInternal::uniform1iv(GC3Dint location, GC3Dint* v, GC3Dsizei size) { m_impl->uniform1iv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2f, GC3Dint, GC3Dfloat, GC3Dfloat) void GraphicsContext3DInternal::uniform2fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei size) { m_impl->uniform2fv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2i, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DInternal::uniform2iv(GC3Dint location, GC3Dint* v, GC3Dsizei size) { m_impl->uniform2iv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat) void GraphicsContext3DInternal::uniform3fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei size) { m_impl->uniform3fv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3i, GC3Dint, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DInternal::uniform3iv(GC3Dint location, GC3Dint* v, GC3Dsizei size) { m_impl->uniform3iv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) void GraphicsContext3DInternal::uniform4fv(GC3Dint location, GC3Dfloat* v, GC3Dsizei size) { m_impl->uniform4fv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4i, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DInternal::uniform4iv(GC3Dint location, GC3Dint* v, GC3Dsizei size) { m_impl->uniform4iv(location, size, v); } void GraphicsContext3DInternal::uniformMatrix2fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size) { m_impl->uniformMatrix2fv(location, size, transpose, value); } void GraphicsContext3DInternal::uniformMatrix3fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size) { m_impl->uniformMatrix3fv(location, size, transpose, value); } void GraphicsContext3DInternal::uniformMatrix4fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* value, GC3Dsizei size) { m_impl->uniformMatrix4fv(location, size, transpose, value); } DELEGATE_TO_IMPL_1(useProgram, Platform3DObject) DELEGATE_TO_IMPL_1(validateProgram, Platform3DObject) DELEGATE_TO_IMPL_2(vertexAttrib1f, GC3Duint, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib1fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_3(vertexAttrib2f, GC3Duint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib2fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_4(vertexAttrib3f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib3fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_5(vertexAttrib4f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib4fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_6(vertexAttribPointer, GC3Duint, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dsizeiptr) DELEGATE_TO_IMPL_4(viewport, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_R(createBuffer, Platform3DObject) DELEGATE_TO_IMPL_R(createFramebuffer, Platform3DObject) DELEGATE_TO_IMPL_R(createProgram, Platform3DObject) DELEGATE_TO_IMPL_R(createRenderbuffer, Platform3DObject) DELEGATE_TO_IMPL_1R(createShader, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_R(createTexture, Platform3DObject) DELEGATE_TO_IMPL_1(deleteBuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteFramebuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteProgram, Platform3DObject) DELEGATE_TO_IMPL_1(deleteRenderbuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteShader, Platform3DObject) DELEGATE_TO_IMPL_1(deleteTexture, Platform3DObject) DELEGATE_TO_IMPL_1(synthesizeGLError, GC3Denum) Extensions3D* GraphicsContext3DInternal::getExtensions() { if (!m_extensions) m_extensions = adoptPtr(new Extensions3DChromium(this)); return m_extensions.get(); } namespace { void splitStringHelper(const String& str, HashSet& set) { Vector substrings; str.split(" ", substrings); for (size_t i = 0; i < substrings.size(); ++i) set.add(substrings[i]); } String mapExtensionName(const String& name) { if (name == "GL_ANGLE_framebuffer_blit" || name == "GL_ANGLE_framebuffer_multisample") return "GL_CHROMIUM_framebuffer_multisample"; return name; } } // anonymous namespace void GraphicsContext3DInternal::initializeExtensions() { if (!m_initializedAvailableExtensions) { String extensionsString = getString(GraphicsContext3D::EXTENSIONS); splitStringHelper(extensionsString, m_enabledExtensions); String requestableExtensionsString = m_impl->getRequestableExtensionsCHROMIUM(); splitStringHelper(requestableExtensionsString, m_requestableExtensions); m_initializedAvailableExtensions = true; } } bool GraphicsContext3DInternal::supportsExtension(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); return m_enabledExtensions.contains(mappedName) || m_requestableExtensions.contains(mappedName); } bool GraphicsContext3DInternal::ensureExtensionEnabled(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); if (m_enabledExtensions.contains(mappedName)) return true; if (m_requestableExtensions.contains(mappedName)) { m_impl->requestExtensionCHROMIUM(mappedName.ascii().data()); m_enabledExtensions.clear(); m_requestableExtensions.clear(); m_initializedAvailableExtensions = false; } initializeExtensions(); return m_enabledExtensions.contains(mappedName); } bool GraphicsContext3DInternal::isExtensionEnabled(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); return m_enabledExtensions.contains(mappedName); } DELEGATE_TO_IMPL_4R(mapBufferSubDataCHROMIUM, GC3Denum, GC3Dsizeiptr, GC3Dsizei, GC3Denum, void*) DELEGATE_TO_IMPL_1(unmapBufferSubDataCHROMIUM, const void*) DELEGATE_TO_IMPL_9R(mapTexSubImage2DCHROMIUM, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, GC3Denum, void*) DELEGATE_TO_IMPL_1(unmapTexSubImage2DCHROMIUM, const void*) DELEGATE_TO_IMPL_2(copyTextureToParentTextureCHROMIUM, Platform3DObject, Platform3DObject) DELEGATE_TO_IMPL_10(blitFramebufferCHROMIUM, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dbitfield, GC3Denum) DELEGATE_TO_IMPL_5(renderbufferStorageMultisampleCHROMIUM, GC3Denum, GC3Dsizei, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_1(getParentToChildLatchCHROMIUM, GC3Duint*) DELEGATE_TO_IMPL_1(getChildToParentLatchCHROMIUM, GC3Duint*) DELEGATE_TO_IMPL_1(waitLatchCHROMIUM, GC3Duint) DELEGATE_TO_IMPL_1(setLatchCHROMIUM, GC3Duint) //---------------------------------------------------------------------- // 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_4R(name, t1, t2, t3, t4, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ return 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_9(name, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ { \ m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ } #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*, bool) { } GraphicsContext3D::~GraphicsContext3D() { } PassRefPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) { OwnPtr internal = adoptPtr(new GraphicsContext3DInternal()); if (!internal->initialize(attrs, hostWindow, renderStyle == RenderDirectlyToHostWindow)) { return 0; } RefPtr result = adoptRef(new GraphicsContext3D(attrs, hostWindow, renderStyle == RenderDirectlyToHostWindow)); result->m_internal = internal.release(); return result.release(); } 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* canvasLayer = m_internal->platformLayer(); canvasLayer->setContext(this); return canvasLayer; } #endif DELEGATE_TO_INTERNAL(makeContextCurrent) DELEGATE_TO_INTERNAL_2(reshape, int, int) DELEGATE_TO_INTERNAL_R(getInternalFramebufferSize, IntSize) DELEGATE_TO_INTERNAL_1(activeTexture, GC3Denum) DELEGATE_TO_INTERNAL_2(attachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_INTERNAL_3(bindAttribLocation, Platform3DObject, GC3Duint, const String&) DELEGATE_TO_INTERNAL_2(bindBuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindFramebuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindRenderbuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindTexture, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_4(blendColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_1(blendEquation, GC3Denum) DELEGATE_TO_INTERNAL_2(blendEquationSeparate, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_2(blendFunc, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_4(blendFuncSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_3(bufferData, GC3Denum, GC3Dsizeiptr, GC3Denum) DELEGATE_TO_INTERNAL_4(bufferData, GC3Denum, GC3Dsizeiptr, const void*, GC3Denum) DELEGATE_TO_INTERNAL_4(bufferSubData, GC3Denum, GC3Dintptr, GC3Dsizeiptr, const void*) DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_1(clear, GC3Dbitfield) DELEGATE_TO_INTERNAL_4(clearColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_1(clearDepth, GC3Dclampf) DELEGATE_TO_INTERNAL_1(clearStencil, GC3Dint) DELEGATE_TO_INTERNAL_4(colorMask, GC3Dboolean, GC3Dboolean, GC3Dboolean, GC3Dboolean) DELEGATE_TO_INTERNAL_1(compileShader, Platform3DObject) DELEGATE_TO_INTERNAL_8(copyTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Dint) DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_1(cullFace, GC3Denum) DELEGATE_TO_INTERNAL_1(depthFunc, GC3Denum) DELEGATE_TO_INTERNAL_1(depthMask, GC3Dboolean) DELEGATE_TO_INTERNAL_2(depthRange, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_2(detachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_INTERNAL_1(disable, GC3Denum) DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, GC3Duint) DELEGATE_TO_INTERNAL_3(drawArrays, GC3Denum, GC3Dint, GC3Dsizei) DELEGATE_TO_INTERNAL_4(drawElements, GC3Denum, GC3Dsizei, GC3Denum, GC3Dintptr) DELEGATE_TO_INTERNAL_1(enable, GC3Denum) DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, GC3Duint) DELEGATE_TO_INTERNAL(finish) DELEGATE_TO_INTERNAL(flush) DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, GC3Denum, GC3Denum, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_5(framebufferTexture2D, GC3Denum, GC3Denum, GC3Denum, Platform3DObject, GC3Dint) DELEGATE_TO_INTERNAL_1(frontFace, GC3Denum) DELEGATE_TO_INTERNAL_1(generateMipmap, GC3Denum) DELEGATE_TO_INTERNAL_3R(getActiveAttrib, Platform3DObject, GC3Duint, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_3R(getActiveUniform, Platform3DObject, GC3Duint, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_4(getAttachedShaders, Platform3DObject, GC3Dsizei, GC3Dsizei*, Platform3DObject*) DELEGATE_TO_INTERNAL_2R(getAttribLocation, Platform3DObject, const String&, GC3Dint) DELEGATE_TO_INTERNAL_2(getBooleanv, GC3Denum, GC3Dboolean*) DELEGATE_TO_INTERNAL_3(getBufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes) DELEGATE_TO_INTERNAL_R(getError, GC3Denum) DELEGATE_TO_INTERNAL_2(getFloatv, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, GC3Denum, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_2(getIntegerv, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getProgramiv, Platform3DObject, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, Platform3DObject, String) DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getShaderiv, Platform3DObject, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, Platform3DObject, String) DELEGATE_TO_INTERNAL_1R(getShaderSource, Platform3DObject, String) DELEGATE_TO_INTERNAL_1R(getString, GC3Denum, String) DELEGATE_TO_INTERNAL_3(getTexParameterfv, GC3Denum, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getTexParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getUniformfv, Platform3DObject, GC3Dint, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getUniformiv, Platform3DObject, GC3Dint, GC3Dint*) DELEGATE_TO_INTERNAL_2R(getUniformLocation, Platform3DObject, const String&, GC3Dint) DELEGATE_TO_INTERNAL_3(getVertexAttribfv, GC3Duint, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getVertexAttribiv, GC3Duint, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, GC3Duint, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_INTERNAL_2(hint, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_1R(isBuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isEnabled, GC3Denum, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isFramebuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isProgram, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isRenderbuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isShader, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isTexture, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1(lineWidth, GC3Dfloat) DELEGATE_TO_INTERNAL_1(linkProgram, Platform3DObject) DELEGATE_TO_INTERNAL_2(pixelStorei, GC3Denum, GC3Dint) DELEGATE_TO_INTERNAL_2(polygonOffset, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_7(readPixels, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, void*) DELEGATE_TO_INTERNAL(releaseShaderCompiler) DELEGATE_TO_INTERNAL_4(renderbufferStorage, GC3Denum, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_2(sampleCoverage, GC3Dclampf, GC3Dboolean) DELEGATE_TO_INTERNAL_4(scissor, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_2(shaderSource, Platform3DObject, const String&) DELEGATE_TO_INTERNAL_3(stencilFunc, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, GC3Denum, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_INTERNAL_1(stencilMask, GC3Duint) DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, GC3Denum, GC3Duint) DELEGATE_TO_INTERNAL_3(stencilOp, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_4(stencilOpSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_9R(texImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dsizei, GC3Dsizei, GC3Dint, GC3Denum, GC3Denum, const void*, bool) DELEGATE_TO_INTERNAL_3(texParameterf, GC3Denum, GC3Denum, GC3Dfloat) DELEGATE_TO_INTERNAL_3(texParameteri, GC3Denum, GC3Denum, GC3Dint) DELEGATE_TO_INTERNAL_9(texSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, const void*) DELEGATE_TO_INTERNAL_2(uniform1f, GC3Dint, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform1fv, GC3Dint, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_2(uniform1i, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform1iv, GC3Dint, GC3Dint*, GC3Dsizei) DELEGATE_TO_INTERNAL_3(uniform2f, GC3Dint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform2fv, GC3Dint, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_3(uniform2i, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform2iv, GC3Dint, GC3Dint*, GC3Dsizei) DELEGATE_TO_INTERNAL_4(uniform3f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform3fv, GC3Dint, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_4(uniform3i, GC3Dint, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform3iv, GC3Dint, GC3Dint*, GC3Dsizei) DELEGATE_TO_INTERNAL_5(uniform4f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform4fv, GC3Dint, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_5(uniform4i, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform4iv, GC3Dint, GC3Dint*, GC3Dsizei) DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, GC3Dint, GC3Dboolean, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, GC3Dint, GC3Dboolean, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, GC3Dint, GC3Dboolean, GC3Dfloat*, GC3Dsizei) DELEGATE_TO_INTERNAL_1(useProgram, Platform3DObject) DELEGATE_TO_INTERNAL_1(validateProgram, Platform3DObject) DELEGATE_TO_INTERNAL_2(vertexAttrib1f, GC3Duint, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(vertexAttrib2f, GC3Duint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(vertexAttrib3f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_5(vertexAttrib4f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_6(vertexAttribPointer, GC3Duint, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dintptr) DELEGATE_TO_INTERNAL_4(viewport, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL(markLayerComposited) DELEGATE_TO_INTERNAL(markContextChanged) bool GraphicsContext3D::layerComposited() const { return m_internal->layerComposited(); } DELEGATE_TO_INTERNAL_1(paintRenderingResultsToCanvas, CanvasRenderingContext*) DELEGATE_TO_INTERNAL_R(paintRenderingResultsToImageData, PassRefPtr) bool GraphicsContext3D::paintsIntoCanvasBuffer() const { return m_internal->paintsIntoCanvasBuffer(); } DELEGATE_TO_INTERNAL_R(createBuffer, Platform3DObject) DELEGATE_TO_INTERNAL_R(createFramebuffer, Platform3DObject) DELEGATE_TO_INTERNAL_R(createProgram, Platform3DObject) DELEGATE_TO_INTERNAL_R(createRenderbuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1R(createShader, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_R(createTexture, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteBuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteFramebuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteProgram, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteShader, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteTexture, Platform3DObject) DELEGATE_TO_INTERNAL_1(synthesizeGLError, GC3Denum) DELEGATE_TO_INTERNAL_R(getExtensions, Extensions3D*) DELEGATE_TO_INTERNAL_1(setContextLostCallback, PassOwnPtr) class GraphicsContextLostCallbackAdapter : public WebKit::WebGraphicsContext3D::WebGraphicsContextLostCallback { public: virtual void onContextLost(); static PassOwnPtr create(PassOwnPtr); virtual ~GraphicsContextLostCallbackAdapter() {} private: GraphicsContextLostCallbackAdapter(PassOwnPtr cb) : m_contextLostCallback(cb) {} OwnPtr m_contextLostCallback; }; void GraphicsContextLostCallbackAdapter::onContextLost() { if (m_contextLostCallback) m_contextLostCallback->onContextLost(); } PassOwnPtr GraphicsContextLostCallbackAdapter::create(PassOwnPtr cb) { return adoptPtr(new GraphicsContextLostCallbackAdapter(cb)); } void GraphicsContext3DInternal::setContextLostCallback(PassOwnPtr cb) { m_contextLostCallbackAdapter = GraphicsContextLostCallbackAdapter::create(cb); m_impl->setContextLostCallback(m_contextLostCallbackAdapter.get()); } bool GraphicsContext3D::isGLES2Compliant() const { return m_internal->isGLES2Compliant(); } } // namespace WebCore #endif // ENABLE(WEBGL)