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/*
* 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 <wtf/ListHashSet.h>
#include <wtf/Noncopyable.h>
#include <wtf/PassOwnPtr.h>
// FIXME: Find a better way to avoid the name confliction for NO_ERROR.
#if ((PLATFORM(CHROMIUM) && OS(WINDOWS)) || PLATFORM(WIN))
#undef NO_ERROR
#endif
#if PLATFORM(MAC)
#include <OpenGL/OpenGL.h>
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<GraphicsContext3D> 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<WebGLArray> 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<Vector<float> > m_vertexArray;
CGLContextObj m_contextObj;
GLuint m_texture;
GLuint m_fbo;
GLuint m_depthBuffer;
// Errors raised by synthesizeGLError().
ListHashSet<unsigned long> m_syntheticErrors;
#endif
// FIXME: ideally this would be used on all platforms.
#if PLATFORM(CHROMIUM)
friend class GraphicsContext3DInternal;
OwnPtr<GraphicsContext3DInternal> m_internal;
#endif
};
} // namespace WebCore
#endif // GraphicsContext3D_h
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