/* * 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(3D_CANVAS) #include "GraphicsContext3D.h" #include "CachedImage.h" #include "HTMLCanvasElement.h" #include "HTMLImageElement.h" #include "ImageBuffer.h" #include "ImageData.h" #include "WebGLBuffer.h" #include "Int8Array.h" #include "FloatArray.h" #include "WebGLFramebuffer.h" #include "Int32Array.h" #include "WebGLProgram.h" #include "WebGLRenderbuffer.h" #include "WebGLRenderingContext.h" #include "WebGLShader.h" #include "WebGLTexture.h" #include "Uint8Array.h" #include "WebGraphicsContext3D.h" #include "WebGraphicsContext3DDefaultImpl.h" #include "WebKit.h" #include "WebKitClient.h" #include #include #include #if PLATFORM(CG) #include "GraphicsContext.h" #include #include #endif // using namespace std; // 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. // // The legacy, in-process, implementation uses WebGraphicsContext3DDefaultImpl. namespace WebCore { //---------------------------------------------------------------------- // GraphicsContext3DInternal // Uncomment this to render to a separate window for debugging // #define RENDER_TO_DEBUGGING_WINDOW #define EXTRACT(val) (!val ? 0 : val->object()) class GraphicsContext3DInternal { public: GraphicsContext3DInternal(); ~GraphicsContext3DInternal(); bool initialize(GraphicsContext3D::Attributes attrs); PlatformGraphicsContext3D platformGraphicsContext3D() const; Platform3DObject platformTexture() const; bool makeContextCurrent(); int sizeInBytes(int type); void reshape(int width, int height); void beginPaint(WebGLRenderingContext* context); void endPaint(); bool isGLES2Compliant() const; //---------------------------------------------------------------------- // Entry points for WebGL. // 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, ArrayBufferView* data, unsigned long usage); void bufferSubData(unsigned long target, long offset, ArrayBufferView* 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 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); GraphicsContext3D::Attributes getContextAttributes(); unsigned long getError(); void getFloatv(unsigned long pname, float* value); void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value); void getIntegerv(unsigned long pname, int* value); void getProgramiv(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*); 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); void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data); void releaseShaderCompiler(); void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height); void sampleCoverage(double value, bool invert); void scissor(long x, long y, unsigned long width, unsigned long height); void shaderSource(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); void texParameterf(unsigned target, unsigned pname, float param); void texParameteri(unsigned target, unsigned pname, int param); int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels); void uniform1f(long location, float x); void uniform1fv(long location, float* v, int size); void uniform1i(long location, int x); void uniform1iv(long location, int* v, int size); void uniform2f(long location, float x, float y); void uniform2fv(long location, float* v, int size); void uniform2i(long location, int x, int y); void uniform2iv(long location, int* v, int size); void uniform3f(long location, float x, float y, float z); void uniform3fv(long location, float* v, int size); void uniform3i(long location, int x, int y, int z); void uniform3iv(long location, int* v, int size); void uniform4f(long location, float x, float y, float z, float w); void uniform4fv(long location, float* v, int size); void uniform4i(long location, int x, int y, int z, int w); void uniform4iv(long location, int* v, int size); void uniformMatrix2fv(long location, bool transpose, float* value, int size); void uniformMatrix3fv(long location, bool transpose, float* value, int size); void uniformMatrix4fv(long location, bool transpose, float* value, int size); void useProgram(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); unsigned createBuffer(); unsigned createFramebuffer(); unsigned createProgram(); unsigned createRenderbuffer(); unsigned createShader(unsigned long); unsigned createTexture(); void deleteBuffer(unsigned); void deleteFramebuffer(unsigned); void deleteProgram(unsigned); void deleteRenderbuffer(unsigned); void deleteShader(unsigned); void deleteTexture(unsigned); void synthesizeGLError(unsigned long error); private: OwnPtr m_impl; #if PLATFORM(SKIA) // If the width and height of the Canvas's backing store don't // match those that we were given in the most recent call to // reshape(), then we need an intermediate bitmap to read back the // frame buffer into. This seems to happen when CSS styles are // used to resize the Canvas. SkBitmap m_resizingBitmap; #endif #if PLATFORM(CG) unsigned char* m_renderOutput; #endif }; GraphicsContext3DInternal::GraphicsContext3DInternal() #if PLATFORM(SKIA) #elif PLATFORM(CG) : m_renderOutput(0) #else #error Must port to your platform #endif { } GraphicsContext3DInternal::~GraphicsContext3DInternal() { #if PLATFORM(CG) if (m_renderOutput) delete[] m_renderOutput; #endif } bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs) { WebKit::WebGraphicsContext3D::Attributes webAttributes; webAttributes.alpha = attrs.alpha; webAttributes.depth = attrs.depth; webAttributes.stencil = attrs.stencil; webAttributes.antialias = attrs.antialias; webAttributes.premultipliedAlpha = attrs.premultipliedAlpha; WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D(); if (!webContext) return false; if (!webContext->initialize(webAttributes)) { delete webContext; return false; } m_impl.set(webContext); return true; } PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const { return 0; } Platform3DObject GraphicsContext3DInternal::platformTexture() const { return 0; } void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context) { HTMLCanvasElement* canvas = context->canvas(); ImageBuffer* imageBuffer = canvas->buffer(); unsigned char* pixels = 0; #if PLATFORM(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 PLATFORM(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 PLATFORM(SKIA) 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), canvasBitmap->width(), canvasBitmap->height()); canvas.drawBitmapRect(m_resizingBitmap, 0, dst); } #elif PLATFORM(CG) if (m_renderOutput) { int rowBytes = m_impl->width() * 4; CGDataProviderRef dataProvider = CGDataProviderCreateWithData(0, m_renderOutput, rowBytes * m_impl->height(), 0); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGImageRef cgImage = CGImageCreate(m_impl->width(), m_impl->height(), 8, 32, rowBytes, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host, dataProvider, 0, false, kCGRenderingIntentDefault); // CSS styling may cause the canvas's content to be resized on // the page. Go back to the Canvas to figure out the correct // width and height to draw. CGRect rect = CGRectMake(0, 0, context->canvas()->width(), context->canvas()->height()); // We want to completely overwrite the previous frame's // rendering results. CGContextSetBlendMode(imageBuffer->context()->platformContext(), kCGBlendModeCopy); CGContextSetInterpolationQuality(imageBuffer->context()->platformContext(), kCGInterpolationNone); CGContextDrawImage(imageBuffer->context()->platformContext(), rect, cgImage); CGImageRelease(cgImage); CGColorSpaceRelease(colorSpace); CGDataProviderRelease(dataProvider); } #else #error Must port to your platform #endif } void GraphicsContext3DInternal::endPaint() { } void GraphicsContext3DInternal::reshape(int width, int height) { if (width == m_impl->width() && height == m_impl->height()) return; m_impl->reshape(width, height); #if PLATFORM(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 // PLATFORM(CG) } // 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_1_X(name, t1) \ void GraphicsContext3DInternal::name(t1 a1) \ { \ m_impl->name(EXTRACT(a1)); \ } #define DELEGATE_TO_IMPL_1R(name, t1, rt) \ rt GraphicsContext3DInternal::name(t1 a1) \ { \ return m_impl->name(a1); \ } #define DELEGATE_TO_IMPL_1R_X(name, t1, rt) \ rt GraphicsContext3DInternal::name(t1 a1) \ { \ return m_impl->name(EXTRACT(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_2_X12(name, t1, t2) \ void GraphicsContext3DInternal::name(t1 a1, t2 a2) \ { \ m_impl->name(EXTRACT(a1), EXTRACT(a2)); \ } #define DELEGATE_TO_IMPL_2_X2(name, t1, t2) \ void GraphicsContext3DInternal::name(t1 a1, t2 a2) \ { \ m_impl->name(a1, EXTRACT(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_3_X1(name, t1, t2, t3) \ void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \ { \ m_impl->name(EXTRACT(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_4_X4(name, t1, t2, t3, t4) \ void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ m_impl->name(a1, a2, a3, EXTRACT(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_5_X4(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, EXTRACT(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); \ } DELEGATE_TO_IMPL_R(makeContextCurrent, bool) DELEGATE_TO_IMPL_1R(sizeInBytes, int, int) bool GraphicsContext3DInternal::isGLES2Compliant() const { return m_impl->isGLES2Compliant(); } DELEGATE_TO_IMPL_1(activeTexture, unsigned long) DELEGATE_TO_IMPL_2_X12(attachShader, WebGLProgram*, WebGLShader*) void GraphicsContext3DInternal::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name) { m_impl->bindAttribLocation(EXTRACT(program), index, name.utf8().data()); } DELEGATE_TO_IMPL_2_X2(bindBuffer, unsigned long, WebGLBuffer*) DELEGATE_TO_IMPL_2_X2(bindFramebuffer, unsigned long, WebGLFramebuffer*) DELEGATE_TO_IMPL_2_X2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*) static const int kTextureWrapR = 0x8072; // If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps, // we could just use: // DELEGATE_TO_IMPL_2_X2(bindTexture, unsigned long, WebGLTexture*) void GraphicsContext3DInternal::bindTexture(unsigned long target, WebGLTexture* texture) { unsigned int textureObject = EXTRACT(texture); m_impl->bindTexture(target, textureObject); // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0 // API. On desktop OpenGL implementations it seems necessary to // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior // of cube maps. if (texture) if (target == GraphicsContext3D::TEXTURE_CUBE_MAP) { if (!texture->isCubeMapRWrapModeInitialized()) { m_impl->texParameteri(GraphicsContext3D::TEXTURE_CUBE_MAP, kTextureWrapR, GraphicsContext3D::CLAMP_TO_EDGE); texture->setCubeMapRWrapModeInitialized(true); } } else texture->setCubeMapRWrapModeInitialized(false); } DELEGATE_TO_IMPL_4(blendColor, double, double, double, double) DELEGATE_TO_IMPL_1(blendEquation, unsigned long) DELEGATE_TO_IMPL_2(blendEquationSeparate, unsigned long, unsigned long) DELEGATE_TO_IMPL_2(blendFunc, unsigned long, unsigned long) DELEGATE_TO_IMPL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) void GraphicsContext3DInternal::bufferData(unsigned long target, int size, unsigned long usage) { m_impl->bufferData(target, size, 0, usage); } void GraphicsContext3DInternal::bufferData(unsigned long target, ArrayBufferView* array, unsigned long usage) { m_impl->bufferData(target, array->byteLength(), array->baseAddress(), usage); } void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, ArrayBufferView* array) { m_impl->bufferSubData(target, offset, array->byteLength(), array->baseAddress()); } DELEGATE_TO_IMPL_1R(checkFramebufferStatus, unsigned long, unsigned long) DELEGATE_TO_IMPL_1(clear, unsigned long) DELEGATE_TO_IMPL_4(clearColor, double, double, double, double) DELEGATE_TO_IMPL_1(clearDepth, double) DELEGATE_TO_IMPL_1(clearStencil, long) DELEGATE_TO_IMPL_4(colorMask, bool, bool, bool, bool) DELEGATE_TO_IMPL_1_X(compileShader, WebGLShader*) DELEGATE_TO_IMPL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long) DELEGATE_TO_IMPL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long) DELEGATE_TO_IMPL_1(cullFace, unsigned long) DELEGATE_TO_IMPL_1(depthFunc, unsigned long) DELEGATE_TO_IMPL_1(depthMask, bool) DELEGATE_TO_IMPL_2(depthRange, double, double) DELEGATE_TO_IMPL_2_X12(detachShader, WebGLProgram*, WebGLShader*) DELEGATE_TO_IMPL_1(disable, unsigned long) DELEGATE_TO_IMPL_1(disableVertexAttribArray, unsigned long) DELEGATE_TO_IMPL_3(drawArrays, unsigned long, long, long) DELEGATE_TO_IMPL_4(drawElements, unsigned long, unsigned long, unsigned long, long) DELEGATE_TO_IMPL_1(enable, unsigned long) DELEGATE_TO_IMPL_1(enableVertexAttribArray, unsigned long) DELEGATE_TO_IMPL(finish) DELEGATE_TO_IMPL(flush) DELEGATE_TO_IMPL_4_X4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*) DELEGATE_TO_IMPL_5_X4(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long) DELEGATE_TO_IMPL_1(frontFace, unsigned long) DELEGATE_TO_IMPL_1(generateMipmap, unsigned long) bool GraphicsContext3DInternal::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveAttrib(EXTRACT(program), index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } bool GraphicsContext3DInternal::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveUniform(EXTRACT(program), index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } int GraphicsContext3DInternal::getAttribLocation(WebGLProgram* program, const String& name) { return m_impl->getAttribLocation(EXTRACT(program), name.utf8().data()); } DELEGATE_TO_IMPL_2(getBooleanv, unsigned long, unsigned char*) DELEGATE_TO_IMPL_3(getBufferParameteriv, unsigned long, unsigned long, int*) 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, unsigned long) DELEGATE_TO_IMPL_2(getFloatv, unsigned long, float*) DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*) DELEGATE_TO_IMPL_2(getIntegerv, unsigned long, int*) DELEGATE_TO_IMPL_3_X1(getProgramiv, WebGLProgram*, unsigned long, int*) String GraphicsContext3DInternal::getProgramInfoLog(WebGLProgram* program) { return m_impl->getProgramInfoLog(EXTRACT(program)); } DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*) DELEGATE_TO_IMPL_3_X1(getShaderiv, WebGLShader*, unsigned long, int*) String GraphicsContext3DInternal::getShaderInfoLog(WebGLShader* shader) { return m_impl->getShaderInfoLog(EXTRACT(shader)); } String GraphicsContext3DInternal::getShaderSource(WebGLShader* shader) { return m_impl->getShaderSource(EXTRACT(shader)); } String GraphicsContext3DInternal::getString(unsigned long name) { return m_impl->getString(name); } DELEGATE_TO_IMPL_3(getTexParameterfv, unsigned long, unsigned long, float*) DELEGATE_TO_IMPL_3(getTexParameteriv, unsigned long, unsigned long, int*) DELEGATE_TO_IMPL_3_X1(getUniformfv, WebGLProgram*, long, float*) DELEGATE_TO_IMPL_3_X1(getUniformiv, WebGLProgram*, long, int*) long GraphicsContext3DInternal::getUniformLocation(WebGLProgram* program, const String& name) { return m_impl->getUniformLocation(EXTRACT(program), name.utf8().data()); } DELEGATE_TO_IMPL_3(getVertexAttribfv, unsigned long, unsigned long, float*) DELEGATE_TO_IMPL_3(getVertexAttribiv, unsigned long, unsigned long, int*) DELEGATE_TO_IMPL_2R(getVertexAttribOffset, unsigned long, unsigned long, long) DELEGATE_TO_IMPL_2(hint, unsigned long, unsigned long) DELEGATE_TO_IMPL_1R_X(isBuffer, WebGLBuffer*, bool) DELEGATE_TO_IMPL_1R(isEnabled, unsigned long, bool) DELEGATE_TO_IMPL_1R_X(isFramebuffer, WebGLFramebuffer*, bool) DELEGATE_TO_IMPL_1R_X(isProgram, WebGLProgram*, bool) DELEGATE_TO_IMPL_1R_X(isRenderbuffer, WebGLRenderbuffer*, bool) DELEGATE_TO_IMPL_1R_X(isShader, WebGLShader*, bool) DELEGATE_TO_IMPL_1R_X(isTexture, WebGLTexture*, bool) DELEGATE_TO_IMPL_1(lineWidth, double) DELEGATE_TO_IMPL_1_X(linkProgram, WebGLProgram*) DELEGATE_TO_IMPL_2(pixelStorei, unsigned long, long) DELEGATE_TO_IMPL_2(polygonOffset, double, double) DELEGATE_TO_IMPL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*) DELEGATE_TO_IMPL(releaseShaderCompiler) DELEGATE_TO_IMPL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long) DELEGATE_TO_IMPL_2(sampleCoverage, double, bool) DELEGATE_TO_IMPL_4(scissor, long, long, unsigned long, unsigned long) void GraphicsContext3DInternal::shaderSource(WebGLShader* shader, const String& string) { m_impl->shaderSource(EXTRACT(shader), string.utf8().data()); } DELEGATE_TO_IMPL_3(stencilFunc, unsigned long, long, unsigned long) DELEGATE_TO_IMPL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) DELEGATE_TO_IMPL_1(stencilMask, unsigned long) DELEGATE_TO_IMPL_2(stencilMaskSeparate, unsigned long, unsigned long) DELEGATE_TO_IMPL_3(stencilOp, unsigned long, unsigned long, unsigned long) DELEGATE_TO_IMPL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) int GraphicsContext3DInternal::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels) { m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); return 0; } DELEGATE_TO_IMPL_3(texParameterf, unsigned, unsigned, float) DELEGATE_TO_IMPL_3(texParameteri, unsigned, unsigned, int) int GraphicsContext3DInternal::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels) { m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); return 0; } DELEGATE_TO_IMPL_2(uniform1f, long, float) void GraphicsContext3DInternal::uniform1fv(long location, float* v, int size) { m_impl->uniform1fv(location, size, v); } DELEGATE_TO_IMPL_2(uniform1i, long, int) void GraphicsContext3DInternal::uniform1iv(long location, int* v, int size) { m_impl->uniform1iv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2f, long, float, float) void GraphicsContext3DInternal::uniform2fv(long location, float* v, int size) { m_impl->uniform2fv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2i, long, int, int) void GraphicsContext3DInternal::uniform2iv(long location, int* v, int size) { m_impl->uniform2iv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3f, long, float, float, float) void GraphicsContext3DInternal::uniform3fv(long location, float* v, int size) { m_impl->uniform3fv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3i, long, int, int, int) void GraphicsContext3DInternal::uniform3iv(long location, int* v, int size) { m_impl->uniform3iv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4f, long, float, float, float, float) void GraphicsContext3DInternal::uniform4fv(long location, float* v, int size) { m_impl->uniform4fv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4i, long, int, int, int, int) void GraphicsContext3DInternal::uniform4iv(long location, int* v, int size) { m_impl->uniform4iv(location, size, v); } void GraphicsContext3DInternal::uniformMatrix2fv(long location, bool transpose, float* value, int size) { m_impl->uniformMatrix2fv(location, size, transpose, value); } void GraphicsContext3DInternal::uniformMatrix3fv(long location, bool transpose, float* value, int size) { m_impl->uniformMatrix3fv(location, size, transpose, value); } void GraphicsContext3DInternal::uniformMatrix4fv(long location, bool transpose, float* value, int size) { m_impl->uniformMatrix4fv(location, size, transpose, value); } DELEGATE_TO_IMPL_1_X(useProgram, WebGLProgram*) DELEGATE_TO_IMPL_1_X(validateProgram, WebGLProgram*) DELEGATE_TO_IMPL_2(vertexAttrib1f, unsigned long, float) DELEGATE_TO_IMPL_2(vertexAttrib1fv, unsigned long, float*) DELEGATE_TO_IMPL_3(vertexAttrib2f, unsigned long, float, float) DELEGATE_TO_IMPL_2(vertexAttrib2fv, unsigned long, float*) DELEGATE_TO_IMPL_4(vertexAttrib3f, unsigned long, float, float, float) DELEGATE_TO_IMPL_2(vertexAttrib3fv, unsigned long, float*) DELEGATE_TO_IMPL_5(vertexAttrib4f, unsigned long, float, float, float, float) DELEGATE_TO_IMPL_2(vertexAttrib4fv, unsigned long, float*) DELEGATE_TO_IMPL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long) DELEGATE_TO_IMPL_4(viewport, long, long, unsigned long, unsigned long) DELEGATE_TO_IMPL_R(createBuffer, unsigned) DELEGATE_TO_IMPL_R(createFramebuffer, unsigned) DELEGATE_TO_IMPL_R(createProgram, unsigned) DELEGATE_TO_IMPL_R(createRenderbuffer, unsigned) DELEGATE_TO_IMPL_1R(createShader, unsigned long, unsigned) DELEGATE_TO_IMPL_R(createTexture, unsigned) DELEGATE_TO_IMPL_1(deleteBuffer, unsigned) DELEGATE_TO_IMPL_1(deleteFramebuffer, unsigned) DELEGATE_TO_IMPL_1(deleteProgram, unsigned) DELEGATE_TO_IMPL_1(deleteRenderbuffer, unsigned) DELEGATE_TO_IMPL_1(deleteShader, unsigned) DELEGATE_TO_IMPL_1(deleteTexture, unsigned) DELEGATE_TO_IMPL_1(synthesizeGLError, unsigned long) //---------------------------------------------------------------------- // 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_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_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*) { } GraphicsContext3D::~GraphicsContext3D() { } PassOwnPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow) { GraphicsContext3DInternal* internal = new GraphicsContext3DInternal(); if (!internal->initialize(attrs)) { delete internal; return 0; } PassOwnPtr result = new GraphicsContext3D(attrs, hostWindow); result->m_internal.set(internal); return result; } PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const { return m_internal->platformGraphicsContext3D(); } Platform3DObject GraphicsContext3D::platformTexture() const { return m_internal->platformTexture(); } DELEGATE_TO_INTERNAL(makeContextCurrent) DELEGATE_TO_INTERNAL_1R(sizeInBytes, int, int) DELEGATE_TO_INTERNAL_2(reshape, int, int) DELEGATE_TO_INTERNAL_1(activeTexture, unsigned long) DELEGATE_TO_INTERNAL_2(attachShader, WebGLProgram*, WebGLShader*) DELEGATE_TO_INTERNAL_3(bindAttribLocation, WebGLProgram*, unsigned long, const String&) DELEGATE_TO_INTERNAL_2(bindBuffer, unsigned long, WebGLBuffer*) DELEGATE_TO_INTERNAL_2(bindFramebuffer, unsigned long, WebGLFramebuffer*) DELEGATE_TO_INTERNAL_2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*) DELEGATE_TO_INTERNAL_2(bindTexture, unsigned long, WebGLTexture*) DELEGATE_TO_INTERNAL_4(blendColor, double, double, double, double) DELEGATE_TO_INTERNAL_1(blendEquation, unsigned long) DELEGATE_TO_INTERNAL_2(blendEquationSeparate, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_2(blendFunc, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, int, unsigned long) DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, ArrayBufferView*, unsigned long) DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, ArrayBufferView*) DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_1(clear, unsigned long) DELEGATE_TO_INTERNAL_4(clearColor, double, double, double, double) DELEGATE_TO_INTERNAL_1(clearDepth, double) DELEGATE_TO_INTERNAL_1(clearStencil, long) DELEGATE_TO_INTERNAL_4(colorMask, bool, bool, bool, bool) DELEGATE_TO_INTERNAL_1(compileShader, WebGLShader*) DELEGATE_TO_INTERNAL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long) DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_1(cullFace, unsigned long) DELEGATE_TO_INTERNAL_1(depthFunc, unsigned long) DELEGATE_TO_INTERNAL_1(depthMask, bool) DELEGATE_TO_INTERNAL_2(depthRange, double, double) DELEGATE_TO_INTERNAL_2(detachShader, WebGLProgram*, WebGLShader*) DELEGATE_TO_INTERNAL_1(disable, unsigned long) DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, unsigned long) DELEGATE_TO_INTERNAL_3(drawArrays, unsigned long, long, long) DELEGATE_TO_INTERNAL_4(drawElements, unsigned long, unsigned long, unsigned long, long) DELEGATE_TO_INTERNAL_1(enable, unsigned long) DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, unsigned long) DELEGATE_TO_INTERNAL(finish) DELEGATE_TO_INTERNAL(flush) DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*) DELEGATE_TO_INTERNAL_5(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long) DELEGATE_TO_INTERNAL_1(frontFace, unsigned long) DELEGATE_TO_INTERNAL_1(generateMipmap, unsigned long) DELEGATE_TO_INTERNAL_3R(getActiveAttrib, WebGLProgram*, unsigned long, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_3R(getActiveUniform, WebGLProgram*, unsigned long, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_2R(getAttribLocation, WebGLProgram*, const String&, int) DELEGATE_TO_INTERNAL_2(getBooleanv, unsigned long, unsigned char*) DELEGATE_TO_INTERNAL_3(getBufferParameteriv, unsigned long, unsigned long, int*) DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes) DELEGATE_TO_INTERNAL_R(getError, unsigned long) DELEGATE_TO_INTERNAL_2(getFloatv, unsigned long, float*) DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*) DELEGATE_TO_INTERNAL_2(getIntegerv, unsigned long, int*) DELEGATE_TO_INTERNAL_3(getProgramiv, WebGLProgram*, unsigned long, int*) DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, WebGLProgram*, String) DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*) DELEGATE_TO_INTERNAL_3(getShaderiv, WebGLShader*, unsigned long, int*) DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, WebGLShader*, String) DELEGATE_TO_INTERNAL_1R(getShaderSource, WebGLShader*, String) DELEGATE_TO_INTERNAL_1R(getString, unsigned long, String) DELEGATE_TO_INTERNAL_3(getTexParameterfv, unsigned long, unsigned long, float*) DELEGATE_TO_INTERNAL_3(getTexParameteriv, unsigned long, unsigned long, int*) DELEGATE_TO_INTERNAL_3(getUniformfv, WebGLProgram*, long, float*) DELEGATE_TO_INTERNAL_3(getUniformiv, WebGLProgram*, long, int*) DELEGATE_TO_INTERNAL_2R(getUniformLocation, WebGLProgram*, const String&, long) DELEGATE_TO_INTERNAL_3(getVertexAttribfv, unsigned long, unsigned long, float*) DELEGATE_TO_INTERNAL_3(getVertexAttribiv, unsigned long, unsigned long, int*) DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, unsigned long, unsigned long, long) DELEGATE_TO_INTERNAL_2(hint, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_1R(isBuffer, WebGLBuffer*, bool) DELEGATE_TO_INTERNAL_1R(isEnabled, unsigned long, bool) DELEGATE_TO_INTERNAL_1R(isFramebuffer, WebGLFramebuffer*, bool) DELEGATE_TO_INTERNAL_1R(isProgram, WebGLProgram*, bool) DELEGATE_TO_INTERNAL_1R(isRenderbuffer, WebGLRenderbuffer*, bool) DELEGATE_TO_INTERNAL_1R(isShader, WebGLShader*, bool) DELEGATE_TO_INTERNAL_1R(isTexture, WebGLTexture*, bool) DELEGATE_TO_INTERNAL_1(lineWidth, double) DELEGATE_TO_INTERNAL_1(linkProgram, WebGLProgram*) DELEGATE_TO_INTERNAL_2(pixelStorei, unsigned long, long) DELEGATE_TO_INTERNAL_2(polygonOffset, double, double) DELEGATE_TO_INTERNAL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*) DELEGATE_TO_INTERNAL(releaseShaderCompiler) DELEGATE_TO_INTERNAL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_2(sampleCoverage, double, bool) DELEGATE_TO_INTERNAL_4(scissor, long, long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_2(shaderSource, WebGLShader*, const String&) DELEGATE_TO_INTERNAL_3(stencilFunc, unsigned long, long, unsigned long) DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) DELEGATE_TO_INTERNAL_1(stencilMask, unsigned long) DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_3(stencilOp, unsigned long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_9R(texImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int) DELEGATE_TO_INTERNAL_3(texParameterf, unsigned, unsigned, float) DELEGATE_TO_INTERNAL_3(texParameteri, unsigned, unsigned, int) DELEGATE_TO_INTERNAL_9R(texSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int) DELEGATE_TO_INTERNAL_2(uniform1f, long, float) DELEGATE_TO_INTERNAL_3(uniform1fv, long, float*, int) DELEGATE_TO_INTERNAL_2(uniform1i, long, int) DELEGATE_TO_INTERNAL_3(uniform1iv, long, int*, int) DELEGATE_TO_INTERNAL_3(uniform2f, long, float, float) DELEGATE_TO_INTERNAL_3(uniform2fv, long, float*, int) DELEGATE_TO_INTERNAL_3(uniform2i, long, int, int) DELEGATE_TO_INTERNAL_3(uniform2iv, long, int*, int) DELEGATE_TO_INTERNAL_4(uniform3f, long, float, float, float) DELEGATE_TO_INTERNAL_3(uniform3fv, long, float*, int) DELEGATE_TO_INTERNAL_4(uniform3i, long, int, int, int) DELEGATE_TO_INTERNAL_3(uniform3iv, long, int*, int) DELEGATE_TO_INTERNAL_5(uniform4f, long, float, float, float, float) DELEGATE_TO_INTERNAL_3(uniform4fv, long, float*, int) DELEGATE_TO_INTERNAL_5(uniform4i, long, int, int, int, int) DELEGATE_TO_INTERNAL_3(uniform4iv, long, int*, int) DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, long, bool, float*, int) DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, long, bool, float*, int) DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, long, bool, float*, int) DELEGATE_TO_INTERNAL_1(useProgram, WebGLProgram*) DELEGATE_TO_INTERNAL_1(validateProgram, WebGLProgram*) DELEGATE_TO_INTERNAL_2(vertexAttrib1f, unsigned long, float) DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, unsigned long, float*) DELEGATE_TO_INTERNAL_3(vertexAttrib2f, unsigned long, float, float) DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, unsigned long, float*) DELEGATE_TO_INTERNAL_4(vertexAttrib3f, unsigned long, float, float, float) DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, unsigned long, float*) DELEGATE_TO_INTERNAL_5(vertexAttrib4f, unsigned long, float, float, float, float) DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, unsigned long, float*) DELEGATE_TO_INTERNAL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_4(viewport, long, long, unsigned long, unsigned long) DELEGATE_TO_INTERNAL_1(beginPaint, WebGLRenderingContext*) DELEGATE_TO_INTERNAL(endPaint) DELEGATE_TO_INTERNAL_R(createBuffer, unsigned) DELEGATE_TO_INTERNAL_R(createFramebuffer, unsigned) DELEGATE_TO_INTERNAL_R(createProgram, unsigned) DELEGATE_TO_INTERNAL_R(createRenderbuffer, unsigned) DELEGATE_TO_INTERNAL_1R(createShader, unsigned long, unsigned) DELEGATE_TO_INTERNAL_R(createTexture, unsigned) DELEGATE_TO_INTERNAL_1(deleteBuffer, unsigned) DELEGATE_TO_INTERNAL_1(deleteFramebuffer, unsigned) DELEGATE_TO_INTERNAL_1(deleteProgram, unsigned) DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, unsigned) DELEGATE_TO_INTERNAL_1(deleteShader, unsigned) DELEGATE_TO_INTERNAL_1(deleteTexture, unsigned) DELEGATE_TO_INTERNAL_1(synthesizeGLError, unsigned long) bool GraphicsContext3D::isGLES2Compliant() const { return m_internal->isGLES2Compliant(); } } // namespace WebCore #endif // ENABLE(3D_CANVAS)