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This way we could be sure that context object won't be deallocated before any of the objects that belong to it. Having a context pointer is also going to be used in upcoming changes to generate an INVALID_OPERATION error if an object does not belong to the context it's being used in.
86 lines
3.4 KiB
C++
86 lines
3.4 KiB
C++
/*
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* Copyright (c) 2022, Luke Wilde <lukew@serenityos.org>
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* Copyright (c) 2024, Andrew Kaster <andrew@ladybird.org>
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* Copyright (c) 2024, 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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#pragma once
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#include <LibGC/Ptr.h>
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#include <LibWeb/Bindings/PlatformObject.h>
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#include <LibWeb/Forward.h>
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#include <LibWeb/WebGL/Types.h>
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#include <LibWeb/WebGL/WebGL2RenderingContextImpl.h>
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#include <LibWeb/WebGL/WebGLContextAttributes.h>
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namespace Web::WebGL {
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class WebGL2RenderingContext : public Bindings::PlatformObject
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, public WebGL2RenderingContextImpl {
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WEB_PLATFORM_OBJECT(WebGL2RenderingContext, Bindings::PlatformObject);
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GC_DECLARE_ALLOCATOR(WebGL2RenderingContext);
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public:
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static JS::ThrowCompletionOr<GC::Ptr<WebGL2RenderingContext>> create(JS::Realm&, HTML::HTMLCanvasElement& canvas_element, JS::Value options);
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virtual ~WebGL2RenderingContext() override;
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// FIXME: This is a hack required to visit context from WebGLObject.
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// It should be gone once WebGLRenderingContextBase inherits from PlatformObject.
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GC::Cell const* gc_cell() const override { return this; }
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void present() override;
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void needs_to_present() override;
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GC::Ref<HTML::HTMLCanvasElement> canvas_for_binding() const;
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bool is_context_lost() const;
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Optional<WebGLContextAttributes> get_context_attributes();
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RefPtr<Gfx::PaintingSurface> surface();
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void allocate_painting_surface_if_needed();
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void set_size(Gfx::IntSize const&);
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void reset_to_default_state();
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Optional<Vector<String>> get_supported_extensions();
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JS::Object* get_extension(String const& name);
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WebIDL::Long drawing_buffer_width() const;
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WebIDL::Long drawing_buffer_height() const;
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private:
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virtual void initialize(JS::Realm&) override;
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WebGL2RenderingContext(JS::Realm&, HTML::HTMLCanvasElement&, NonnullOwnPtr<OpenGLContext> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters);
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virtual void visit_edges(Cell::Visitor&) override;
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GC::Ref<HTML::HTMLCanvasElement> m_canvas_element;
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#context-creation-parameters
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// Each WebGLRenderingContext has context creation parameters, set upon creation, in a WebGLContextAttributes object.
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WebGLContextAttributes m_context_creation_parameters {};
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#actual-context-parameters
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// Each WebGLRenderingContext has actual context parameters, set each time the drawing buffer is created, in a WebGLContextAttributes object.
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WebGLContextAttributes m_actual_context_parameters {};
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#webgl-context-lost-flag
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// Each WebGLRenderingContext has a webgl context lost flag, which is initially unset.
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bool m_context_lost { false };
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// WebGL presents its drawing buffer to the HTML page compositor immediately before a compositing operation, but only if at least one of the following has occurred since the previous compositing operation:
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// - Context creation
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// - Canvas resize
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// - clear, drawArrays, or drawElements has been called while the drawing buffer is the currently bound framebuffer
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bool m_should_present { true };
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GLenum m_error { 0 };
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virtual void set_error(GLenum error) override;
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};
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}
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