mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
eb58c833dd
--HG-- extra : rebase_source : d24fa6dbab838863e706bcb71014c9e3c0117a03 extra : source : 7d4a92f24cd575ae2b284a4ef1bf2a0f915ac388
263 lines
14 KiB
C++
263 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
|
|
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#ifndef WEBGL2CONTEXT_H_
|
|
#define WEBGL2CONTEXT_H_
|
|
|
|
#include "WebGLContext.h"
|
|
|
|
namespace mozilla {
|
|
|
|
class WebGLSampler;
|
|
class WebGLSync;
|
|
class WebGLTransformFeedback;
|
|
class WebGLVertexArrayObject;
|
|
|
|
class WebGL2Context
|
|
: public WebGLContext
|
|
{
|
|
public:
|
|
|
|
virtual ~WebGL2Context();
|
|
|
|
static bool IsSupported();
|
|
static WebGL2Context* Create();
|
|
|
|
virtual bool IsWebGL2() const MOZ_OVERRIDE
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------
|
|
// IMPLEMENT nsWrapperCache
|
|
|
|
virtual JSObject* WrapObject(JSContext *cx) MOZ_OVERRIDE;
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Buffer objects - WebGL2ContextBuffers.cpp
|
|
|
|
void CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
|
|
GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
|
|
void GetBufferSubData(GLenum target, GLintptr offset, const dom::ArrayBuffer& returnedData);
|
|
void GetBufferSubData(GLenum target, GLintptr offset, const dom::ArrayBufferView& returnedData);
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Framebuffer objects - WebGL2ContextFramebuffers.cpp
|
|
|
|
void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
|
|
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
|
|
GLbitfield mask, GLenum filter);
|
|
void FramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
|
|
void GetInternalformatParameter(JSContext*, GLenum target, GLenum internalformat, GLenum pname, JS::MutableHandleValue retval);
|
|
void InvalidateFramebuffer(GLenum target, const dom::Sequence<GLenum>& attachments);
|
|
void InvalidateSubFramebuffer (GLenum target, const dom::Sequence<GLenum>& attachments, GLint x, GLint y,
|
|
GLsizei width, GLsizei height);
|
|
void ReadBuffer(GLenum mode);
|
|
void RenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
|
|
GLsizei width, GLsizei height);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Texture objects - WebGL2ContextTextures.cpp
|
|
|
|
void TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
|
|
void TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height,
|
|
GLsizei depth);
|
|
void TexImage3D(GLenum target, GLint level, GLenum internalformat,
|
|
GLsizei width, GLsizei height, GLsizei depth,
|
|
GLint border, GLenum format, GLenum type,
|
|
const Nullable<dom::ArrayBufferView> &pixels,
|
|
ErrorResult& rv);
|
|
void TexSubImage3D(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLsizei width, GLsizei height, GLsizei depth,
|
|
GLenum format, GLenum type, const Nullable<dom::ArrayBufferView>& pixels,
|
|
ErrorResult& rv);
|
|
void TexSubImage3D(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLenum format, GLenum type, dom::ImageData* data,
|
|
ErrorResult& rv);
|
|
template<class ElementType>
|
|
void TexSubImage3D(GLenum target, GLint level,
|
|
GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLenum format, GLenum type, ElementType& elt, ErrorResult& rv)
|
|
{}
|
|
|
|
void CopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLint x, GLint y, GLsizei width, GLsizei height);
|
|
void CompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
|
|
GLsizei width, GLsizei height, GLsizei depth,
|
|
GLint border, GLsizei imageSize, const dom::ArrayBufferView& data);
|
|
void CompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
|
|
GLsizei width, GLsizei height, GLsizei depth,
|
|
GLenum format, GLsizei imageSize, const dom::ArrayBufferView& data);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Programs and shaders - WebGL2ContextPrograms.cpp
|
|
GLint GetFragDataLocation(WebGLProgram* program, const nsAString& name);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Uniforms and attributes - WebGL2ContextUniforms.cpp
|
|
void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
|
|
|
|
void Uniform1ui(WebGLUniformLocation* location, GLuint v0);
|
|
void Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1);
|
|
void Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2);
|
|
void Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
|
|
void Uniform1uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
|
|
void Uniform2uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
|
|
void Uniform3uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
|
|
void Uniform4uiv(WebGLUniformLocation* location, const dom::Sequence<GLuint>& value);
|
|
void UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
void UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
void UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
void UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
void UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
void UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value);
|
|
void UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence<GLfloat>& value);
|
|
|
|
void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
|
|
void VertexAttribI4iv(GLuint index, const dom::Sequence<GLint>& v);
|
|
void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
|
|
void VertexAttribI4uiv(GLuint index, const dom::Sequence<GLuint>& v);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Writing to the drawing buffer
|
|
// TODO(djg): Implemented in WebGLContext
|
|
/*
|
|
void VertexAttribDivisor(GLuint index, GLuint divisor);
|
|
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
|
|
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
|
|
*/
|
|
void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
|
|
|
|
|
|
// ------------------------------------------------------------------------
|
|
// Multiple Render Targets - WebGL2ContextMRTs.cpp
|
|
// TODO(djg): Implemented in WebGLContext
|
|
/*
|
|
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
|
|
*/
|
|
|
|
void ClearBufferiv_base(GLenum buffer, GLint drawbuffer, const GLint* value);
|
|
void ClearBufferuiv_base(GLenum buffer, GLint drawbuffer, const GLuint* value);
|
|
void ClearBufferfv_base(GLenum buffer, GLint drawbuffer, const GLfloat* value);
|
|
|
|
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Int32Array& value);
|
|
void ClearBufferiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLint>& value);
|
|
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Uint32Array& value);
|
|
void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLuint>& value);
|
|
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Float32Array& value);
|
|
void ClearBufferfv(GLenum buffer, GLint drawbuffer, const dom::Sequence<GLfloat>& value);
|
|
void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
|
|
|
|
bool ValidateClearBuffer(const char* info, GLenum buffer, GLint drawbuffer, size_t elemCount);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Query Objects - WebGL2ContextQueries.cpp
|
|
|
|
already_AddRefed<WebGLQuery> CreateQuery();
|
|
void DeleteQuery(WebGLQuery* query);
|
|
bool IsQuery(WebGLQuery* query);
|
|
void BeginQuery(GLenum target, WebGLQuery* query);
|
|
void EndQuery(GLenum target);
|
|
already_AddRefed<WebGLQuery> GetQuery(GLenum target, GLenum pname);
|
|
void GetQueryParameter(JSContext*, WebGLQuery* query, GLenum pname, JS::MutableHandleValue retval);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Sampler Objects - WebGL2ContextSamplers.cpp
|
|
|
|
already_AddRefed<WebGLSampler> CreateSampler();
|
|
void DeleteSampler(WebGLSampler* sampler);
|
|
bool IsSampler(WebGLSampler* sampler);
|
|
void BindSampler(GLuint unit, WebGLSampler* sampler);
|
|
void SamplerParameteri(WebGLSampler* sampler, GLenum pname, GLint param);
|
|
void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Int32Array& param);
|
|
void SamplerParameteriv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLint>& param);
|
|
void SamplerParameterf(WebGLSampler* sampler, GLenum pname, GLfloat param);
|
|
void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Float32Array& param);
|
|
void SamplerParameterfv(WebGLSampler* sampler, GLenum pname, const dom::Sequence<GLfloat>& param);
|
|
void GetSamplerParameter(JSContext*, WebGLSampler* sampler, GLenum pname, JS::MutableHandleValue retval);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Sync objects - WebGL2ContextSync.cpp
|
|
|
|
already_AddRefed<WebGLSync> FenceSync(GLenum condition, GLbitfield flags);
|
|
bool IsSync(WebGLSync* sync);
|
|
void DeleteSync(WebGLSync* sync);
|
|
GLenum ClientWaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
|
|
void WaitSync(WebGLSync* sync, GLbitfield flags, GLuint64 timeout);
|
|
void GetSyncParameter(JSContext*, WebGLSync* sync, GLenum pname, JS::MutableHandleValue retval);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Transform Feedback - WebGL2ContextTransformFeedback.cpp
|
|
|
|
already_AddRefed<WebGLTransformFeedback> CreateTransformFeedback();
|
|
void DeleteTransformFeedback(WebGLTransformFeedback* tf);
|
|
bool IsTransformFeedback(WebGLTransformFeedback* tf);
|
|
void BindTransformFeedback(GLenum target, GLuint id);
|
|
void BeginTransformFeedback(GLenum primitiveMode);
|
|
void EndTransformFeedback();
|
|
void TransformFeedbackVaryings(WebGLProgram* program, GLsizei count,
|
|
const dom::Sequence<nsString>& varyings, GLenum bufferMode);
|
|
already_AddRefed<WebGLActiveInfo> GetTransformFeedbackVarying(WebGLProgram* program, GLuint index);
|
|
void PauseTransformFeedback();
|
|
void ResumeTransformFeedback();
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Uniform Buffer Objects and Transform Feedback Buffers - WebGL2ContextUniforms.cpp
|
|
// TODO(djg): Implemented in WebGLContext
|
|
/*
|
|
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
|
|
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size);
|
|
*/
|
|
void GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval);
|
|
void GetUniformIndices(WebGLProgram* program, const dom::Sequence<nsString>& uniformNames, dom::Nullable< nsTArray<GLuint> >& retval);
|
|
void GetActiveUniforms(WebGLProgram* program, const dom::Sequence<GLuint>& uniformIndices, GLenum pname,
|
|
dom::Nullable< nsTArray<GLint> >& retval);
|
|
GLuint GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName);
|
|
void GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program, GLuint uniformBlockIndex, GLenum pname, JS::MutableHandleValue retval);
|
|
void GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval);
|
|
void UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
|
|
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Vertex Array Object - WebGL2ContextVAOs.cpp
|
|
// TODO(djg): Implemented in WebGLContext
|
|
/*
|
|
already_AddRefed<WebGLVertexArrayObject> CreateVertexArray();
|
|
void DeleteVertexArray(WebGLVertexArrayObject* vertexArray);
|
|
bool IsVertexArray(WebGLVertexArrayObject* vertexArray);
|
|
void BindVertexArray(WebGLVertexArrayObject* vertexArray);
|
|
*/
|
|
|
|
private:
|
|
WebGL2Context();
|
|
|
|
bool ValidateSizedInternalFormat(GLenum internalFormat, const char* info);
|
|
bool ValidateTexStorage(GLenum target, GLsizei levels, GLenum internalformat,
|
|
GLsizei width, GLsizei height, GLsizei depth,
|
|
const char* info);
|
|
JS::Value GetTexParameterInternal(const TexTarget& target, GLenum pname) MOZ_OVERRIDE;
|
|
};
|
|
|
|
} // namespace mozilla
|
|
|
|
#endif
|