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LibWeb: Merge WebGLRenderingContextBase into WebGLRenderingContext
There is no need to have a separate class for WebGLRenderingContextBase mixin.
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parent
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commit
4bf9bf7972
Notes:
github-actions[bot]
2024-12-03 22:37:41 +00:00
Author: https://github.com/kalenikaliaksandr
Commit: 4bf9bf7972
Pull-request: https://github.com/LadybirdBrowser/ladybird/pull/2688
Reviewed-by: https://github.com/ADKaster ✅
5 changed files with 391 additions and 437 deletions
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@ -1,21 +1,39 @@
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/*
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* Copyright (c) 2022, Luke Wilde <lukew@serenityos.org>
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* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/ArrayBuffer.h>
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#include <LibJS/Runtime/TypedArray.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLRenderingContextPrototype.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/HTMLCanvasElement.h>
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#include <LibWeb/HTML/TraversableNavigable.h>
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#include <LibWeb/Painting/Paintable.h>
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#include <LibWeb/WebGL/EventNames.h>
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#include <LibWeb/WebGL/WebGLBuffer.h>
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#include <LibWeb/WebGL/WebGLContextEvent.h>
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#include <LibWeb/WebGL/WebGLProgram.h>
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#include <LibWeb/WebGL/WebGLRenderingContext.h>
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#include <LibWeb/WebGL/WebGLShader.h>
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#include <LibWeb/WebIDL/Buffers.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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namespace Web::WebGL {
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GC_DEFINE_ALLOCATOR(WebGLRenderingContext);
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#define RETURN_WITH_WEBGL_ERROR_IF(condition, error) \
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if (condition) { \
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dbgln_if(WEBGL_CONTEXT_DEBUG, "{}(): error {:#x}", __func__, error); \
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set_error(error); \
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return; \
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}
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#fire-a-webgl-context-event
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static void fire_webgl_context_event(HTML::HTMLCanvasElement& canvas_element, FlyString const& type)
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{
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@ -50,7 +68,11 @@ JS::ThrowCompletionOr<GC::Ptr<WebGLRenderingContext>> WebGLRenderingContext::cre
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}
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WebGLRenderingContext::WebGLRenderingContext(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr<OpenGLContext> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters)
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: WebGLRenderingContextBase(realm, canvas_element, move(context), move(context_creation_parameters), move(actual_context_parameters))
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: PlatformObject(realm)
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, m_context(move(context))
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, m_canvas_element(canvas_element)
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, m_context_creation_parameters(context_creation_parameters)
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, m_actual_context_parameters(actual_context_parameters)
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{
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}
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@ -62,4 +84,291 @@ void WebGLRenderingContext::initialize(JS::Realm& realm)
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLRenderingContext);
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}
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void WebGLRenderingContext::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_canvas_element);
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}
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void WebGLRenderingContext::present()
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{
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if (!m_should_present)
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return;
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m_should_present = false;
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// "Before the drawing buffer is presented for compositing the implementation shall ensure that all rendering operations have been flushed to the drawing buffer."
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glFlush();
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// "By default, after compositing the contents of the drawing buffer shall be cleared to their default values, as shown in the table above.
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// This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object.
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// If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them."
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if (!m_context_creation_parameters.preserve_drawing_buffer) {
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m_context->clear_buffer_to_default_values();
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}
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}
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GC::Ref<HTML::HTMLCanvasElement> WebGLRenderingContext::canvas_for_binding() const
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{
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return *m_canvas_element;
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}
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void WebGLRenderingContext::needs_to_present()
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{
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m_should_present = true;
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if (!m_canvas_element->paintable())
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return;
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m_canvas_element->paintable()->set_needs_display();
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}
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void WebGLRenderingContext::set_error(GLenum error)
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{
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auto context_error = glGetError();
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if (context_error != GL_NO_ERROR)
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m_error = context_error;
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else
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m_error = error;
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}
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bool WebGLRenderingContext::is_context_lost() const
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{
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::is_context_lost()");
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return m_context_lost;
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}
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void WebGLRenderingContext::set_size(Gfx::IntSize const&)
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{
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TODO();
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}
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void WebGLRenderingContext::reset_to_default_state()
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{
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}
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RefPtr<Gfx::PaintingSurface> WebGLRenderingContext::surface()
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{
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TODO();
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}
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Optional<Vector<String>> WebGLRenderingContext::get_supported_extensions() const
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{
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if (m_context_lost)
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return Optional<Vector<String>> {};
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_supported_extensions()");
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// FIXME: We don't currently support any extensions.
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return Vector<String> {};
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}
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JS::Object* WebGLRenderingContext::get_extension(String const& name) const
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{
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if (m_context_lost)
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return nullptr;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_extension(name='{}')", name);
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// FIXME: We don't currently support any extensions.
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return nullptr;
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}
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void WebGLRenderingContext::active_texture(GLenum texture)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::active_texture(texture={:#08x})", texture);
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m_context->gl_active_texture(texture);
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}
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void WebGLRenderingContext::clear(GLbitfield mask)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear(mask={:#08x})", mask);
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m_context->gl_clear(mask);
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// FIXME: This should only be done if this is targeting the front buffer.
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needs_to_present();
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}
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void WebGLRenderingContext::clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_color(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha);
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m_context->gl_clear_color(red, green, blue, alpha);
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}
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void WebGLRenderingContext::clear_depth(GLclampf depth)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_depth(depth={})", depth);
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m_context->gl_clear_depth(depth);
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}
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void WebGLRenderingContext::clear_stencil(GLint s)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_stencil(s={:#08x})", s);
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m_context->gl_clear_stencil(s);
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}
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void WebGLRenderingContext::color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::color_mask(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha);
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m_context->gl_color_mask(red, green, blue, alpha);
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}
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void WebGLRenderingContext::cull_face(GLenum mode)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::cull_face(mode={:#08x})", mode);
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m_context->gl_cull_face(mode);
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}
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void WebGLRenderingContext::depth_func(GLenum func)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_func(func={:#08x})", func);
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m_context->gl_depth_func(func);
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}
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void WebGLRenderingContext::depth_mask(GLboolean mask)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_mask(mask={})", mask);
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m_context->gl_depth_mask(mask);
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}
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void WebGLRenderingContext::depth_range(GLclampf z_near, GLclampf z_far)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_range(z_near={}, z_far={})", z_near, z_far);
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#VIEWPORT_DEPTH_RANGE
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// "The WebGL API does not support depth ranges with where the near plane is mapped to a value greater than that of the far plane. A call to depthRange will generate an INVALID_OPERATION error if zNear is greater than zFar."
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RETURN_WITH_WEBGL_ERROR_IF(z_near > z_far, GL_INVALID_OPERATION);
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m_context->gl_depth_range(z_near, z_far);
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}
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void WebGLRenderingContext::finish()
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::finish()");
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m_context->gl_finish();
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}
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void WebGLRenderingContext::flush()
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::flush()");
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m_context->gl_flush();
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}
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void WebGLRenderingContext::front_face(GLenum mode)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::front_face(mode={:#08x})", mode);
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m_context->gl_front_face(mode);
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}
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GLenum WebGLRenderingContext::get_error()
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{
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_error()");
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// "If the context's webgl context lost flag is set, returns CONTEXT_LOST_WEBGL the first time this method is called. Afterward, returns NO_ERROR until the context has been restored."
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// FIXME: The plan here is to make the context lost handler unconditionally set m_error to CONTEXT_LOST_WEBGL, which we currently do not have.
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// The idea for the unconditional set is that any potentially error generating functions will not execute when the context is lost.
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if (m_error != GL_NO_ERROR || m_context_lost) {
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auto last_error = m_error;
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m_error = GL_NO_ERROR;
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return last_error;
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}
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return m_context->gl_get_error();
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}
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void WebGLRenderingContext::line_width(GLfloat width)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::line_width(width={})", width);
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#NAN_LINE_WIDTH
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// "In the WebGL API, if the width parameter passed to lineWidth is set to NaN, an INVALID_VALUE error is generated and the line width is not changed."
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RETURN_WITH_WEBGL_ERROR_IF(isnan(width), GL_INVALID_VALUE);
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m_context->gl_line_width(width);
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}
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void WebGLRenderingContext::polygon_offset(GLfloat factor, GLfloat units)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::polygon_offset(factor={}, units={})", factor, units);
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m_context->gl_polygon_offset(factor, units);
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}
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void WebGLRenderingContext::scissor(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::scissor(x={}, y={}, width={}, height={})", x, y, width, height);
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m_context->gl_scissor(x, y, width, height);
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}
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void WebGLRenderingContext::stencil_op(GLenum fail, GLenum zfail, GLenum zpass)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::stencil_op(fail={:#08x}, zfail={:#08x}, zpass={:#08x})", fail, zfail, zpass);
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m_context->gl_stencil_op_separate(GL_FRONT_AND_BACK, fail, zfail, zpass);
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}
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void WebGLRenderingContext::stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::stencil_op_separate(face={:#08x}, fail={:#08x}, zfail={:#08x}, zpass={:#08x})", face, fail, zfail, zpass);
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m_context->gl_stencil_op_separate(face, fail, zfail, zpass);
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}
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void WebGLRenderingContext::viewport(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::viewport(x={}, y={}, width={}, height={})", x, y, width, height);
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m_context->gl_viewport(x, y, width, height);
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}
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}
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