Source code

Revision control

Copy as Markdown

Other Tools

/* -*- 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 WEBGLPARENT_H_
#define WEBGLPARENT_H_
#include "mozilla/GfxMessageUtils.h"
#include "mozilla/dom/ipc/IdType.h"
#include "mozilla/dom/PWebGLParent.h"
#include "mozilla/WeakPtr.h"
namespace mozilla {
class HostWebGLContext;
class WebGLChild;
namespace layers {
class SharedSurfaceTextureClient;
class SurfaceDescriptor;
} // namespace layers
namespace dom {
class WebGLParent : public PWebGLParent, public SupportsWeakPtr {
friend PWebGLParent;
public:
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(WebGLParent, override);
mozilla::ipc::IPCResult RecvInitialize(const webgl::InitContextDesc&,
webgl::InitContextResult* out);
explicit WebGLParent(const dom::ContentParentId& aContentId); // For IPDL
using IPCResult = mozilla::ipc::IPCResult;
template <class ResolveT>
IPCResult RecvPing(const ResolveT& Resolve) {
Resolve(void_t{});
return IPC_OK();
}
IPCResult RecvSyncPing() { return IPC_OK(); }
IPCResult RecvDispatchCommands(mozilla::ipc::BigBuffer&&, uint64_t);
IPCResult RecvTexImage(uint32_t level, uint32_t respecFormat,
const uvec3& offset, const webgl::PackingInfo&,
webgl::TexUnpackBlobDesc&&);
IPCResult RecvGetBufferSubData(GLenum target, uint64_t srcByteOffset,
uint64_t byteSize, mozilla::ipc::Shmem* ret);
IPCResult GetFrontBufferSnapshot(webgl::FrontBufferSnapshotIpc* ret,
IProtocol* aProtocol);
IPCResult RecvGetFrontBufferSnapshot(webgl::FrontBufferSnapshotIpc* ret);
IPCResult RecvReadPixels(const webgl::ReadPixelsDesc&,
ReadPixelsBuffer&& buffer,
webgl::ReadPixelsResultIpc* ret);
// -
using ObjectId = webgl::ObjectId;
IPCResult RecvCheckFramebufferStatus(GLenum target, GLenum* ret);
IPCResult RecvClientWaitSync(ObjectId id, GLbitfield flags, GLuint64 timeout,
GLenum* ret);
IPCResult RecvCreateOpaqueFramebuffer(ObjectId id,
const OpaqueFramebufferOptions&,
bool* ret);
IPCResult RecvDrawingBufferSize(uvec2* ret);
IPCResult RecvFinish();
IPCResult RecvGetBufferParameter(GLenum target, GLenum pname,
Maybe<double>* ret);
IPCResult RecvGetCompileResult(ObjectId id, webgl::CompileResult* ret);
IPCResult RecvGetError(GLenum* ret);
IPCResult RecvGetFragDataLocation(ObjectId id, const std::string& name,
GLint* ret);
IPCResult RecvGetFramebufferAttachmentParameter(ObjectId id,
GLenum attachment,
GLenum pname,
Maybe<double>* ret);
IPCResult RecvGetFrontBuffer(ObjectId fb, bool vr,
Maybe<layers::SurfaceDescriptor>* ret);
IPCResult RecvGetIndexedParameter(GLenum target, GLuint index,
Maybe<double>* ret);
IPCResult RecvGetInternalformatParameter(GLenum target, GLuint format,
GLuint pname,
Maybe<std::vector<int32_t>>* ret);
IPCResult RecvGetLinkResult(ObjectId id, webgl::LinkResult* ret);
IPCResult RecvGetNumber(GLenum pname, Maybe<double>* ret);
IPCResult RecvGetQueryParameter(ObjectId id, GLenum pname,
Maybe<double>* ret);
IPCResult RecvGetRenderbufferParameter(ObjectId id, GLenum pname,
Maybe<double>* ret);
IPCResult RecvGetSamplerParameter(ObjectId id, GLenum pname,
Maybe<double>* ret);
IPCResult RecvGetShaderPrecisionFormat(
GLenum shaderType, GLenum precisionType,
Maybe<webgl::ShaderPrecisionFormat>* ret);
IPCResult RecvGetString(GLenum pname, Maybe<std::string>* ret);
IPCResult RecvGetTexParameter(ObjectId id, GLenum pname, Maybe<double>* ret);
IPCResult RecvGetUniform(ObjectId id, uint32_t loc,
webgl::GetUniformData* ret);
IPCResult RecvGetVertexAttrib(GLuint index, GLenum pname, Maybe<double>* ret);
IPCResult RecvOnMemoryPressure();
IPCResult RecvValidateProgram(ObjectId id, bool* ret);
// -
const dom::ContentParentId mContentId;
private:
~WebGLParent();
mozilla::ipc::IPCResult Recv__delete__() override;
void ActorDestroy(ActorDestroyReason aWhy) override;
mozilla::ipc::IPCResult RecvWaitForTxn(layers::RemoteTextureOwnerId aOwnerId,
layers::RemoteTextureTxnType aTxnType,
layers::RemoteTextureTxnId aTxnId);
UniquePtr<HostWebGLContext> mHost;
// Runnable that repeatedly processes our WebGL command queue
RefPtr<Runnable> mRunCommandsRunnable;
};
} // namespace dom
} // namespace mozilla
#endif // WEBGLPARENT_H_