/* * Copyright (c) 2022, Luke Wilde * Copyright (c) 2023, Aliaksandr Kalenik * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Web::WebGL { GC_DEFINE_ALLOCATOR(WebGLRenderingContext); #define RETURN_WITH_WEBGL_ERROR_IF(condition, error) \ if (condition) { \ dbgln_if(WEBGL_CONTEXT_DEBUG, "{}(): error {:#x}", __func__, error); \ set_error(error); \ return; \ } // https://www.khronos.org/registry/webgl/specs/latest/1.0/#fire-a-webgl-context-event static void fire_webgl_context_event(HTML::HTMLCanvasElement& canvas_element, FlyString const& type) { // To fire a WebGL context event named e means that an event using the WebGLContextEvent interface, with its type attribute [DOM4] initialized to e, its cancelable attribute initialized to true, and its isTrusted attribute [DOM4] initialized to true, is to be dispatched at the given object. // FIXME: Consider setting a status message. auto event = WebGLContextEvent::create(canvas_element.realm(), type, WebGLContextEventInit {}); event->set_is_trusted(true); event->set_cancelable(true); canvas_element.dispatch_event(*event); } // https://www.khronos.org/registry/webgl/specs/latest/1.0/#fire-a-webgl-context-creation-error static void fire_webgl_context_creation_error(HTML::HTMLCanvasElement& canvas_element) { // 1. Fire a WebGL context event named "webglcontextcreationerror" at canvas, optionally with its statusMessage attribute set to a platform dependent string about the nature of the failure. fire_webgl_context_event(canvas_element, EventNames::webglcontextcreationerror); } JS::ThrowCompletionOr> WebGLRenderingContext::create(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, JS::Value options) { // We should be coming here from getContext being called on a wrapped element. auto context_attributes = TRY(convert_value_to_context_attributes_dictionary(canvas_element.vm(), options)); auto skia_backend_context = canvas_element.navigable()->traversable_navigable()->skia_backend_context(); auto context = OpenGLContext::create(*skia_backend_context); if (!context) { fire_webgl_context_creation_error(canvas_element); return GC::Ptr { nullptr }; } context->set_size(canvas_element.bitmap_size_for_canvas(1, 1)); return realm.create(realm, canvas_element, context.release_nonnull(), context_attributes, context_attributes); } WebGLRenderingContext::WebGLRenderingContext(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters) : PlatformObject(realm) , m_context(move(context)) , m_canvas_element(canvas_element) , m_context_creation_parameters(context_creation_parameters) , m_actual_context_parameters(actual_context_parameters) { } WebGLRenderingContext::~WebGLRenderingContext() = default; void WebGLRenderingContext::initialize(JS::Realm& realm) { Base::initialize(realm); WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLRenderingContext); } void WebGLRenderingContext::visit_edges(Cell::Visitor& visitor) { Base::visit_edges(visitor); visitor.visit(m_canvas_element); } void WebGLRenderingContext::present() { if (!m_should_present) return; m_should_present = false; // "Before the drawing buffer is presented for compositing the implementation shall ensure that all rendering operations have been flushed to the drawing buffer." glFlush(); // "By default, after compositing the contents of the drawing buffer shall be cleared to their default values, as shown in the table above. // This default behavior can be changed by setting the preserveDrawingBuffer attribute of the WebGLContextAttributes object. // If this flag is true, the contents of the drawing buffer shall be preserved until the author either clears or overwrites them." if (!m_context_creation_parameters.preserve_drawing_buffer) { m_context->clear_buffer_to_default_values(); } } GC::Ref WebGLRenderingContext::canvas_for_binding() const { return *m_canvas_element; } void WebGLRenderingContext::needs_to_present() { m_should_present = true; if (!m_canvas_element->paintable()) return; m_canvas_element->paintable()->set_needs_display(); } void WebGLRenderingContext::set_error(GLenum error) { auto context_error = glGetError(); if (context_error != GL_NO_ERROR) m_error = context_error; else m_error = error; } bool WebGLRenderingContext::is_context_lost() const { dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::is_context_lost()"); return m_context_lost; } void WebGLRenderingContext::set_size(Gfx::IntSize const& size) { m_context->set_size(size); } void WebGLRenderingContext::reset_to_default_state() { } RefPtr WebGLRenderingContext::surface() { return m_context->surface(); } void WebGLRenderingContext::allocate_painting_surface_if_needed() { m_context->allocate_painting_surface_if_needed(); } Optional> WebGLRenderingContext::get_supported_extensions() const { if (m_context_lost) return Optional> {}; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_supported_extensions()"); // FIXME: We don't currently support any extensions. return Vector {}; } JS::Object* WebGLRenderingContext::get_extension(String const& name) const { if (m_context_lost) return nullptr; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_extension(name='{}')", name); // FIXME: We don't currently support any extensions. return nullptr; } void WebGLRenderingContext::active_texture(GLenum texture) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::active_texture(texture={:#08x})", texture); } void WebGLRenderingContext::clear(GLbitfield mask) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear(mask={:#08x})", mask); // FIXME: This should only be done if this is targeting the front buffer. needs_to_present(); } void WebGLRenderingContext::clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_color(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha); } void WebGLRenderingContext::clear_depth(GLclampf depth) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_depth(depth={})", depth); } void WebGLRenderingContext::clear_stencil(GLint s) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::clear_stencil(s={:#08x})", s); } void WebGLRenderingContext::color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::color_mask(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha); } void WebGLRenderingContext::cull_face(GLenum mode) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::cull_face(mode={:#08x})", mode); } void WebGLRenderingContext::depth_func(GLenum func) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_func(func={:#08x})", func); } void WebGLRenderingContext::depth_mask(GLboolean mask) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_mask(mask={})", mask); } void WebGLRenderingContext::depth_range(GLclampf z_near, GLclampf z_far) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::depth_range(z_near={}, z_far={})", z_near, z_far); // https://www.khronos.org/registry/webgl/specs/latest/1.0/#VIEWPORT_DEPTH_RANGE // "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." RETURN_WITH_WEBGL_ERROR_IF(z_near > z_far, GL_INVALID_OPERATION); } void WebGLRenderingContext::finish() { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::finish()"); } void WebGLRenderingContext::flush() { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::flush()"); } void WebGLRenderingContext::front_face(GLenum mode) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::front_face(mode={:#08x})", mode); } GLenum WebGLRenderingContext::get_error() { dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::get_error()"); // "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." // 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. // The idea for the unconditional set is that any potentially error generating functions will not execute when the context is lost. if (m_error != GL_NO_ERROR || m_context_lost) { auto last_error = m_error; m_error = GL_NO_ERROR; return last_error; } return glGetError(); } void WebGLRenderingContext::line_width(GLfloat width) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::line_width(width={})", width); // https://www.khronos.org/registry/webgl/specs/latest/1.0/#NAN_LINE_WIDTH // "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." RETURN_WITH_WEBGL_ERROR_IF(isnan(width), GL_INVALID_VALUE); } void WebGLRenderingContext::polygon_offset(GLfloat factor, GLfloat units) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::polygon_offset(factor={}, units={})", factor, units); } void WebGLRenderingContext::scissor(GLint x, GLint y, GLsizei width, GLsizei height) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::scissor(x={}, y={}, width={}, height={})", x, y, width, height); } void WebGLRenderingContext::stencil_op(GLenum fail, GLenum zfail, GLenum zpass) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::stencil_op(fail={:#08x}, zfail={:#08x}, zpass={:#08x})", fail, zfail, zpass); } void WebGLRenderingContext::stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::stencil_op_separate(face={:#08x}, fail={:#08x}, zfail={:#08x}, zpass={:#08x})", face, fail, zfail, zpass); } void WebGLRenderingContext::viewport(GLint x, GLint y, GLsizei width, GLsizei height) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContext::viewport(x={}, y={}, width={}, height={})", x, y, width, height); } }