mirror of
https://github.com/LadybirdBrowser/ladybird.git
synced 2025-10-19 22:49:47 +00:00
Use `Float32Array or sequence<GLfloat>` instead of `BufferSource or sequence<GLfloat>`. This meaningfully changes behavior for `Float16Array` and `Float64Array`: they are now converted to `sequence<GLfloat>` by iterating the typed array, rather than being treated as a `BufferSource`. As a result, many WebGL calls now work correctly where we previously crashed in `VERIFY_NOT_REACHED()` due to the assumption that a `BufferSource` was always a `Float32Array`. Fixes https://github.com/LadybirdBrowser/ladybird/issues/5962
176 lines
13 KiB
C++
176 lines
13 KiB
C++
/*
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024-2025, Luke Wilde <luke@ladybird.org>
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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 <AK/NonnullOwnPtr.h>
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#include <LibGC/Ptr.h>
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#include <LibGfx/Bitmap.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/WebGLRenderingContextBase.h>
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#include <LibWeb/WebIDL/Types.h>
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namespace Web::WebGL {
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using namespace Web::HTML;
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class WebGLRenderingContextImpl : public WebGLRenderingContextBase {
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public:
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WebGLRenderingContextImpl(JS::Realm&, NonnullOwnPtr<OpenGLContext>);
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virtual OpenGLContext& context() override { return *m_context; }
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virtual void present() = 0;
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virtual void needs_to_present() = 0;
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virtual void set_error(GLenum) = 0;
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void buffer_data(WebIDL::UnsignedLong target, WebIDL::LongLong size, WebIDL::UnsignedLong usage);
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void buffer_data(WebIDL::UnsignedLong target, GC::Root<WebIDL::BufferSource> data, WebIDL::UnsignedLong usage);
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void buffer_sub_data(WebIDL::UnsignedLong target, WebIDL::LongLong offset, GC::Root<WebIDL::BufferSource> data);
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void compressed_tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::UnsignedLong internalformat, WebIDL::Long width, WebIDL::Long height, WebIDL::Long border, GC::Root<WebIDL::ArrayBufferView> data);
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void compressed_tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, GC::Root<WebIDL::ArrayBufferView> data);
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void read_pixels(WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, GC::Root<WebIDL::ArrayBufferView> pixels);
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void tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long internalformat, WebIDL::Long width, WebIDL::Long height, WebIDL::Long border, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, GC::Root<WebIDL::ArrayBufferView> pixels);
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void tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long internalformat, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, Variant<GC::Root<ImageBitmap>, GC::Root<ImageData>, GC::Root<HTMLImageElement>, GC::Root<HTMLCanvasElement>, GC::Root<HTMLVideoElement>, GC::Root<OffscreenCanvas>> source);
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void tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, GC::Root<WebIDL::ArrayBufferView> pixels);
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void tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, Variant<GC::Root<ImageBitmap>, GC::Root<ImageData>, GC::Root<HTMLImageElement>, GC::Root<HTMLCanvasElement>, GC::Root<HTMLVideoElement>, GC::Root<OffscreenCanvas>> source);
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void uniform1fv(GC::Root<WebGLUniformLocation> location, Float32List v);
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void uniform2fv(GC::Root<WebGLUniformLocation> location, Float32List v);
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void uniform3fv(GC::Root<WebGLUniformLocation> location, Float32List v);
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void uniform4fv(GC::Root<WebGLUniformLocation> location, Float32List v);
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void uniform1iv(GC::Root<WebGLUniformLocation> location, Variant<GC::Root<WebIDL::BufferSource>, Vector<WebIDL::Long>> v);
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void uniform2iv(GC::Root<WebGLUniformLocation> location, Variant<GC::Root<WebIDL::BufferSource>, Vector<WebIDL::Long>> v);
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void uniform3iv(GC::Root<WebGLUniformLocation> location, Variant<GC::Root<WebIDL::BufferSource>, Vector<WebIDL::Long>> v);
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void uniform4iv(GC::Root<WebGLUniformLocation> location, Variant<GC::Root<WebIDL::BufferSource>, Vector<WebIDL::Long>> v);
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void uniform_matrix2fv(GC::Root<WebGLUniformLocation> location, bool transpose, Float32List value);
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void uniform_matrix3fv(GC::Root<WebGLUniformLocation> location, bool transpose, Float32List value);
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void uniform_matrix4fv(GC::Root<WebGLUniformLocation> location, bool transpose, Float32List value);
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void active_texture(WebIDL::UnsignedLong texture);
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void attach_shader(GC::Root<WebGLProgram> program, GC::Root<WebGLShader> shader);
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void bind_attrib_location(GC::Root<WebGLProgram> program, WebIDL::UnsignedLong index, String name);
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void bind_buffer(WebIDL::UnsignedLong target, GC::Root<WebGLBuffer> buffer);
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void bind_framebuffer(WebIDL::UnsignedLong target, GC::Root<WebGLFramebuffer> framebuffer);
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void bind_renderbuffer(WebIDL::UnsignedLong target, GC::Root<WebGLRenderbuffer> renderbuffer);
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void bind_texture(WebIDL::UnsignedLong target, GC::Root<WebGLTexture> texture);
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void blend_color(float red, float green, float blue, float alpha);
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void blend_equation(WebIDL::UnsignedLong mode);
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void blend_equation_separate(WebIDL::UnsignedLong mode_rgb, WebIDL::UnsignedLong mode_alpha);
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void blend_func(WebIDL::UnsignedLong sfactor, WebIDL::UnsignedLong dfactor);
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void blend_func_separate(WebIDL::UnsignedLong src_rgb, WebIDL::UnsignedLong dst_rgb, WebIDL::UnsignedLong src_alpha, WebIDL::UnsignedLong dst_alpha);
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WebIDL::UnsignedLong check_framebuffer_status(WebIDL::UnsignedLong target);
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void clear(WebIDL::UnsignedLong mask);
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void clear_color(float red, float green, float blue, float alpha);
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void clear_depth(float depth);
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void clear_stencil(WebIDL::Long s);
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void color_mask(bool red, bool green, bool blue, bool alpha);
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void compile_shader(GC::Root<WebGLShader> shader);
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void copy_tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::UnsignedLong internalformat, WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height, WebIDL::Long border);
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void copy_tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height);
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GC::Root<WebGLBuffer> create_buffer();
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GC::Root<WebGLFramebuffer> create_framebuffer();
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GC::Root<WebGLProgram> create_program();
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GC::Root<WebGLRenderbuffer> create_renderbuffer();
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GC::Root<WebGLShader> create_shader(WebIDL::UnsignedLong type);
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GC::Root<WebGLTexture> create_texture();
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void cull_face(WebIDL::UnsignedLong mode);
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void delete_buffer(GC::Root<WebGLBuffer> buffer);
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void delete_framebuffer(GC::Root<WebGLFramebuffer> framebuffer);
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void delete_program(GC::Root<WebGLProgram> program);
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void delete_renderbuffer(GC::Root<WebGLRenderbuffer> renderbuffer);
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void delete_shader(GC::Root<WebGLShader> shader);
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void delete_texture(GC::Root<WebGLTexture> texture);
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void depth_func(WebIDL::UnsignedLong func);
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void depth_mask(bool flag);
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void depth_range(float z_near, float z_far);
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void detach_shader(GC::Root<WebGLProgram> program, GC::Root<WebGLShader> shader);
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void disable(WebIDL::UnsignedLong cap);
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void disable_vertex_attrib_array(WebIDL::UnsignedLong index);
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void draw_arrays(WebIDL::UnsignedLong mode, WebIDL::Long first, WebIDL::Long count);
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void draw_elements(WebIDL::UnsignedLong mode, WebIDL::Long count, WebIDL::UnsignedLong type, WebIDL::LongLong offset);
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void enable(WebIDL::UnsignedLong cap);
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void enable_vertex_attrib_array(WebIDL::UnsignedLong index);
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void finish();
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void flush();
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void framebuffer_renderbuffer(WebIDL::UnsignedLong target, WebIDL::UnsignedLong attachment, WebIDL::UnsignedLong renderbuffertarget, GC::Root<WebGLRenderbuffer> renderbuffer);
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void framebuffer_texture2d(WebIDL::UnsignedLong target, WebIDL::UnsignedLong attachment, WebIDL::UnsignedLong textarget, GC::Root<WebGLTexture> texture, WebIDL::Long level);
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void front_face(WebIDL::UnsignedLong mode);
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void generate_mipmap(WebIDL::UnsignedLong target);
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GC::Root<WebGLActiveInfo> get_active_attrib(GC::Root<WebGLProgram> program, WebIDL::UnsignedLong index);
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GC::Root<WebGLActiveInfo> get_active_uniform(GC::Root<WebGLProgram> program, WebIDL::UnsignedLong index);
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Optional<Vector<GC::Root<WebGLShader>>> get_attached_shaders(GC::Root<WebGLProgram> program);
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WebIDL::Long get_attrib_location(GC::Root<WebGLProgram> program, String name);
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JS::Value get_buffer_parameter(WebIDL::UnsignedLong target, WebIDL::UnsignedLong pname);
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JS::Value get_parameter(WebIDL::UnsignedLong pname);
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WebIDL::UnsignedLong get_error();
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JS::Value get_program_parameter(GC::Root<WebGLProgram> program, WebIDL::UnsignedLong pname);
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Optional<String> get_program_info_log(GC::Root<WebGLProgram> program);
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JS::Value get_shader_parameter(GC::Root<WebGLShader> shader, WebIDL::UnsignedLong pname);
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GC::Root<WebGLShaderPrecisionFormat> get_shader_precision_format(WebIDL::UnsignedLong shadertype, WebIDL::UnsignedLong precisiontype);
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Optional<String> get_shader_info_log(GC::Root<WebGLShader> shader);
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GC::Root<WebGLUniformLocation> get_uniform_location(GC::Root<WebGLProgram> program, String name);
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void hint(WebIDL::UnsignedLong target, WebIDL::UnsignedLong mode);
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bool is_buffer(GC::Root<WebGLBuffer> buffer);
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bool is_enabled(WebIDL::UnsignedLong cap);
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bool is_framebuffer(GC::Root<WebGLFramebuffer> framebuffer);
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bool is_program(GC::Root<WebGLProgram> program);
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bool is_renderbuffer(GC::Root<WebGLRenderbuffer> renderbuffer);
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bool is_shader(GC::Root<WebGLShader> shader);
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bool is_texture(GC::Root<WebGLTexture> texture);
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void line_width(float width);
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void link_program(GC::Root<WebGLProgram> program);
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void pixel_storei(WebIDL::UnsignedLong pname, WebIDL::Long param);
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void polygon_offset(float factor, float units);
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void renderbuffer_storage(WebIDL::UnsignedLong target, WebIDL::UnsignedLong internalformat, WebIDL::Long width, WebIDL::Long height);
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void sample_coverage(float value, bool invert);
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void scissor(WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height);
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void shader_source(GC::Root<WebGLShader> shader, String source);
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void stencil_func(WebIDL::UnsignedLong func, WebIDL::Long ref, WebIDL::UnsignedLong mask);
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void stencil_func_separate(WebIDL::UnsignedLong face, WebIDL::UnsignedLong func, WebIDL::Long ref, WebIDL::UnsignedLong mask);
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void stencil_mask(WebIDL::UnsignedLong mask);
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void stencil_mask_separate(WebIDL::UnsignedLong face, WebIDL::UnsignedLong mask);
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void stencil_op(WebIDL::UnsignedLong fail, WebIDL::UnsignedLong zfail, WebIDL::UnsignedLong zpass);
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void stencil_op_separate(WebIDL::UnsignedLong face, WebIDL::UnsignedLong fail, WebIDL::UnsignedLong zfail, WebIDL::UnsignedLong zpass);
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void tex_parameterf(WebIDL::UnsignedLong target, WebIDL::UnsignedLong pname, float param);
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void tex_parameteri(WebIDL::UnsignedLong target, WebIDL::UnsignedLong pname, WebIDL::Long param);
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void uniform1f(GC::Root<WebGLUniformLocation> location, float x);
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void uniform2f(GC::Root<WebGLUniformLocation> location, float x, float y);
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void uniform3f(GC::Root<WebGLUniformLocation> location, float x, float y, float z);
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void uniform4f(GC::Root<WebGLUniformLocation> location, float x, float y, float z, float w);
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void uniform1i(GC::Root<WebGLUniformLocation> location, WebIDL::Long x);
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void uniform2i(GC::Root<WebGLUniformLocation> location, WebIDL::Long x, WebIDL::Long y);
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void uniform3i(GC::Root<WebGLUniformLocation> location, WebIDL::Long x, WebIDL::Long y, WebIDL::Long z);
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void uniform4i(GC::Root<WebGLUniformLocation> location, WebIDL::Long x, WebIDL::Long y, WebIDL::Long z, WebIDL::Long w);
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void use_program(GC::Root<WebGLProgram> program);
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void validate_program(GC::Root<WebGLProgram> program);
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void vertex_attrib1f(WebIDL::UnsignedLong index, float x);
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void vertex_attrib2f(WebIDL::UnsignedLong index, float x, float y);
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void vertex_attrib3f(WebIDL::UnsignedLong index, float x, float y, float z);
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void vertex_attrib4f(WebIDL::UnsignedLong index, float x, float y, float z, float w);
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void vertex_attrib1fv(WebIDL::UnsignedLong index, Float32List values);
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void vertex_attrib2fv(WebIDL::UnsignedLong index, Float32List values);
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void vertex_attrib3fv(WebIDL::UnsignedLong index, Float32List values);
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void vertex_attrib4fv(WebIDL::UnsignedLong index, Float32List values);
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void vertex_attrib_pointer(WebIDL::UnsignedLong index, WebIDL::Long size, WebIDL::UnsignedLong type, bool normalized, WebIDL::Long stride, WebIDL::LongLong offset);
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void viewport(WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height);
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protected:
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virtual void visit_edges(JS::Cell::Visitor&) override;
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private:
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GC::Ref<JS::Realm> m_realm;
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GC::Ptr<WebGLBuffer> m_array_buffer_binding;
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GC::Ptr<WebGLBuffer> m_element_array_buffer_binding;
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GC::Ptr<WebGLProgram> m_current_program;
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GC::Ptr<WebGLFramebuffer> m_framebuffer_binding;
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GC::Ptr<WebGLRenderbuffer> m_renderbuffer_binding;
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GC::Ptr<WebGLTexture> m_texture_binding_2d;
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GC::Ptr<WebGLTexture> m_texture_binding_cube_map;
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NonnullOwnPtr<OpenGLContext> m_context;
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};
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}
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