gecko/dom/canvas/WebGL2Context.h

256 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 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
// TODO(djg): Implemented in WebGLContext
/* already_AddRefed<WebGLQuery> CreateQuery();
void DeleteQuery(WebGLQuery* query);
bool IsQuery(WebGLQuery* query);
void BeginQuery(GLenum target, WebGLQuery* query);
void EndQuery(GLenum target);
JS::Value GetQuery(JSContext*, 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);
};
} // namespace mozilla
#endif