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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 ErrorResult;
class HostWebGLContext;
class WebGLSampler;
class WebGLSync;
class WebGLTransformFeedback;
class WebGLVertexArrayObject;
namespace dom {
class OwningUnsignedLongOrUint32ArrayOrBoolean;
class OwningWebGLBufferOrLongLong;
} // namespace dom
class WebGL2Context final : public WebGLContext {
friend class WebGLContext;
public:
WebGL2Context(HostWebGLContext* host, const webgl::InitContextDesc& desc)
: WebGLContext(host, desc) {}
virtual bool IsWebGL2() const override { return true; }
// -------------------------------------------------------------------------
// Buffer objects - WebGL2ContextBuffers.cpp
void CopyBufferSubData(GLenum readTarget, GLenum writeTarget,
uint64_t readOffset, uint64_t writeOffset,
uint64_t size) const;
bool GetBufferSubData(GLenum target, uint64_t srcByteOffset,
const Range<uint8_t>& dest) const;
// -------------------------------------------------------------------------
// 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 InvalidateFramebuffer(GLenum target,
const Span<const GLenum>& attachments);
void InvalidateSubFramebuffer(GLenum target,
const Span<const GLenum>& attachments, GLint x,
GLint y, GLsizei width, GLsizei height);
void ReadBuffer(GLenum mode);
// -------------------------------------------------------------------------
// Renderbuffer objects - WebGL2ContextRenderbuffers.cpp
Maybe<std::vector<int32_t>> GetInternalformatParameter(GLenum target,
GLenum internalformat,
GLenum pname) const;
// -------------------------------------------------------------------------
// Texture objects - WebGL2ContextTextures.cpp
// GL 3.0 & ES 3.0
void VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
void VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
// -------------------------------------------------------------------------
// Writing to the drawing buffer
/* 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,
WebGLintptr offset, GLsizei instanceCount);
*/
// ------------------------------------------------------------------------
// Multiple Render Targets - WebGL2ContextMRTs.cpp
private:
bool ValidateClearBuffer(GLenum buffer, GLint drawBuffer,
webgl::AttribBaseType funcType);
public:
void ClearBufferfi(GLenum buffer, GLint drawBuffer, GLfloat depth,
GLint stencil);
void ClearBufferTv(GLenum buffer, GLint drawBuffer,
const webgl::TypedQuad& data);
// -------------------------------------------------------------------------
// Sampler Objects - WebGL2ContextSamplers.cpp
RefPtr<WebGLSampler> CreateSampler();
void BindSampler(GLuint unit, WebGLSampler* sampler);
void SamplerParameteri(WebGLSampler& sampler, GLenum pname, GLint param);
void SamplerParameterf(WebGLSampler& sampler, GLenum pname, GLfloat param);
Maybe<double> GetSamplerParameter(const WebGLSampler& sampler,
GLenum pname) const;
// -------------------------------------------------------------------------
// Sync objects - WebGL2ContextSync.cpp
RefPtr<WebGLSync> FenceSync(GLenum condition, GLbitfield flags);
GLenum ClientWaitSync(WebGLSync& sync, GLbitfield flags, GLuint64 timeout);
// -------------------------------------------------------------------------
// Transform Feedback - WebGL2ContextTransformFeedback.cpp
RefPtr<WebGLTransformFeedback> CreateTransformFeedback();
void BindTransformFeedback(WebGLTransformFeedback* tf);
void BeginTransformFeedback(GLenum primitiveMode);
void EndTransformFeedback();
void PauseTransformFeedback();
void ResumeTransformFeedback();
void TransformFeedbackVaryings(WebGLProgram& program,
const std::vector<std::string>& varyings,
GLenum bufferMode) const;
// -------------------------------------------------------------------------
// 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,
WebGLintptr offset, WebGLsizeiptr size);
*/
Maybe<double> GetParameter(GLenum pname) override;
Maybe<double> GetIndexedParameter(GLenum pname, uint32_t index) const;
// Make the inline version from the superclass visible here.
using WebGLContext::GetParameter;
void UniformBlockBinding(WebGLProgram& program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding);
private:
virtual UniquePtr<webgl::FormatUsageAuthority> CreateFormatUsage(
gl::GLContext* gl) const override;
virtual bool IsTexParamValid(GLenum pname) const override;
void UpdateBoundQuery(GLenum target, WebGLQuery* query);
};
} // namespace mozilla
#endif