/* * 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. */ #ifndef GraphicsContext3D_h #define GraphicsContext3D_h #include "PlatformString.h" #include #include #include // FIXME: Find a better way to avoid the name confliction for NO_ERROR. #if PLATFORM(CHROMIUM) && OS(WINDOWS) #undef NO_ERROR #endif #if PLATFORM(MAC) #include typedef void* PlatformGraphicsContext3D; const PlatformGraphicsContext3D NullPlatformGraphicsContext3D = 0; typedef GLuint Platform3DObject; const Platform3DObject NullPlatform3DObject = 0; #else typedef void* PlatformGraphicsContext3D; const PlatformGraphicsContext3D NullPlatformGraphicsContext3D = 0; typedef int Platform3DObject; const Platform3DObject NullPlatform3DObject = 0; #endif namespace WebCore { class WebGLActiveInfo; class WebGLArray; class WebGLBuffer; class WebGLUnsignedByteArray; class WebGLFloatArray; class WebGLFramebuffer; class WebGLIntArray; class WebGLProgram; class WebGLRenderbuffer; class WebGLRenderingContext; class WebGLShader; class WebGLTexture; class Image; struct ActiveInfo { String name; unsigned type; int size; }; // FIXME: ideally this would be used on all platforms. #if PLATFORM(CHROMIUM) class GraphicsContext3DInternal; #endif class GraphicsContext3D : public Noncopyable { public: enum WebGLEnumType { DEPTH_BUFFER_BIT = 0x00000100, STENCIL_BUFFER_BIT = 0x00000400, COLOR_BUFFER_BIT = 0x00004000, POINTS = 0x0000, LINES = 0x0001, LINE_LOOP = 0x0002, LINE_STRIP = 0x0003, TRIANGLES = 0x0004, TRIANGLE_STRIP = 0x0005, TRIANGLE_FAN = 0x0006, ZERO = 0, ONE = 1, SRC_COLOR = 0x0300, ONE_MINUS_SRC_COLOR = 0x0301, SRC_ALPHA = 0x0302, ONE_MINUS_SRC_ALPHA = 0x0303, DST_ALPHA = 0x0304, ONE_MINUS_DST_ALPHA = 0x0305, DST_COLOR = 0x0306, ONE_MINUS_DST_COLOR = 0x0307, SRC_ALPHA_SATURATE = 0x0308, FUNC_ADD = 0x8006, BLEND_EQUATION = 0x8009, BLEND_EQUATION_RGB = 0x8009, BLEND_EQUATION_ALPHA = 0x883D, FUNC_SUBTRACT = 0x800A, FUNC_REVERSE_SUBTRACT = 0x800B, BLEND_DST_RGB = 0x80C8, BLEND_SRC_RGB = 0x80C9, BLEND_DST_ALPHA = 0x80CA, BLEND_SRC_ALPHA = 0x80CB, CONSTANT_COLOR = 0x8001, ONE_MINUS_CONSTANT_COLOR = 0x8002, CONSTANT_ALPHA = 0x8003, ONE_MINUS_CONSTANT_ALPHA = 0x8004, BLEND_COLOR = 0x8005, ARRAY_BUFFER = 0x8892, ELEMENT_ARRAY_BUFFER = 0x8893, ARRAY_BUFFER_BINDING = 0x8894, ELEMENT_ARRAY_BUFFER_BINDING = 0x8895, STREAM_DRAW = 0x88E0, STATIC_DRAW = 0x88E4, DYNAMIC_DRAW = 0x88E8, BUFFER_SIZE = 0x8764, BUFFER_USAGE = 0x8765, CURRENT_VERTEX_ATTRIB = 0x8626, FRONT = 0x0404, BACK = 0x0405, FRONT_AND_BACK = 0x0408, TEXTURE_2D = 0x0DE1, CULL_FACE = 0x0B44, BLEND = 0x0BE2, DITHER = 0x0BD0, STENCIL_TEST = 0x0B90, DEPTH_TEST = 0x0B71, SCISSOR_TEST = 0x0C11, POLYGON_OFFSET_FILL = 0x8037, SAMPLE_ALPHA_TO_COVERAGE = 0x809E, SAMPLE_COVERAGE = 0x80A0, NO_ERROR = 0, INVALID_ENUM = 0x0500, INVALID_VALUE = 0x0501, INVALID_OPERATION = 0x0502, OUT_OF_MEMORY = 0x0505, CW = 0x0900, CCW = 0x0901, LINE_WIDTH = 0x0B21, ALIASED_POINT_SIZE_RANGE = 0x846D, ALIASED_LINE_WIDTH_RANGE = 0x846E, CULL_FACE_MODE = 0x0B45, FRONT_FACE = 0x0B46, DEPTH_RANGE = 0x0B70, DEPTH_WRITEMASK = 0x0B72, DEPTH_CLEAR_VALUE = 0x0B73, DEPTH_FUNC = 0x0B74, STENCIL_CLEAR_VALUE = 0x0B91, STENCIL_FUNC = 0x0B92, STENCIL_FAIL = 0x0B94, STENCIL_PASS_DEPTH_FAIL = 0x0B95, STENCIL_PASS_DEPTH_PASS = 0x0B96, STENCIL_REF = 0x0B97, STENCIL_VALUE_MASK = 0x0B93, STENCIL_WRITEMASK = 0x0B98, STENCIL_BACK_FUNC = 0x8800, STENCIL_BACK_FAIL = 0x8801, STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802, STENCIL_BACK_PASS_DEPTH_PASS = 0x8803, STENCIL_BACK_REF = 0x8CA3, STENCIL_BACK_VALUE_MASK = 0x8CA4, STENCIL_BACK_WRITEMASK = 0x8CA5, VIEWPORT = 0x0BA2, SCISSOR_BOX = 0x0C10, COLOR_CLEAR_VALUE = 0x0C22, COLOR_WRITEMASK = 0x0C23, UNPACK_ALIGNMENT = 0x0CF5, PACK_ALIGNMENT = 0x0D05, MAX_TEXTURE_SIZE = 0x0D33, MAX_VIEWPORT_DIMS = 0x0D3A, SUBPIXEL_BITS = 0x0D50, RED_BITS = 0x0D52, GREEN_BITS = 0x0D53, BLUE_BITS = 0x0D54, ALPHA_BITS = 0x0D55, DEPTH_BITS = 0x0D56, STENCIL_BITS = 0x0D57, POLYGON_OFFSET_UNITS = 0x2A00, POLYGON_OFFSET_FACTOR = 0x8038, TEXTURE_BINDING_2D = 0x8069, SAMPLE_BUFFERS = 0x80A8, SAMPLES = 0x80A9, SAMPLE_COVERAGE_VALUE = 0x80AA, SAMPLE_COVERAGE_INVERT = 0x80AB, NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2, COMPRESSED_TEXTURE_FORMATS = 0x86A3, DONT_CARE = 0x1100, FASTEST = 0x1101, NICEST = 0x1102, GENERATE_MIPMAP_HINT = 0x8192, BYTE = 0x1400, UNSIGNED_BYTE = 0x1401, SHORT = 0x1402, UNSIGNED_SHORT = 0x1403, INT = 0x1404, UNSIGNED_INT = 0x1405, FLOAT = 0x1406, FIXED = 0x140C, DEPTH_COMPONENT = 0x1902, ALPHA = 0x1906, RGB = 0x1907, RGBA = 0x1908, LUMINANCE = 0x1909, LUMINANCE_ALPHA = 0x190A, UNSIGNED_SHORT_4_4_4_4 = 0x8033, UNSIGNED_SHORT_5_5_5_1 = 0x8034, UNSIGNED_SHORT_5_6_5 = 0x8363, FRAGMENT_SHADER = 0x8B30, VERTEX_SHADER = 0x8B31, MAX_VERTEX_ATTRIBS = 0x8869, MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, MAX_VARYING_VECTORS = 0x8DFC, MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D, MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C, MAX_TEXTURE_IMAGE_UNITS = 0x8872, MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD, SHADER_TYPE = 0x8B4F, DELETE_STATUS = 0x8B80, LINK_STATUS = 0x8B82, VALIDATE_STATUS = 0x8B83, ATTACHED_SHADERS = 0x8B85, ACTIVE_UNIFORMS = 0x8B86, ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, ACTIVE_ATTRIBUTES = 0x8B89, ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A, SHADING_LANGUAGE_VERSION = 0x8B8C, CURRENT_PROGRAM = 0x8B8D, NEVER = 0x0200, LESS = 0x0201, EQUAL = 0x0202, LEQUAL = 0x0203, GREATER = 0x0204, NOTEQUAL = 0x0205, GEQUAL = 0x0206, ALWAYS = 0x0207, KEEP = 0x1E00, REPLACE = 0x1E01, INCR = 0x1E02, DECR = 0x1E03, INVERT = 0x150A, INCR_WRAP = 0x8507, DECR_WRAP = 0x8508, VENDOR = 0x1F00, RENDERER = 0x1F01, VERSION = 0x1F02, EXTENSIONS = 0x1F03, NEAREST = 0x2600, LINEAR = 0x2601, NEAREST_MIPMAP_NEAREST = 0x2700, LINEAR_MIPMAP_NEAREST = 0x2701, NEAREST_MIPMAP_LINEAR = 0x2702, LINEAR_MIPMAP_LINEAR = 0x2703, TEXTURE_MAG_FILTER = 0x2800, TEXTURE_MIN_FILTER = 0x2801, TEXTURE_WRAP_S = 0x2802, TEXTURE_WRAP_T = 0x2803, TEXTURE = 0x1702, TEXTURE_CUBE_MAP = 0x8513, TEXTURE_BINDING_CUBE_MAP = 0x8514, TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515, TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516, TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517, TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518, TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519, TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A, MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C, TEXTURE0 = 0x84C0, TEXTURE1 = 0x84C1, TEXTURE2 = 0x84C2, TEXTURE3 = 0x84C3, TEXTURE4 = 0x84C4, TEXTURE5 = 0x84C5, TEXTURE6 = 0x84C6, TEXTURE7 = 0x84C7, TEXTURE8 = 0x84C8, TEXTURE9 = 0x84C9, TEXTURE10 = 0x84CA, TEXTURE11 = 0x84CB, TEXTURE12 = 0x84CC, TEXTURE13 = 0x84CD, TEXTURE14 = 0x84CE, TEXTURE15 = 0x84CF, TEXTURE16 = 0x84D0, TEXTURE17 = 0x84D1, TEXTURE18 = 0x84D2, TEXTURE19 = 0x84D3, TEXTURE20 = 0x84D4, TEXTURE21 = 0x84D5, TEXTURE22 = 0x84D6, TEXTURE23 = 0x84D7, TEXTURE24 = 0x84D8, TEXTURE25 = 0x84D9, TEXTURE26 = 0x84DA, TEXTURE27 = 0x84DB, TEXTURE28 = 0x84DC, TEXTURE29 = 0x84DD, TEXTURE30 = 0x84DE, TEXTURE31 = 0x84DF, ACTIVE_TEXTURE = 0x84E0, REPEAT = 0x2901, CLAMP_TO_EDGE = 0x812F, MIRRORED_REPEAT = 0x8370, FLOAT_VEC2 = 0x8B50, FLOAT_VEC3 = 0x8B51, FLOAT_VEC4 = 0x8B52, INT_VEC2 = 0x8B53, INT_VEC3 = 0x8B54, INT_VEC4 = 0x8B55, BOOL = 0x8B56, BOOL_VEC2 = 0x8B57, BOOL_VEC3 = 0x8B58, BOOL_VEC4 = 0x8B59, FLOAT_MAT2 = 0x8B5A, FLOAT_MAT3 = 0x8B5B, FLOAT_MAT4 = 0x8B5C, SAMPLER_2D = 0x8B5E, SAMPLER_CUBE = 0x8B60, VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622, VERTEX_ATTRIB_ARRAY_SIZE = 0x8623, VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624, VERTEX_ATTRIB_ARRAY_TYPE = 0x8625, VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A, VERTEX_ATTRIB_ARRAY_POINTER = 0x8645, VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F, IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A, IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B, COMPILE_STATUS = 0x8B81, INFO_LOG_LENGTH = 0x8B84, SHADER_SOURCE_LENGTH = 0x8B88, SHADER_COMPILER = 0x8DFA, SHADER_BINARY_FORMATS = 0x8DF8, NUM_SHADER_BINARY_FORMATS = 0x8DF9, LOW_FLOAT = 0x8DF0, MEDIUM_FLOAT = 0x8DF1, HIGH_FLOAT = 0x8DF2, LOW_INT = 0x8DF3, MEDIUM_INT = 0x8DF4, HIGH_INT = 0x8DF5, FRAMEBUFFER = 0x8D40, RENDERBUFFER = 0x8D41, RGBA4 = 0x8056, RGB5_A1 = 0x8057, RGB565 = 0x8D62, DEPTH_COMPONENT16 = 0x81A5, STENCIL_INDEX = 0x1901, STENCIL_INDEX8 = 0x8D48, RENDERBUFFER_WIDTH = 0x8D42, RENDERBUFFER_HEIGHT = 0x8D43, RENDERBUFFER_INTERNAL_FORMAT = 0x8D44, RENDERBUFFER_RED_SIZE = 0x8D50, RENDERBUFFER_GREEN_SIZE = 0x8D51, RENDERBUFFER_BLUE_SIZE = 0x8D52, RENDERBUFFER_ALPHA_SIZE = 0x8D53, RENDERBUFFER_DEPTH_SIZE = 0x8D54, RENDERBUFFER_STENCIL_SIZE = 0x8D55, FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0, FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1, FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2, FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3, COLOR_ATTACHMENT0 = 0x8CE0, DEPTH_ATTACHMENT = 0x8D00, STENCIL_ATTACHMENT = 0x8D20, NONE = 0, FRAMEBUFFER_COMPLETE = 0x8CD5, FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6, FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7, FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9, FRAMEBUFFER_UNSUPPORTED = 0x8CDD, FRAMEBUFFER_BINDING = 0x8CA6, RENDERBUFFER_BINDING = 0x8CA7, MAX_RENDERBUFFER_SIZE = 0x84E8, INVALID_FRAMEBUFFER_OPERATION = 0x0506 }; // Context creation attributes. struct Attributes { Attributes() : alpha(true) , depth(true) , stencil(true) , antialias(true) , premultipliedAlpha(true) { } bool alpha; bool depth; bool stencil; bool antialias; bool premultipliedAlpha; }; static PassOwnPtr create(Attributes attrs); virtual ~GraphicsContext3D(); #if PLATFORM(MAC) PlatformGraphicsContext3D platformGraphicsContext3D() const { return m_contextObj; } Platform3DObject platformTexture() const { return m_texture; } #elif PLATFORM(CHROMIUM) PlatformGraphicsContext3D platformGraphicsContext3D() const; Platform3DObject platformTexture() const; #else PlatformGraphicsContext3D platformGraphicsContext3D() const { return NullPlatformGraphicsContext3D; } Platform3DObject platformTexture() const { return NullPlatform3DObject; } #endif void makeContextCurrent(); // Helper to return the size in bytes of OpenGL data types // like GL_FLOAT, GL_INT, etc. int sizeInBytes(int type); void activeTexture(unsigned long texture); void attachShader(WebGLProgram* program, WebGLShader* shader); void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name); void bindBuffer(unsigned long target, WebGLBuffer*); void bindFramebuffer(unsigned long target, WebGLFramebuffer*); void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*); void bindTexture(unsigned long target, WebGLTexture* texture); void blendColor(double red, double green, double blue, double alpha); void blendEquation(unsigned long mode); void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha); void blendFunc(unsigned long sfactor, unsigned long dfactor); void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha); void bufferData(unsigned long target, int size, unsigned long usage); void bufferData(unsigned long target, WebGLArray* data, unsigned long usage); void bufferSubData(unsigned long target, long offset, WebGLArray* data); unsigned long checkFramebufferStatus(unsigned long target); void clear(unsigned long mask); void clearColor(double red, double green, double blue, double alpha); void clearDepth(double depth); void clearStencil(long s); void colorMask(bool red, bool green, bool blue, bool alpha); void compileShader(WebGLShader*); //void compressedTexImage2D(unsigned long target, long level, unsigned long internalformat, unsigned long width, unsigned long height, long border, unsigned long imageSize, const void* data); //void compressedTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, unsigned long width, unsigned long height, unsigned long format, unsigned long imageSize, const void* data); void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border); void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height); void cullFace(unsigned long mode); void depthFunc(unsigned long func); void depthMask(bool flag); void depthRange(double zNear, double zFar); void detachShader(WebGLProgram*, WebGLShader*); void disable(unsigned long cap); void disableVertexAttribArray(unsigned long index); void drawArrays(unsigned long mode, long first, long count); void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset); void enable(unsigned long cap); void enableVertexAttribArray(unsigned long index); void finish(); void flush(); void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*); void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level); void frontFace(unsigned long mode); void generateMipmap(unsigned long target); bool getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo&); bool getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo&); int getAttribLocation(WebGLProgram*, const String& name); void getBooleanv(unsigned long pname, unsigned char* value); void getBufferParameteriv(unsigned long target, unsigned long pname, int* value); Attributes getContextAttributes(); unsigned long getError(); void getFloatv(unsigned long pname, float* value); void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value); void getIntegerv(unsigned long pname, int* value); void getProgramiv(WebGLProgram* program, unsigned long pname, int* value); String getProgramInfoLog(WebGLProgram*); void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value); void getShaderiv(WebGLShader*, unsigned long pname, int* value); String getShaderInfoLog(WebGLShader*); // TBD // void glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); String getShaderSource(WebGLShader*); String getString(unsigned long name); void getTexParameterfv(unsigned long target, unsigned long pname, float* value); void getTexParameteriv(unsigned long target, unsigned long pname, int* value); void getUniformfv(WebGLProgram* program, long location, float* value); void getUniformiv(WebGLProgram* program, long location, int* value); long getUniformLocation(WebGLProgram*, const String& name); void getVertexAttribfv(unsigned long index, unsigned long pname, float* value); void getVertexAttribiv(unsigned long index, unsigned long pname, int* value); long getVertexAttribOffset(unsigned long index, unsigned long pname); void hint(unsigned long target, unsigned long mode); bool isBuffer(WebGLBuffer*); bool isEnabled(unsigned long cap); bool isFramebuffer(WebGLFramebuffer*); bool isProgram(WebGLProgram*); bool isRenderbuffer(WebGLRenderbuffer*); bool isShader(WebGLShader*); bool isTexture(WebGLTexture*); void lineWidth(double); void linkProgram(WebGLProgram*); void pixelStorei(unsigned long pname, long param); void polygonOffset(double factor, double units); PassRefPtr readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type); void releaseShaderCompiler(); void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height); void sampleCoverage(double value, bool invert); void scissor(long x, long y, unsigned long width, unsigned long height); void shaderSource(WebGLShader*, const String& string); void stencilFunc(unsigned long func, long ref, unsigned long mask); void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask); void stencilMask(unsigned long mask); void stencilMaskSeparate(unsigned long face, unsigned long mask); void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass); void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass); // These next several functions return an error code (0 if no errors) rather than using an ExceptionCode. // Currently they return -1 on any error. int texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels); int texImage2D(unsigned target, unsigned level, Image* image, bool flipY, bool premultiplyAlpha); 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); int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, Image* image, bool flipY, bool premultiplyAlpha); void uniform1f(long location, float x); void uniform1fv(long location, float* v, int size); void uniform1i(long location, int x); void uniform1iv(long location, int* v, int size); void uniform2f(long location, float x, float y); void uniform2fv(long location, float* v, int size); void uniform2i(long location, int x, int y); void uniform2iv(long location, int* v, int size); void uniform3f(long location, float x, float y, float z); void uniform3fv(long location, float* v, int size); void uniform3i(long location, int x, int y, int z); void uniform3iv(long location, int* v, int size); void uniform4f(long location, float x, float y, float z, float w); void uniform4fv(long location, float* v, int size); void uniform4i(long location, int x, int y, int z, int w); void uniform4iv(long location, int* v, int size); void uniformMatrix2fv(long location, bool transpose, float* value, int size); void uniformMatrix3fv(long location, bool transpose, float* value, int size); void uniformMatrix4fv(long location, bool transpose, float* value, int size); void useProgram(WebGLProgram*); void validateProgram(WebGLProgram*); void vertexAttrib1f(unsigned long indx, float x); void vertexAttrib1fv(unsigned long indx, float* values); void vertexAttrib2f(unsigned long indx, float x, float y); void vertexAttrib2fv(unsigned long indx, float* values); void vertexAttrib3f(unsigned long indx, float x, float y, float z); void vertexAttrib3fv(unsigned long indx, float* values); void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w); void vertexAttrib4fv(unsigned long indx, float* values); void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset); void viewport(long x, long y, unsigned long width, unsigned long height); void reshape(int width, int height); // Helpers for notification about paint events void beginPaint(WebGLRenderingContext* context); void endPaint(); // Support for buffer creation and deletion 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); // Synthesizes an OpenGL error which will be returned from a // later call to getError. This is used to emulate OpenGL ES // 2.0 behavior on the desktop and to enforce additional error // checking mandated by WebGL. // // Per the behavior of glGetError, this stores at most one // instance of any given error, and returns them from calls to // getError in the order they were added. void synthesizeGLError(unsigned long error); private: GraphicsContext3D(Attributes attrs); int m_currentWidth, m_currentHeight; #if PLATFORM(MAC) Attributes m_attrs; Vector > m_vertexArray; CGLContextObj m_contextObj; GLuint m_texture; GLuint m_fbo; GLuint m_depthBuffer; // Errors raised by synthesizeGLError(). ListHashSet m_syntheticErrors; #endif // FIXME: ideally this would be used on all platforms. #if PLATFORM(CHROMIUM) friend class GraphicsContext3DInternal; OwnPtr m_internal; #endif }; } // namespace WebCore #endif // GraphicsContext3D_h