mirror of
https://github.com/mozilla/gecko-dev.git
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ebb118a497
--HG-- extra : rebase_source : cbba1bb1995a35e7238b40a6819274d2fb15a40c extra : source : 0f5fc69cd1f616e224ff5837f4c7486c126197e0
273 lines
14 KiB
C++
273 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef WEBGL2CONTEXT_H_
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#define WEBGL2CONTEXT_H_
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#include "WebGLContext.h"
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namespace mozilla {
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class WebGLSampler;
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class WebGLSync;
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class WebGLTransformFeedback;
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class WebGLVertexArrayObject;
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class WebGL2Context
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: public WebGLContext
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{
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public:
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virtual ~WebGL2Context();
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static bool IsSupported();
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static WebGL2Context* Create();
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virtual bool IsWebGL2() const MOZ_OVERRIDE
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{
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return true;
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}
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// -------------------------------------------------------------------------
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// IMPLEMENT nsWrapperCache
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virtual JSObject* WrapObject(JSContext* cx) MOZ_OVERRIDE;
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// -------------------------------------------------------------------------
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// Buffer objects - WebGL2ContextBuffers.cpp
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void CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
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GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
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void GetBufferSubData(GLenum target, GLintptr offset, const dom::ArrayBuffer& returnedData);
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void GetBufferSubData(GLenum target, GLintptr offset, const dom::ArrayBufferView& returnedData);
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// -------------------------------------------------------------------------
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// Framebuffer objects - WebGL2ContextFramebuffers.cpp
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
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void GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, GLenum pname, JS::MutableHandleValue retval);
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void InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments);
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void InvalidateSubFramebuffer (GLenum target, const dom::Sequence<GLenum>& attachments, GLint x, GLint y,
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GLsizei width, GLsizei height);
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void ReadBuffer(GLenum mode);
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void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
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GLsizei width, GLsizei height);
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// -------------------------------------------------------------------------
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// Texture objects - WebGL2ContextTextures.cpp
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void TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
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void TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height,
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GLsizei depth);
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void TexImage3D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLsizei depth,
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GLint border, GLenum format, GLenum type,
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const Nullable<dom::ArrayBufferView> &pixels,
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ErrorResult& rv);
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void TexSubImage3D(GLenum target, GLint level,
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GLint xoffset, GLint yoffset, GLint zoffset,
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GLsizei width, GLsizei height, GLsizei depth,
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GLenum format, GLenum type, const Nullable<dom::ArrayBufferView>& pixels,
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ErrorResult& rv);
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void TexSubImage3D(GLenum target, GLint level,
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GLint xoffset, GLint yoffset, GLint zoffset,
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GLenum format, GLenum type, dom::ImageData* data,
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ErrorResult& rv);
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template<class ElementType>
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void TexSubImage3D(GLenum target, GLint level,
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GLint xoffset, GLint yoffset, GLint zoffset,
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GLenum format, GLenum type, ElementType& elt, ErrorResult& rv)
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{}
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void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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GLint x, GLint y, GLsizei width, GLsizei height);
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void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLsizei depth,
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GLint border, GLsizei imageSize, const dom::ArrayBufferView& data);
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void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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GLsizei width, GLsizei height, GLsizei depth,
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GLenum format, GLsizei imageSize, const dom::ArrayBufferView& data);
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// -------------------------------------------------------------------------
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// Programs and shaders - WebGL2ContextPrograms.cpp
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GLint GetFragDataLocation(WebGLProgram* program, const nsAString& name);
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// -------------------------------------------------------------------------
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// Uniforms and attributes - WebGL2ContextUniforms.cpp
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void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
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void Uniform1ui(WebGLUniformLocation* location, GLuint v0);
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void Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1);
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void Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2);
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void Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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void Uniform1uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
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void Uniform2uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
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void Uniform3uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
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void Uniform4uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
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void UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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void UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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void UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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void UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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void UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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void UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
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void UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
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private:
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void VertexAttribI4iv(GLuint index, size_t length, const GLint* v);
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void VertexAttribI4uiv(GLuint index, size_t length, const GLuint* v);
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public:
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// GL 3.0 & ES 3.0
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void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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void VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v);
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void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
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void VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v);
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// -------------------------------------------------------------------------
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// Writing to the drawing buffer
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// TODO(djg): Implemented in WebGLContext
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/*
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void VertexAttribDivisor(GLuint index, GLuint divisor);
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void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
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void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
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*/
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void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
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// ------------------------------------------------------------------------
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// Multiple Render Targets - WebGL2ContextMRTs.cpp
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// TODO(djg): Implemented in WebGLContext
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/*
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void DrawBuffers(const dom::Sequence<GLenum>& buffers);
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*/
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void ClearBufferiv_base(GLenum buffer, GLint drawbuffer, const GLint* value);
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void ClearBufferuiv_base(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void ClearBufferfv_base(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Int32Array& value);
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void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLint>& value);
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void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Uint32Array& value);
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void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLuint>& value);
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void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Float32Array& value);
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void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLfloat>& value);
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void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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bool ValidateClearBuffer(const char* info, GLenum buffer, GLint drawbuffer, size_t elemCount);
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// -------------------------------------------------------------------------
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// Query Objects - WebGL2ContextQueries.cpp
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already_AddRefed<WebGLQuery> CreateQuery();
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void DeleteQuery(WebGLQuery* query);
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bool IsQuery(WebGLQuery* query);
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void BeginQuery(GLenum target, WebGLQuery* query);
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void EndQuery(GLenum target);
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already_AddRefed<WebGLQuery> GetQuery(GLenum target, GLenum pname);
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void GetQueryParameter(JSContext*, WebGLQuery* query, GLenum pname, JS::MutableHandleValue retval);
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// -------------------------------------------------------------------------
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// Sampler Objects - WebGL2ContextSamplers.cpp
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already_AddRefed<WebGLSampler> CreateSampler();
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void DeleteSampler(WebGLSampler* sampler);
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bool IsSampler(WebGLSampler* sampler);
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void BindSampler(GLuint unit, WebGLSampler* sampler);
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void SamplerParameteri(WebGLSampler* sampler, GLenum pname, GLint param);
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void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Int32Array& param);
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void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLint>& param);
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void SamplerParameterf(WebGLSampler* sampler, GLenum pname, GLfloat param);
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void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Float32Array& param);
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void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLfloat>& param);
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void GetSamplerParameter(JSContext*, WebGLSampler* sampler, GLenum pname, JS::MutableHandleValue retval);
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// -------------------------------------------------------------------------
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// Sync objects - WebGL2ContextSync.cpp
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already_AddRefed<WebGLSync> FenceSync(GLenum condition, GLbitfield flags);
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bool IsSync(WebGLSync* sync);
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void DeleteSync(WebGLSync* sync);
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GLenum ClientWaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
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void WaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
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void GetSyncParameter(JSContext*, WebGLSync* sync, GLenum pname, JS::MutableHandleValue retval);
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// -------------------------------------------------------------------------
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// Transform Feedback - WebGL2ContextTransformFeedback.cpp
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already_AddRefed<WebGLTransformFeedback> CreateTransformFeedback();
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void DeleteTransformFeedback(WebGLTransformFeedback* tf);
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bool IsTransformFeedback(WebGLTransformFeedback* tf);
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void BindTransformFeedback(GLenum target, WebGLTransformFeedback* tf);
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void BeginTransformFeedback(GLenum primitiveMode);
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void EndTransformFeedback();
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void PauseTransformFeedback();
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void ResumeTransformFeedback();
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void TransformFeedbackVaryings(WebGLProgram* program, const dom::Sequence<nsString>& varyings, GLenum bufferMode);
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already_AddRefed<WebGLActiveInfo> GetTransformFeedbackVarying(WebGLProgram* program, GLuint index);
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// -------------------------------------------------------------------------
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// Uniform Buffer Objects and Transform Feedback Buffers - WebGL2ContextUniforms.cpp
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// TODO(djg): Implemented in WebGLContext
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/*
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void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
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void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
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*/
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void GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval);
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void GetUniformIndices(WebGLProgram* program, const dom::Sequence<nsString>& uniformNames, dom::Nullable< nsTArray<GLuint> >& retval);
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void GetActiveUniforms(WebGLProgram* program, const dom::Sequence<GLuint>& uniformIndices, GLenum pname,
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dom::Nullable< nsTArray<GLint> >& retval);
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GLuint GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName);
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void GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program, GLuint uniformBlockIndex, GLenum pname, JS::MutableHandleValue retval);
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void GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval);
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void UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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// -------------------------------------------------------------------------
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// Vertex Array Object - WebGL2ContextVAOs.cpp
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// TODO(djg): Implemented in WebGLContext
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/*
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already_AddRefed<WebGLVertexArrayObject> CreateVertexArray();
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void DeleteVertexArray(WebGLVertexArrayObject* vertexArray);
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bool IsVertexArray(WebGLVertexArrayObject* vertexArray);
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void BindVertexArray(WebGLVertexArrayObject* vertexArray);
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*/
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private:
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WebGL2Context();
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JS::Value GetTexParameterInternal(const TexTarget& target, GLenum pname) MOZ_OVERRIDE;
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bool ValidateSizedInternalFormat(GLenum internalFormat, const char* info);
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bool ValidateTexStorage(GLenum target, GLsizei levels, GLenum internalformat,
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GLsizei width, GLsizei height, GLsizei depth,
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const char* info);
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virtual bool ValidateAttribPointerType(bool integerMode, GLenum type, GLsizei* alignment, const char* info) MOZ_OVERRIDE;
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virtual bool ValidateBufferTarget(GLenum target, const char* info) MOZ_OVERRIDE;
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virtual bool ValidateBufferIndexedTarget(GLenum target, const char* info) MOZ_OVERRIDE;
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virtual bool ValidateBufferForTarget(GLenum target, WebGLBuffer* buffer, const char* info) MOZ_OVERRIDE;
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};
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} // namespace mozilla
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#endif
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