/* * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(3D_CANVAS) #include "CanvasRenderingContext3D.h" #include "CanvasActiveInfo.h" #include "CanvasBuffer.h" #include "CanvasFramebuffer.h" #include "CanvasProgram.h" #include "CanvasRenderbuffer.h" #include "CanvasTexture.h" #include "CanvasShader.h" #include "HTMLCanvasElement.h" #include "RenderBox.h" #include "RenderLayer.h" namespace WebCore { PassOwnPtr CanvasRenderingContext3D::create(HTMLCanvasElement* canvas) { OwnPtr context(GraphicsContext3D::create()); if (!context) return 0; return new CanvasRenderingContext3D(canvas, context.release()); } CanvasRenderingContext3D::CanvasRenderingContext3D(HTMLCanvasElement* passedCanvas, PassOwnPtr context) : CanvasRenderingContext(passedCanvas) , m_context(context) , m_needsUpdate(true) , m_markedCanvasDirty(false) { ASSERT(m_context); m_context->reshape(canvas()->width(), canvas()->height()); } CanvasRenderingContext3D::~CanvasRenderingContext3D() { detachAndRemoveAllObjects(); } void CanvasRenderingContext3D::markContextChanged() { #if USE(ACCELERATED_COMPOSITING) if (canvas()->renderBox() && canvas()->renderBox()->hasLayer()) { canvas()->renderBox()->layer()->rendererContentChanged(); } else { #endif if (!m_markedCanvasDirty) { // Make sure the canvas's image buffer is allocated. canvas()->buffer(); canvas()->willDraw(FloatRect(0, 0, canvas()->width(), canvas()->height())); m_markedCanvasDirty = true; } #if USE(ACCELERATED_COMPOSITING) } #endif } void CanvasRenderingContext3D::beginPaint() { if (m_markedCanvasDirty) { m_context->beginPaint(this); } } void CanvasRenderingContext3D::endPaint() { if (m_markedCanvasDirty) { m_markedCanvasDirty = false; m_context->endPaint(); } } void CanvasRenderingContext3D::reshape(int width, int height) { if (m_needsUpdate) { #if USE(ACCELERATED_COMPOSITING) if (canvas()->renderBox() && canvas()->renderBox()->hasLayer()) canvas()->renderBox()->layer()->rendererContentChanged(); #endif m_needsUpdate = false; } m_context->reshape(width, height); } int CanvasRenderingContext3D::sizeInBytes(int type, ExceptionCode& ec) { int result = m_context->sizeInBytes(type); if (result <= 0) { ec = SYNTAX_ERR; } return result; } void CanvasRenderingContext3D::activeTexture(unsigned long texture) { m_context->activeTexture(texture); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::attachShader(CanvasProgram* program, CanvasShader* shader) { if (!program || !shader) return; m_context->attachShader(program, shader); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bindAttribLocation(CanvasProgram* program, unsigned long index, const String& name) { if (!program) return; m_context->bindAttribLocation(program, index, name); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bindBuffer(unsigned long target, CanvasBuffer* buffer) { m_context->bindBuffer(target, buffer); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bindFramebuffer(unsigned long target, CanvasFramebuffer* buffer) { m_context->bindFramebuffer(target, buffer); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bindRenderbuffer(unsigned long target, CanvasRenderbuffer* renderbuffer) { m_context->bindRenderbuffer(target, renderbuffer); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bindTexture(unsigned long target, CanvasTexture* texture) { m_context->bindTexture(target, texture); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::blendColor(double red, double green, double blue, double alpha) { m_context->blendColor(red, green, blue, alpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::blendEquation( unsigned long mode ) { m_context->blendEquation(mode); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha) { m_context->blendEquationSeparate(modeRGB, modeAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::blendFunc(unsigned long sfactor, unsigned long dfactor) { m_context->blendFunc(sfactor, dfactor); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha) { m_context->blendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bufferData(unsigned long target, int size, unsigned long usage) { m_context->bufferData(target, size, usage); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bufferData(unsigned long target, CanvasArray* data, unsigned long usage) { m_context->bufferData(target, data, usage); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::bufferSubData(unsigned long target, long offset, CanvasArray* data) { m_context->bufferSubData(target, offset, data); cleanupAfterGraphicsCall(false); } unsigned long CanvasRenderingContext3D::checkFramebufferStatus(unsigned long target) { return m_context->checkFramebufferStatus(target); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::clear(unsigned long mask) { m_context->clear(mask); cleanupAfterGraphicsCall(true); } void CanvasRenderingContext3D::clearColor(double r, double g, double b, double a) { if (isnan(r)) r = 0; if (isnan(g)) g = 0; if (isnan(b)) b = 0; if (isnan(a)) a = 1; m_context->clearColor(r, g, b, a); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::clearDepth(double depth) { m_context->clearDepth(depth); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::clearStencil(long s) { m_context->clearStencil(s); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::colorMask(bool red, bool green, bool blue, bool alpha) { m_context->colorMask(red, green, blue, alpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::compileShader(CanvasShader* shader) { m_context->compileShader(shader); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border) { m_context->copyTexImage2D(target, level, internalformat, x, y, width, height, border); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height) { m_context->copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); cleanupAfterGraphicsCall(false); } PassRefPtr CanvasRenderingContext3D::createBuffer() { RefPtr o = CanvasBuffer::create(this); addObject(o.get()); return o; } PassRefPtr CanvasRenderingContext3D::createFramebuffer() { RefPtr o = CanvasFramebuffer::create(this); addObject(o.get()); return o; } PassRefPtr CanvasRenderingContext3D::createTexture() { RefPtr o = CanvasTexture::create(this); addObject(o.get()); return o; } PassRefPtr CanvasRenderingContext3D::createProgram() { RefPtr o = CanvasProgram::create(this); addObject(o.get()); return o; } PassRefPtr CanvasRenderingContext3D::createRenderbuffer() { RefPtr o = CanvasRenderbuffer::create(this); addObject(o.get()); return o; } PassRefPtr CanvasRenderingContext3D::createShader(unsigned long type) { // FIXME: Need to include GL_ constants for internal use // FIXME: Need to do param checking and throw exception if an illegal value is passed in GraphicsContext3D::ShaderType shaderType = GraphicsContext3D::VERTEX_SHADER; if (type == 0x8B30) // GL_FRAGMENT_SHADER shaderType = GraphicsContext3D::FRAGMENT_SHADER; RefPtr o = CanvasShader::create(this, shaderType); addObject(o.get()); return o; } void CanvasRenderingContext3D::cullFace(unsigned long mode) { m_context->cullFace(mode); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::deleteBuffer(CanvasBuffer* buffer) { if (!buffer) return; buffer->deleteObject(); } void CanvasRenderingContext3D::deleteFramebuffer(CanvasFramebuffer* framebuffer) { if (!framebuffer) return; framebuffer->deleteObject(); } void CanvasRenderingContext3D::deleteProgram(CanvasProgram* program) { if (!program) return; program->deleteObject(); } void CanvasRenderingContext3D::deleteRenderbuffer(CanvasRenderbuffer* renderbuffer) { if (!renderbuffer) return; renderbuffer->deleteObject(); } void CanvasRenderingContext3D::deleteShader(CanvasShader* shader) { if (!shader) return; shader->deleteObject(); } void CanvasRenderingContext3D::deleteTexture(CanvasTexture* texture) { if (!texture) return; texture->deleteObject(); } void CanvasRenderingContext3D::depthFunc(unsigned long func) { m_context->depthFunc(func); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::depthMask(bool flag) { m_context->depthMask(flag); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::depthRange(double zNear, double zFar) { m_context->depthRange(zNear, zFar); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::detachShader(CanvasProgram* program, CanvasShader* shader) { if (!program || !shader) return; m_context->detachShader(program, shader); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::disable(unsigned long cap) { m_context->disable(cap); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::disableVertexAttribArray(unsigned long index) { m_context->disableVertexAttribArray(index); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::drawArrays(unsigned long mode, long first, long count) { m_context->drawArrays(mode, first, count); cleanupAfterGraphicsCall(true); } void CanvasRenderingContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) { m_context->drawElements(mode, count, type, offset); cleanupAfterGraphicsCall(true); } void CanvasRenderingContext3D::enable(unsigned long cap) { m_context->enable(cap); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::enableVertexAttribArray(unsigned long index) { m_context->enableVertexAttribArray(index); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::finish() { m_context->finish(); cleanupAfterGraphicsCall(true); } void CanvasRenderingContext3D::flush() { m_context->flush(); cleanupAfterGraphicsCall(true); } void CanvasRenderingContext3D::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, CanvasRenderbuffer* buffer) { if (!buffer) return; m_context->framebufferRenderbuffer(target, attachment, renderbuffertarget, buffer); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, CanvasTexture* texture, long level) { if (!texture) return; m_context->framebufferTexture2D(target, attachment, textarget, texture, level); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::frontFace(unsigned long mode) { m_context->frontFace(mode); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::generateMipmap(unsigned long target) { m_context->generateMipmap(target); cleanupAfterGraphicsCall(false); } PassRefPtr CanvasRenderingContext3D::getActiveAttrib(CanvasProgram* program, unsigned long index, ExceptionCode& ec) { ActiveInfo info; if (!program || program->context() != this || !m_context->getActiveAttrib(program, index, info)) { ec = INDEX_SIZE_ERR; return 0; } return CanvasActiveInfo::create(info.name, info.type, info.size); } PassRefPtr CanvasRenderingContext3D::getActiveUniform(CanvasProgram* program, unsigned long index, ExceptionCode& ec) { ActiveInfo info; if (!program || program->context() != this || !m_context->getActiveUniform(program, index, info)) { ec = INDEX_SIZE_ERR; return 0; } return CanvasActiveInfo::create(info.name, info.type, info.size); } int CanvasRenderingContext3D::getAttribLocation(CanvasProgram* program, const String& name) { return m_context->getAttribLocation(program, name); } bool CanvasRenderingContext3D::getBoolean(unsigned long pname) { bool result = m_context->getBoolean(pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getBooleanv(unsigned long pname) { RefPtr array = m_context->getBooleanv(pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getBufferParameteri(unsigned long target, unsigned long pname) { int result = m_context->getBufferParameteri(target, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getBufferParameteriv(unsigned long target, unsigned long pname) { RefPtr array = m_context->getBufferParameteriv(target, pname); cleanupAfterGraphicsCall(false); return array; } unsigned long CanvasRenderingContext3D::getError() { return m_context->getError(); } float CanvasRenderingContext3D::getFloat(unsigned long pname) { float result = m_context->getFloat(pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getFloatv(unsigned long pname) { RefPtr array = m_context->getFloatv(pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getFramebufferAttachmentParameteri(unsigned long target, unsigned long attachment, unsigned long pname) { int result = m_context->getFramebufferAttachmentParameteri(target, attachment, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname) { RefPtr array = m_context->getFramebufferAttachmentParameteriv(target, attachment, pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getInteger(unsigned long pname) { float result = m_context->getInteger(pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getIntegerv(unsigned long pname) { RefPtr array = m_context->getIntegerv(pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getProgrami(CanvasProgram* program, unsigned long pname) { int result = m_context->getProgrami(program, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getProgramiv(CanvasProgram* program, unsigned long pname) { RefPtr array = m_context->getProgramiv(program, pname); cleanupAfterGraphicsCall(false); return array; } String CanvasRenderingContext3D::getProgramInfoLog(CanvasProgram* program) { String s = m_context->getProgramInfoLog(program); cleanupAfterGraphicsCall(false); return s; } int CanvasRenderingContext3D::getRenderbufferParameteri(unsigned long target, unsigned long pname) { int result = m_context->getRenderbufferParameteri(target, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getRenderbufferParameteriv(unsigned long target, unsigned long pname) { RefPtr array = m_context->getRenderbufferParameteriv(target, pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getShaderi(CanvasShader* shader, unsigned long pname) { int result = m_context->getShaderi(shader, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getShaderiv(CanvasShader* shader, unsigned long pname) { RefPtr array = m_context->getShaderiv(shader, pname); cleanupAfterGraphicsCall(false); return array; } String CanvasRenderingContext3D::getShaderInfoLog(CanvasShader* shader) { String s = m_context->getShaderInfoLog(shader); cleanupAfterGraphicsCall(false); return s; } String CanvasRenderingContext3D::getShaderSource(CanvasShader* shader) { String s = m_context->getShaderSource(shader); cleanupAfterGraphicsCall(false); return s; } String CanvasRenderingContext3D::getString(unsigned long name) { return m_context->getString(name); } float CanvasRenderingContext3D::getTexParameterf(unsigned long target, unsigned long pname) { float result = m_context->getTexParameterf(target, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getTexParameterfv(unsigned long target, unsigned long pname) { RefPtr array = m_context->getTexParameterfv(target, pname); cleanupAfterGraphicsCall(false); return array; } int CanvasRenderingContext3D::getTexParameteri(unsigned long target, unsigned long pname) { int result = m_context->getTexParameteri(target, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getTexParameteriv(unsigned long target, unsigned long pname) { RefPtr array = m_context->getTexParameteriv(target, pname); cleanupAfterGraphicsCall(false); return array; } float CanvasRenderingContext3D::getUniformf(CanvasProgram* program, long location) { float result = m_context->getUniformf(program, location); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getUniformfv(CanvasProgram* program, long location) { RefPtr array = m_context->getUniformfv(program, location); cleanupAfterGraphicsCall(false); return array; } long CanvasRenderingContext3D::getUniformi(CanvasProgram* program, long location) { long result = m_context->getUniformi(program, location); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getUniformiv(CanvasProgram* program, long location) { RefPtr array = m_context->getUniformiv(program, location); cleanupAfterGraphicsCall(false); return array; } long CanvasRenderingContext3D::getUniformLocation(CanvasProgram* program, const String& name) { return m_context->getUniformLocation(program, name); } float CanvasRenderingContext3D::getVertexAttribf(unsigned long index, unsigned long pname) { float result = m_context->getVertexAttribf(index, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getVertexAttribfv(unsigned long index, unsigned long pname) { RefPtr array = m_context->getVertexAttribfv(index, pname); cleanupAfterGraphicsCall(false); return array; } long CanvasRenderingContext3D::getVertexAttribi(unsigned long index, unsigned long pname) { long result = m_context->getVertexAttribi(index, pname); cleanupAfterGraphicsCall(false); return result; } PassRefPtr CanvasRenderingContext3D::getVertexAttribiv(unsigned long index, unsigned long pname) { RefPtr array = m_context->getVertexAttribiv(index, pname); cleanupAfterGraphicsCall(false); return array; } long CanvasRenderingContext3D::getVertexAttribOffset(unsigned long index, unsigned long pname) { long result = m_context->getVertexAttribOffset(index, pname); cleanupAfterGraphicsCall(false); return result; } void CanvasRenderingContext3D::hint(unsigned long target, unsigned long mode) { m_context->hint(target, mode); cleanupAfterGraphicsCall(false); } bool CanvasRenderingContext3D::isBuffer(CanvasBuffer* buffer) { if (!buffer) return false; return m_context->isBuffer(buffer); } bool CanvasRenderingContext3D::isEnabled(unsigned long cap) { return m_context->isEnabled(cap); } bool CanvasRenderingContext3D::isFramebuffer(CanvasFramebuffer* framebuffer) { return m_context->isFramebuffer(framebuffer); } bool CanvasRenderingContext3D::isProgram(CanvasProgram* program) { return m_context->isProgram(program); } bool CanvasRenderingContext3D::isRenderbuffer(CanvasRenderbuffer* renderbuffer) { return m_context->isRenderbuffer(renderbuffer); } bool CanvasRenderingContext3D::isShader(CanvasShader* shader) { return m_context->isShader(shader); } bool CanvasRenderingContext3D::isTexture(CanvasTexture* texture) { return m_context->isTexture(texture); } void CanvasRenderingContext3D::lineWidth(double width) { m_context->lineWidth((float) width); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::linkProgram(CanvasProgram* program) { if (!program) return; m_context->linkProgram(program); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::pixelStorei(unsigned long pname, long param) { m_context->pixelStorei(pname, param); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::polygonOffset(double factor, double units) { m_context->polygonOffset((float) factor, (float) units); cleanupAfterGraphicsCall(false); } PassRefPtr CanvasRenderingContext3D::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type) { RefPtr array = m_context->readPixels(x, y, width, height, format, type); cleanupAfterGraphicsCall(false); return array; } void CanvasRenderingContext3D::releaseShaderCompiler() { m_context->releaseShaderCompiler(); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height) { m_context->renderbufferStorage(target, internalformat, width, height); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::sampleCoverage(double value, bool invert) { m_context->sampleCoverage((float) value, invert); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::scissor(long x, long y, unsigned long width, unsigned long height) { m_context->scissor(x, y, width, height); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::shaderSource(CanvasShader* shader, const String& string) { m_context->shaderSource(shader, string); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilFunc(unsigned long func, long ref, unsigned long mask) { m_context->stencilFunc(func, ref, mask); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask) { m_context->stencilFuncSeparate(face, func, ref, mask); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilMask(unsigned long mask) { m_context->stencilMask(mask); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilMaskSeparate(unsigned long face, unsigned long mask) { m_context->stencilMaskSeparate(face, mask); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass) { m_context->stencilOp(fail, zfail, zpass); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass) { m_context->stencilOpSeparate(face, fail, zfail, zpass); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, CanvasArray* pixels, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, ImageData* pixels, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texImage2D(unsigned target, unsigned level, HTMLImageElement* image, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texImage2D(target, level, image, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texImage2D(target, level, canvas, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texImage2D(target, level, video, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texParameterf(unsigned target, unsigned pname, float param) { m_context->texParameterf(target, pname, param); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texParameteri(unsigned target, unsigned pname, int param) { m_context->texParameteri(target, pname, param); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, CanvasArray* pixels, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, ImageData* pixels, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, HTMLImageElement* image, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, image, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, HTMLCanvasElement* canvas, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, canvas, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, HTMLVideoElement* video, bool flipY, bool premultiplyAlpha, ExceptionCode& ec) { // FIXME: For now we ignore any errors returned ec = 0; m_context->texSubImage2D(target, level, xoffset, yoffset, width, height, video, flipY, premultiplyAlpha); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1f(long location, float x) { m_context->uniform1f(location, x); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1fv(long location, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; m_context->uniform1fv(location, v->data(), v->length()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1fv(long location, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; m_context->uniform1fv(location, v, size); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1i(long location, int x) { m_context->uniform1i(location, x); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1iv(long location, CanvasIntArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; m_context->uniform1iv(location, v->data(), v->length()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform1iv(long location, int* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; m_context->uniform1iv(location, v, size); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2f(long location, float x, float y) { m_context->uniform2f(location, x, y); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2fv(long location, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 2 m_context->uniform2fv(location, v->data(), v->length() / 2); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2fv(long location, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 2 m_context->uniform2fv(location, v, size / 2); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2i(long location, int x, int y) { m_context->uniform2i(location, x, y); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2iv(long location, CanvasIntArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 2 m_context->uniform2iv(location, v->data(), v->length() / 2); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform2iv(long location, int* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 2 m_context->uniform2iv(location, v, size / 2); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3f(long location, float x, float y, float z) { m_context->uniform3f(location, x, y, z); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3fv(long location, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 3 m_context->uniform3fv(location, v->data(), v->length() / 3); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3fv(long location, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 3 m_context->uniform3fv(location, v, size / 3); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3i(long location, int x, int y, int z) { m_context->uniform3i(location, x, y, z); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3iv(long location, CanvasIntArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 3 m_context->uniform3iv(location, v->data(), v->length() / 3); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform3iv(long location, int* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 3 m_context->uniform3iv(location, v, size / 3); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4f(long location, float x, float y, float z, float w) { m_context->uniform4f(location, x, y, z, w); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4fv(long location, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniform4fv(location, v->data(), v->length() / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4fv(long location, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniform4fv(location, v, size / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4i(long location, int x, int y, int z, int w) { m_context->uniform4i(location, x, y, z, w); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4iv(long location, CanvasIntArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniform4iv(location, v->data(), v->length() / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniform4iv(long location, int* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniform4iv(location, v, size / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix2fv(long location, bool transpose, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniformMatrix2fv(location, transpose, v->data(), v->length() / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix2fv(long location, bool transpose, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 4 m_context->uniformMatrix2fv(location, transpose, v, size / 4); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix3fv(long location, bool transpose, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 9 m_context->uniformMatrix3fv(location, transpose, v->data(), v->length() / 9); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix3fv(long location, bool transpose, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 9 m_context->uniformMatrix3fv(location, transpose, v, size / 9); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix4fv(long location, bool transpose, CanvasFloatArray* v) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 16 m_context->uniformMatrix4fv(location, transpose, v->data(), v->length() / 16); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::uniformMatrix4fv(long location, bool transpose, float* v, int size) { // FIXME: we need to throw if no array passed in if (!v) return; // FIXME: length needs to be a multiple of 16 m_context->uniformMatrix4fv(location, transpose, v, size / 16); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::useProgram(CanvasProgram* program) { m_context->useProgram(program); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::validateProgram(CanvasProgram* program) { m_context->validateProgram(program); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib1f(unsigned long indx, float v0) { m_context->vertexAttrib1f(indx, v0); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib1fv(unsigned long indx, CanvasFloatArray* v) { // FIXME: Need to make sure array is big enough for attribute being set m_context->vertexAttrib1fv(indx, v->data()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib1fv(unsigned long indx, float* v, int size) { // FIXME: Need to make sure array is big enough for attribute being set UNUSED_PARAM(size); m_context->vertexAttrib1fv(indx, v); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib2f(unsigned long indx, float v0, float v1) { m_context->vertexAttrib2f(indx, v0, v1); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib2fv(unsigned long indx, CanvasFloatArray* v) { // FIXME: Need to make sure array is big enough for attribute being set m_context->vertexAttrib2fv(indx, v->data()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib2fv(unsigned long indx, float* v, int size) { // FIXME: Need to make sure array is big enough for attribute being set UNUSED_PARAM(size); m_context->vertexAttrib2fv(indx, v); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib3f(unsigned long indx, float v0, float v1, float v2) { m_context->vertexAttrib3f(indx, v0, v1, v2); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib3fv(unsigned long indx, CanvasFloatArray* v) { // FIXME: Need to make sure array is big enough for attribute being set m_context->vertexAttrib3fv(indx, v->data()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib3fv(unsigned long indx, float* v, int size) { // FIXME: Need to make sure array is big enough for attribute being set UNUSED_PARAM(size); m_context->vertexAttrib3fv(indx, v); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib4f(unsigned long indx, float v0, float v1, float v2, float v3) { m_context->vertexAttrib4f(indx, v0, v1, v2, v3); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib4fv(unsigned long indx, CanvasFloatArray* v) { // FIXME: Need to make sure array is big enough for attribute being set m_context->vertexAttrib4fv(indx, v->data()); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttrib4fv(unsigned long indx, float* v, int size) { // FIXME: Need to make sure array is big enough for attribute being set UNUSED_PARAM(size); m_context->vertexAttrib4fv(indx, v); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::vertexAttribPointer(unsigned long indx, long size, unsigned long type, bool normalized, unsigned long stride, unsigned long offset) { m_context->vertexAttribPointer(indx, size, type, normalized, stride, offset); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::viewport(long x, long y, unsigned long width, unsigned long height) { if (isnan(x)) x = 0; if (isnan(y)) y = 0; if (isnan(width)) width = 100; if (isnan(height)) height = 100; m_context->viewport(x, y, width, height); cleanupAfterGraphicsCall(false); } void CanvasRenderingContext3D::removeObject(CanvasObject* object) { m_canvasObjects.remove(object); } void CanvasRenderingContext3D::addObject(CanvasObject* object) { removeObject(object); m_canvasObjects.add(object); } void CanvasRenderingContext3D::detachAndRemoveAllObjects() { HashSet::iterator pend = m_canvasObjects.end(); for (HashSet::iterator it = m_canvasObjects.begin(); it != pend; ++it) (*it)->detachContext(); m_canvasObjects.clear(); } } // namespace WebCore #endif // ENABLE(3D_CANVAS)