GraphicsContext3D.cpp [plain text]
#include "config.h"
#if ENABLE(3D_CANVAS)
#include "GraphicsContext3D.h"
#include "CachedImage.h"
#include "HTMLCanvasElement.h"
#include "HTMLImageElement.h"
#include "ImageBuffer.h"
#include "ImageData.h"
#include "WebGLBuffer.h"
#include "WebGLByteArray.h"
#include "WebGLFloatArray.h"
#include "WebGLFramebuffer.h"
#include "WebGLIntArray.h"
#include "WebGLProgram.h"
#include "WebGLRenderbuffer.h"
#include "WebGLRenderingContext.h"
#include "WebGLShader.h"
#include "WebGLTexture.h"
#include "WebGLUnsignedByteArray.h"
#include "WebGraphicsContext3D.h"
#include "WebGraphicsContext3DDefaultImpl.h"
#include "WebKit.h"
#include "WebKitClient.h"
#include <stdio.h>
#include <wtf/FastMalloc.h>
#include <wtf/text/CString.h>
#if PLATFORM(CG)
#include "GraphicsContext.h"
#include <CoreGraphics/CGContext.h>
#include <CoreGraphics/CGImage.h>
#endif
namespace WebCore {
#define EXTRACT(val) (!val ? 0 : val->object())
class GraphicsContext3DInternal {
public:
GraphicsContext3DInternal();
~GraphicsContext3DInternal();
bool initialize(GraphicsContext3D::Attributes attrs);
PlatformGraphicsContext3D platformGraphicsContext3D() const;
Platform3DObject platformTexture() const;
bool makeContextCurrent();
int sizeInBytes(int type);
void reshape(int width, int height);
void beginPaint(WebGLRenderingContext* context);
void endPaint();
bool isGLES2Compliant() const;
void activeTexture(unsigned long texture);
void attachShader(WebGLProgram* program, WebGLShader* shader);
void bindAttribLocation(WebGLProgram*, unsigned long index, const String& name);
void bindBuffer(unsigned long target, WebGLBuffer*);
void bindFramebuffer(unsigned long target, WebGLFramebuffer*);
void bindRenderbuffer(unsigned long target, WebGLRenderbuffer*);
void bindTexture(unsigned long target, WebGLTexture* texture);
void blendColor(double red, double green, double blue, double alpha);
void blendEquation(unsigned long mode);
void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
void blendFunc(unsigned long sfactor, unsigned long dfactor);
void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);
void bufferData(unsigned long target, int size, unsigned long usage);
void bufferData(unsigned long target, WebGLArray* data, unsigned long usage);
void bufferSubData(unsigned long target, long offset, WebGLArray* data);
unsigned long checkFramebufferStatus(unsigned long target);
void clear(unsigned long mask);
void clearColor(double red, double green, double blue, double alpha);
void clearDepth(double depth);
void clearStencil(long s);
void colorMask(bool red, bool green, bool blue, bool alpha);
void compileShader(WebGLShader*);
void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
void cullFace(unsigned long mode);
void depthFunc(unsigned long func);
void depthMask(bool flag);
void depthRange(double zNear, double zFar);
void detachShader(WebGLProgram*, WebGLShader*);
void disable(unsigned long cap);
void disableVertexAttribArray(unsigned long index);
void drawArrays(unsigned long mode, long first, long count);
void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset);
void enable(unsigned long cap);
void enableVertexAttribArray(unsigned long index);
void finish();
void flush();
void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer*);
void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture*, long level);
void frontFace(unsigned long mode);
void generateMipmap(unsigned long target);
bool getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo&);
bool getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo&);
int getAttribLocation(WebGLProgram*, const String& name);
void getBooleanv(unsigned long pname, unsigned char* value);
void getBufferParameteriv(unsigned long target, unsigned long pname, int* value);
GraphicsContext3D::Attributes getContextAttributes();
unsigned long getError();
void getFloatv(unsigned long pname, float* value);
void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value);
void getIntegerv(unsigned long pname, int* value);
void getProgramiv(WebGLProgram* program, unsigned long pname, int* value);
String getProgramInfoLog(WebGLProgram*);
void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value);
void getShaderiv(WebGLShader*, unsigned long pname, int* value);
String getShaderInfoLog(WebGLShader*);
String getShaderSource(WebGLShader*);
String getString(unsigned long name);
void getTexParameterfv(unsigned long target, unsigned long pname, float* value);
void getTexParameteriv(unsigned long target, unsigned long pname, int* value);
void getUniformfv(WebGLProgram* program, long location, float* value);
void getUniformiv(WebGLProgram* program, long location, int* value);
long getUniformLocation(WebGLProgram*, const String& name);
void getVertexAttribfv(unsigned long index, unsigned long pname, float* value);
void getVertexAttribiv(unsigned long index, unsigned long pname, int* value);
long getVertexAttribOffset(unsigned long index, unsigned long pname);
void hint(unsigned long target, unsigned long mode);
bool isBuffer(WebGLBuffer*);
bool isEnabled(unsigned long cap);
bool isFramebuffer(WebGLFramebuffer*);
bool isProgram(WebGLProgram*);
bool isRenderbuffer(WebGLRenderbuffer*);
bool isShader(WebGLShader*);
bool isTexture(WebGLTexture*);
void lineWidth(double);
void linkProgram(WebGLProgram*);
void pixelStorei(unsigned long pname, long param);
void polygonOffset(double factor, double units);
void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data);
void releaseShaderCompiler();
void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
void sampleCoverage(double value, bool invert);
void scissor(long x, long y, unsigned long width, unsigned long height);
void shaderSource(WebGLShader*, const String& string);
void stencilFunc(unsigned long func, long ref, unsigned long mask);
void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
void stencilMask(unsigned long mask);
void stencilMaskSeparate(unsigned long face, unsigned long mask);
void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
int texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels);
void texParameterf(unsigned target, unsigned pname, float param);
void texParameteri(unsigned target, unsigned pname, int param);
int texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels);
void uniform1f(long location, float x);
void uniform1fv(long location, float* v, int size);
void uniform1i(long location, int x);
void uniform1iv(long location, int* v, int size);
void uniform2f(long location, float x, float y);
void uniform2fv(long location, float* v, int size);
void uniform2i(long location, int x, int y);
void uniform2iv(long location, int* v, int size);
void uniform3f(long location, float x, float y, float z);
void uniform3fv(long location, float* v, int size);
void uniform3i(long location, int x, int y, int z);
void uniform3iv(long location, int* v, int size);
void uniform4f(long location, float x, float y, float z, float w);
void uniform4fv(long location, float* v, int size);
void uniform4i(long location, int x, int y, int z, int w);
void uniform4iv(long location, int* v, int size);
void uniformMatrix2fv(long location, bool transpose, float* value, int size);
void uniformMatrix3fv(long location, bool transpose, float* value, int size);
void uniformMatrix4fv(long location, bool transpose, float* value, int size);
void useProgram(WebGLProgram*);
void validateProgram(WebGLProgram*);
void vertexAttrib1f(unsigned long indx, float x);
void vertexAttrib1fv(unsigned long indx, float* values);
void vertexAttrib2f(unsigned long indx, float x, float y);
void vertexAttrib2fv(unsigned long indx, float* values);
void vertexAttrib3f(unsigned long indx, float x, float y, float z);
void vertexAttrib3fv(unsigned long indx, float* values);
void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
void vertexAttrib4fv(unsigned long indx, float* values);
void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
unsigned long stride, unsigned long offset);
void viewport(long x, long y, unsigned long width, unsigned long height);
unsigned createBuffer();
unsigned createFramebuffer();
unsigned createProgram();
unsigned createRenderbuffer();
unsigned createShader(unsigned long);
unsigned createTexture();
void deleteBuffer(unsigned);
void deleteFramebuffer(unsigned);
void deleteProgram(unsigned);
void deleteRenderbuffer(unsigned);
void deleteShader(unsigned);
void deleteTexture(unsigned);
void synthesizeGLError(unsigned long error);
private:
OwnPtr<WebKit::WebGraphicsContext3D> m_impl;
#if PLATFORM(SKIA)
SkBitmap m_resizingBitmap;
#endif
#if PLATFORM(CG)
unsigned char* m_renderOutput;
#endif
};
GraphicsContext3DInternal::GraphicsContext3DInternal()
#if PLATFORM(SKIA)
#elif PLATFORM(CG)
: m_renderOutput(0)
#else
#error Must port to your platform
#endif
{
}
GraphicsContext3DInternal::~GraphicsContext3DInternal()
{
#if PLATFORM(CG)
if (m_renderOutput)
delete[] m_renderOutput;
#endif
}
bool GraphicsContext3DInternal::initialize(GraphicsContext3D::Attributes attrs)
{
WebKit::WebGraphicsContext3D::Attributes webAttributes;
webAttributes.alpha = attrs.alpha;
webAttributes.depth = attrs.depth;
webAttributes.stencil = attrs.stencil;
webAttributes.antialias = attrs.antialias;
webAttributes.premultipliedAlpha = attrs.premultipliedAlpha;
WebKit::WebGraphicsContext3D* webContext = WebKit::webKitClient()->createGraphicsContext3D();
if (!webContext)
return false;
if (!webContext->initialize(webAttributes)) {
delete webContext;
return false;
}
m_impl.set(webContext);
return true;
}
PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const
{
return 0;
}
Platform3DObject GraphicsContext3DInternal::platformTexture() const
{
return 0;
}
void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context)
{
HTMLCanvasElement* canvas = context->canvas();
ImageBuffer* imageBuffer = canvas->buffer();
unsigned char* pixels = 0;
#if PLATFORM(SKIA)
const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap();
const SkBitmap* readbackBitmap = 0;
ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config);
if (canvasBitmap->width() == m_impl->width() && canvasBitmap->height() == m_impl->height()) {
readbackBitmap = canvasBitmap;
m_resizingBitmap.reset();
} else {
if (m_resizingBitmap.width() != m_impl->width() || m_resizingBitmap.height() != m_impl->height()) {
m_resizingBitmap.setConfig(SkBitmap::kARGB_8888_Config,
m_impl->width(),
m_impl->height());
if (!m_resizingBitmap.allocPixels()) {
return;
}
}
readbackBitmap = &m_resizingBitmap;
}
SkAutoLockPixels bitmapLock(*readbackBitmap);
pixels = static_cast<unsigned char*>(readbackBitmap->getPixels());
#elif PLATFORM(CG)
if (m_renderOutput)
pixels = m_renderOutput;
#else
#error Must port to your platform
#endif
m_impl->readBackFramebuffer(pixels, 4 * m_impl->width() * m_impl->height());
#if PLATFORM(SKIA)
if (m_resizingBitmap.readyToDraw()) {
SkCanvas canvas(*canvasBitmap);
SkRect dst;
dst.set(SkIntToScalar(0), SkIntToScalar(0), canvasBitmap->width(), canvasBitmap->height());
canvas.drawBitmapRect(m_resizingBitmap, 0, dst);
}
#elif PLATFORM(CG)
if (m_renderOutput) {
int rowBytes = m_impl->width() * 4;
CGDataProviderRef dataProvider = CGDataProviderCreateWithData(0, m_renderOutput, rowBytes * m_impl->height(), 0);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef cgImage = CGImageCreate(m_impl->width(),
m_impl->height(),
8,
32,
rowBytes,
colorSpace,
kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host,
dataProvider,
0,
false,
kCGRenderingIntentDefault);
CGRect rect = CGRectMake(0, 0,
context->canvas()->width(),
context->canvas()->height());
CGContextSetBlendMode(imageBuffer->context()->platformContext(),
kCGBlendModeCopy);
CGContextSetInterpolationQuality(imageBuffer->context()->platformContext(),
kCGInterpolationNone);
CGContextDrawImage(imageBuffer->context()->platformContext(),
rect, cgImage);
CGImageRelease(cgImage);
CGColorSpaceRelease(colorSpace);
CGDataProviderRelease(dataProvider);
}
#else
#error Must port to your platform
#endif
}
void GraphicsContext3DInternal::endPaint()
{
}
void GraphicsContext3DInternal::reshape(int width, int height)
{
if (width == m_impl->width() && height == m_impl->height())
return;
m_impl->reshape(width, height);
#if PLATFORM(CG)
if (m_renderOutput) {
delete[] m_renderOutput;
m_renderOutput = 0;
}
int rowBytes = width * 4;
m_renderOutput = new unsigned char[height * rowBytes];
#endif // PLATFORM(CG)
}
#define DELEGATE_TO_IMPL(name) \
void GraphicsContext3DInternal::name() \
{ \
m_impl->name(); \
}
#define DELEGATE_TO_IMPL_R(name, rt) \
rt GraphicsContext3DInternal::name() \
{ \
return m_impl->name(); \
}
#define DELEGATE_TO_IMPL_1(name, t1) \
void GraphicsContext3DInternal::name(t1 a1) \
{ \
m_impl->name(a1); \
}
#define DELEGATE_TO_IMPL_1_X(name, t1) \
void GraphicsContext3DInternal::name(t1 a1) \
{ \
m_impl->name(EXTRACT(a1)); \
}
#define DELEGATE_TO_IMPL_1R(name, t1, rt) \
rt GraphicsContext3DInternal::name(t1 a1) \
{ \
return m_impl->name(a1); \
}
#define DELEGATE_TO_IMPL_1R_X(name, t1, rt) \
rt GraphicsContext3DInternal::name(t1 a1) \
{ \
return m_impl->name(EXTRACT(a1)); \
}
#define DELEGATE_TO_IMPL_2(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
m_impl->name(a1, a2); \
}
#define DELEGATE_TO_IMPL_2_X12(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
m_impl->name(EXTRACT(a1), EXTRACT(a2)); \
}
#define DELEGATE_TO_IMPL_2_X2(name, t1, t2) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
m_impl->name(a1, EXTRACT(a2)); \
}
#define DELEGATE_TO_IMPL_2R(name, t1, t2, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2) \
{ \
return m_impl->name(a1, a2); \
}
#define DELEGATE_TO_IMPL_3(name, t1, t2, t3) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \
{ \
m_impl->name(a1, a2, a3); \
}
#define DELEGATE_TO_IMPL_3_X1(name, t1, t2, t3) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \
{ \
m_impl->name(EXTRACT(a1), a2, a3); \
}
#define DELEGATE_TO_IMPL_3R(name, t1, t2, t3, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3) \
{ \
return m_impl->name(a1, a2, a3); \
}
#define DELEGATE_TO_IMPL_4(name, t1, t2, t3, t4) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \
{ \
m_impl->name(a1, a2, a3, a4); \
}
#define DELEGATE_TO_IMPL_4_X4(name, t1, t2, t3, t4) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4) \
{ \
m_impl->name(a1, a2, a3, EXTRACT(a4)); \
}
#define DELEGATE_TO_IMPL_5(name, t1, t2, t3, t4, t5) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
{ \
m_impl->name(a1, a2, a3, a4, a5); \
}
#define DELEGATE_TO_IMPL_5_X4(name, t1, t2, t3, t4, t5) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
{ \
m_impl->name(a1, a2, a3, EXTRACT(a4), a5); \
}
#define DELEGATE_TO_IMPL_5R(name, t1, t2, t3, t4, t5, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
{ \
return m_impl->name(a1, a2, a3, a4, a5); \
}
#define DELEGATE_TO_IMPL_6(name, t1, t2, t3, t4, t5, t6) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
m_impl->name(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_IMPL_6R(name, t1, t2, t3, t4, t5, t6, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
return m_impl->name(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_IMPL_7(name, t1, t2, t3, t4, t5, t6, t7) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
m_impl->name(a1, a2, a3, a4, a5, a6, a7); \
}
#define DELEGATE_TO_IMPL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
return m_impl->name(a1, a2, a3, a4, a5, a6, a7); \
}
#define DELEGATE_TO_IMPL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \
void GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
{ \
m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8); \
}
#define DELEGATE_TO_IMPL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
rt GraphicsContext3DInternal::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
{ \
return m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
}
DELEGATE_TO_IMPL_R(makeContextCurrent, bool)
DELEGATE_TO_IMPL_1R(sizeInBytes, int, int)
bool GraphicsContext3DInternal::isGLES2Compliant() const
{
return m_impl->isGLES2Compliant();
}
DELEGATE_TO_IMPL_1(activeTexture, unsigned long)
DELEGATE_TO_IMPL_2_X12(attachShader, WebGLProgram*, WebGLShader*)
void GraphicsContext3DInternal::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name)
{
m_impl->bindAttribLocation(EXTRACT(program), index, name.utf8().data());
}
DELEGATE_TO_IMPL_2_X2(bindBuffer, unsigned long, WebGLBuffer*)
DELEGATE_TO_IMPL_2_X2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
DELEGATE_TO_IMPL_2_X2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
static const int kTextureWrapR = 0x8072;
void GraphicsContext3DInternal::bindTexture(unsigned long target,
WebGLTexture* texture)
{
unsigned int textureObject = EXTRACT(texture);
m_impl->bindTexture(target, textureObject);
if (texture)
if (target == GraphicsContext3D::TEXTURE_CUBE_MAP) {
if (!texture->isCubeMapRWrapModeInitialized()) {
m_impl->texParameteri(GraphicsContext3D::TEXTURE_CUBE_MAP, kTextureWrapR, GraphicsContext3D::CLAMP_TO_EDGE);
texture->setCubeMapRWrapModeInitialized(true);
}
} else
texture->setCubeMapRWrapModeInitialized(false);
}
DELEGATE_TO_IMPL_4(blendColor, double, double, double, double)
DELEGATE_TO_IMPL_1(blendEquation, unsigned long)
DELEGATE_TO_IMPL_2(blendEquationSeparate, unsigned long, unsigned long)
DELEGATE_TO_IMPL_2(blendFunc, unsigned long, unsigned long)
DELEGATE_TO_IMPL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
void GraphicsContext3DInternal::bufferData(unsigned long target, int size, unsigned long usage)
{
m_impl->bufferData(target, size, 0, usage);
}
void GraphicsContext3DInternal::bufferData(unsigned long target, WebGLArray* array, unsigned long usage)
{
m_impl->bufferData(target, array->byteLength(), array->baseAddress(), usage);
}
void GraphicsContext3DInternal::bufferSubData(unsigned long target, long offset, WebGLArray* array)
{
m_impl->bufferSubData(target, offset, array->byteLength(), array->baseAddress());
}
DELEGATE_TO_IMPL_1R(checkFramebufferStatus, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1(clear, unsigned long)
DELEGATE_TO_IMPL_4(clearColor, double, double, double, double)
DELEGATE_TO_IMPL_1(clearDepth, double)
DELEGATE_TO_IMPL_1(clearStencil, long)
DELEGATE_TO_IMPL_4(colorMask, bool, bool, bool, bool)
DELEGATE_TO_IMPL_1_X(compileShader, WebGLShader*)
DELEGATE_TO_IMPL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
DELEGATE_TO_IMPL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1(cullFace, unsigned long)
DELEGATE_TO_IMPL_1(depthFunc, unsigned long)
DELEGATE_TO_IMPL_1(depthMask, bool)
DELEGATE_TO_IMPL_2(depthRange, double, double)
DELEGATE_TO_IMPL_2_X12(detachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_IMPL_1(disable, unsigned long)
DELEGATE_TO_IMPL_1(disableVertexAttribArray, unsigned long)
DELEGATE_TO_IMPL_3(drawArrays, unsigned long, long, long)
DELEGATE_TO_IMPL_4(drawElements, unsigned long, unsigned long, unsigned long, long)
DELEGATE_TO_IMPL_1(enable, unsigned long)
DELEGATE_TO_IMPL_1(enableVertexAttribArray, unsigned long)
DELEGATE_TO_IMPL(finish)
DELEGATE_TO_IMPL(flush)
DELEGATE_TO_IMPL_4_X4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_IMPL_5_X4(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
DELEGATE_TO_IMPL_1(frontFace, unsigned long)
DELEGATE_TO_IMPL_1(generateMipmap, unsigned long)
bool GraphicsContext3DInternal::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info)
{
WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
if (!m_impl->getActiveAttrib(EXTRACT(program), index, webInfo))
return false;
info.name = webInfo.name;
info.type = webInfo.type;
info.size = webInfo.size;
return true;
}
bool GraphicsContext3DInternal::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info)
{
WebKit::WebGraphicsContext3D::ActiveInfo webInfo;
if (!m_impl->getActiveUniform(EXTRACT(program), index, webInfo))
return false;
info.name = webInfo.name;
info.type = webInfo.type;
info.size = webInfo.size;
return true;
}
int GraphicsContext3DInternal::getAttribLocation(WebGLProgram* program, const String& name)
{
return m_impl->getAttribLocation(EXTRACT(program), name.utf8().data());
}
DELEGATE_TO_IMPL_2(getBooleanv, unsigned long, unsigned char*)
DELEGATE_TO_IMPL_3(getBufferParameteriv, unsigned long, unsigned long, int*)
GraphicsContext3D::Attributes GraphicsContext3DInternal::getContextAttributes()
{
WebKit::WebGraphicsContext3D::Attributes webAttributes = m_impl->getContextAttributes();
GraphicsContext3D::Attributes attributes;
attributes.alpha = webAttributes.alpha;
attributes.depth = webAttributes.depth;
attributes.stencil = webAttributes.stencil;
attributes.antialias = webAttributes.antialias;
attributes.premultipliedAlpha = webAttributes.premultipliedAlpha;
return attributes;
}
DELEGATE_TO_IMPL_R(getError, unsigned long)
DELEGATE_TO_IMPL_2(getFloatv, unsigned long, float*)
DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)
DELEGATE_TO_IMPL_2(getIntegerv, unsigned long, int*)
DELEGATE_TO_IMPL_3_X1(getProgramiv, WebGLProgram*, unsigned long, int*)
String GraphicsContext3DInternal::getProgramInfoLog(WebGLProgram* program)
{
return m_impl->getProgramInfoLog(EXTRACT(program));
}
DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_IMPL_3_X1(getShaderiv, WebGLShader*, unsigned long, int*)
String GraphicsContext3DInternal::getShaderInfoLog(WebGLShader* shader)
{
return m_impl->getShaderInfoLog(EXTRACT(shader));
}
String GraphicsContext3DInternal::getShaderSource(WebGLShader* shader)
{
return m_impl->getShaderSource(EXTRACT(shader));
}
String GraphicsContext3DInternal::getString(unsigned long name)
{
return m_impl->getString(name);
}
DELEGATE_TO_IMPL_3(getTexParameterfv, unsigned long, unsigned long, float*)
DELEGATE_TO_IMPL_3(getTexParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_IMPL_3_X1(getUniformfv, WebGLProgram*, long, float*)
DELEGATE_TO_IMPL_3_X1(getUniformiv, WebGLProgram*, long, int*)
long GraphicsContext3DInternal::getUniformLocation(WebGLProgram* program, const String& name)
{
return m_impl->getUniformLocation(EXTRACT(program), name.utf8().data());
}
DELEGATE_TO_IMPL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
DELEGATE_TO_IMPL_3(getVertexAttribiv, unsigned long, unsigned long, int*)
DELEGATE_TO_IMPL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)
DELEGATE_TO_IMPL_2(hint, unsigned long, unsigned long)
DELEGATE_TO_IMPL_1R_X(isBuffer, WebGLBuffer*, bool)
DELEGATE_TO_IMPL_1R(isEnabled, unsigned long, bool)
DELEGATE_TO_IMPL_1R_X(isFramebuffer, WebGLFramebuffer*, bool)
DELEGATE_TO_IMPL_1R_X(isProgram, WebGLProgram*, bool)
DELEGATE_TO_IMPL_1R_X(isRenderbuffer, WebGLRenderbuffer*, bool)
DELEGATE_TO_IMPL_1R_X(isShader, WebGLShader*, bool)
DELEGATE_TO_IMPL_1R_X(isTexture, WebGLTexture*, bool)
DELEGATE_TO_IMPL_1(lineWidth, double)
DELEGATE_TO_IMPL_1_X(linkProgram, WebGLProgram*)
DELEGATE_TO_IMPL_2(pixelStorei, unsigned long, long)
DELEGATE_TO_IMPL_2(polygonOffset, double, double)
DELEGATE_TO_IMPL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)
DELEGATE_TO_IMPL(releaseShaderCompiler)
DELEGATE_TO_IMPL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_2(sampleCoverage, double, bool)
DELEGATE_TO_IMPL_4(scissor, long, long, unsigned long, unsigned long)
void GraphicsContext3DInternal::shaderSource(WebGLShader* shader, const String& string)
{
m_impl->shaderSource(EXTRACT(shader), string.utf8().data());
}
DELEGATE_TO_IMPL_3(stencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_IMPL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_IMPL_1(stencilMask, unsigned long)
DELEGATE_TO_IMPL_2(stencilMaskSeparate, unsigned long, unsigned long)
DELEGATE_TO_IMPL_3(stencilOp, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
int GraphicsContext3DInternal::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels)
{
m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
return 0;
}
DELEGATE_TO_IMPL_3(texParameterf, unsigned, unsigned, float)
DELEGATE_TO_IMPL_3(texParameteri, unsigned, unsigned, int)
int GraphicsContext3DInternal::texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels)
{
m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
return 0;
}
DELEGATE_TO_IMPL_2(uniform1f, long, float)
void GraphicsContext3DInternal::uniform1fv(long location, float* v, int size)
{
m_impl->uniform1fv(location, size, v);
}
DELEGATE_TO_IMPL_2(uniform1i, long, int)
void GraphicsContext3DInternal::uniform1iv(long location, int* v, int size)
{
m_impl->uniform1iv(location, size, v);
}
DELEGATE_TO_IMPL_3(uniform2f, long, float, float)
void GraphicsContext3DInternal::uniform2fv(long location, float* v, int size)
{
m_impl->uniform2fv(location, size, v);
}
DELEGATE_TO_IMPL_3(uniform2i, long, int, int)
void GraphicsContext3DInternal::uniform2iv(long location, int* v, int size)
{
m_impl->uniform2iv(location, size, v);
}
DELEGATE_TO_IMPL_4(uniform3f, long, float, float, float)
void GraphicsContext3DInternal::uniform3fv(long location, float* v, int size)
{
m_impl->uniform3fv(location, size, v);
}
DELEGATE_TO_IMPL_4(uniform3i, long, int, int, int)
void GraphicsContext3DInternal::uniform3iv(long location, int* v, int size)
{
m_impl->uniform3iv(location, size, v);
}
DELEGATE_TO_IMPL_5(uniform4f, long, float, float, float, float)
void GraphicsContext3DInternal::uniform4fv(long location, float* v, int size)
{
m_impl->uniform4fv(location, size, v);
}
DELEGATE_TO_IMPL_5(uniform4i, long, int, int, int, int)
void GraphicsContext3DInternal::uniform4iv(long location, int* v, int size)
{
m_impl->uniform4iv(location, size, v);
}
void GraphicsContext3DInternal::uniformMatrix2fv(long location, bool transpose, float* value, int size)
{
m_impl->uniformMatrix2fv(location, size, transpose, value);
}
void GraphicsContext3DInternal::uniformMatrix3fv(long location, bool transpose, float* value, int size)
{
m_impl->uniformMatrix3fv(location, size, transpose, value);
}
void GraphicsContext3DInternal::uniformMatrix4fv(long location, bool transpose, float* value, int size)
{
m_impl->uniformMatrix4fv(location, size, transpose, value);
}
DELEGATE_TO_IMPL_1_X(useProgram, WebGLProgram*)
DELEGATE_TO_IMPL_1_X(validateProgram, WebGLProgram*)
DELEGATE_TO_IMPL_2(vertexAttrib1f, unsigned long, float)
DELEGATE_TO_IMPL_2(vertexAttrib1fv, unsigned long, float*)
DELEGATE_TO_IMPL_3(vertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib2fv, unsigned long, float*)
DELEGATE_TO_IMPL_4(vertexAttrib3f, unsigned long, float, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib3fv, unsigned long, float*)
DELEGATE_TO_IMPL_5(vertexAttrib4f, unsigned long, float, float, float, float)
DELEGATE_TO_IMPL_2(vertexAttrib4fv, unsigned long, float*)
DELEGATE_TO_IMPL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)
DELEGATE_TO_IMPL_4(viewport, long, long, unsigned long, unsigned long)
DELEGATE_TO_IMPL_R(createBuffer, unsigned)
DELEGATE_TO_IMPL_R(createFramebuffer, unsigned)
DELEGATE_TO_IMPL_R(createProgram, unsigned)
DELEGATE_TO_IMPL_R(createRenderbuffer, unsigned)
DELEGATE_TO_IMPL_1R(createShader, unsigned long, unsigned)
DELEGATE_TO_IMPL_R(createTexture, unsigned)
DELEGATE_TO_IMPL_1(deleteBuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteFramebuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteProgram, unsigned)
DELEGATE_TO_IMPL_1(deleteRenderbuffer, unsigned)
DELEGATE_TO_IMPL_1(deleteShader, unsigned)
DELEGATE_TO_IMPL_1(deleteTexture, unsigned)
DELEGATE_TO_IMPL_1(synthesizeGLError, unsigned long)
#define DELEGATE_TO_INTERNAL(name) \
void GraphicsContext3D::name() \
{ \
m_internal->name(); \
}
#define DELEGATE_TO_INTERNAL_R(name, rt) \
rt GraphicsContext3D::name() \
{ \
return m_internal->name(); \
}
#define DELEGATE_TO_INTERNAL_1(name, t1) \
void GraphicsContext3D::name(t1 a1) \
{ \
m_internal->name(a1); \
}
#define DELEGATE_TO_INTERNAL_1R(name, t1, rt) \
rt GraphicsContext3D::name(t1 a1) \
{ \
return m_internal->name(a1); \
}
#define DELEGATE_TO_INTERNAL_2(name, t1, t2) \
void GraphicsContext3D::name(t1 a1, t2 a2) \
{ \
m_internal->name(a1, a2); \
}
#define DELEGATE_TO_INTERNAL_2R(name, t1, t2, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2) \
{ \
return m_internal->name(a1, a2); \
}
#define DELEGATE_TO_INTERNAL_3(name, t1, t2, t3) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \
{ \
m_internal->name(a1, a2, a3); \
}
#define DELEGATE_TO_INTERNAL_3R(name, t1, t2, t3, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \
{ \
return m_internal->name(a1, a2, a3); \
}
#define DELEGATE_TO_INTERNAL_4(name, t1, t2, t3, t4) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \
{ \
m_internal->name(a1, a2, a3, a4); \
}
#define DELEGATE_TO_INTERNAL_5(name, t1, t2, t3, t4, t5) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
{ \
m_internal->name(a1, a2, a3, a4, a5); \
}
#define DELEGATE_TO_INTERNAL_6(name, t1, t2, t3, t4, t5, t6) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
m_internal->name(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_INTERNAL_6R(name, t1, t2, t3, t4, t5, t6, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
return m_internal->name(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_INTERNAL_7(name, t1, t2, t3, t4, t5, t6, t7) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
m_internal->name(a1, a2, a3, a4, a5, a6, a7); \
}
#define DELEGATE_TO_INTERNAL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
return m_internal->name(a1, a2, a3, a4, a5, a6, a7); \
}
#define DELEGATE_TO_INTERNAL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \
void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
{ \
m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8); \
}
#define DELEGATE_TO_INTERNAL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \
rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
{ \
return m_internal->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes, HostWindow*)
{
}
GraphicsContext3D::~GraphicsContext3D()
{
}
PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow)
{
GraphicsContext3DInternal* internal = new GraphicsContext3DInternal();
if (!internal->initialize(attrs)) {
delete internal;
return 0;
}
PassOwnPtr<GraphicsContext3D> result = new GraphicsContext3D(attrs, hostWindow);
result->m_internal.set(internal);
return result;
}
PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const
{
return m_internal->platformGraphicsContext3D();
}
Platform3DObject GraphicsContext3D::platformTexture() const
{
return m_internal->platformTexture();
}
DELEGATE_TO_INTERNAL(makeContextCurrent)
DELEGATE_TO_INTERNAL_1R(sizeInBytes, int, int)
DELEGATE_TO_INTERNAL_2(reshape, int, int)
DELEGATE_TO_INTERNAL_1(activeTexture, unsigned long)
DELEGATE_TO_INTERNAL_2(attachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_INTERNAL_3(bindAttribLocation, WebGLProgram*, unsigned long, const String&)
DELEGATE_TO_INTERNAL_2(bindBuffer, unsigned long, WebGLBuffer*)
DELEGATE_TO_INTERNAL_2(bindFramebuffer, unsigned long, WebGLFramebuffer*)
DELEGATE_TO_INTERNAL_2(bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_INTERNAL_2(bindTexture, unsigned long, WebGLTexture*)
DELEGATE_TO_INTERNAL_4(blendColor, double, double, double, double)
DELEGATE_TO_INTERNAL_1(blendEquation, unsigned long)
DELEGATE_TO_INTERNAL_2(blendEquationSeparate, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(blendFunc, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_4(blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, int, unsigned long)
DELEGATE_TO_INTERNAL_3(bufferData, unsigned long, WebGLArray*, unsigned long)
DELEGATE_TO_INTERNAL_3(bufferSubData, unsigned long, long, WebGLArray*)
DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1(clear, unsigned long)
DELEGATE_TO_INTERNAL_4(clearColor, double, double, double, double)
DELEGATE_TO_INTERNAL_1(clearDepth, double)
DELEGATE_TO_INTERNAL_1(clearStencil, long)
DELEGATE_TO_INTERNAL_4(colorMask, bool, bool, bool, bool)
DELEGATE_TO_INTERNAL_1(compileShader, WebGLShader*)
DELEGATE_TO_INTERNAL_8(copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1(cullFace, unsigned long)
DELEGATE_TO_INTERNAL_1(depthFunc, unsigned long)
DELEGATE_TO_INTERNAL_1(depthMask, bool)
DELEGATE_TO_INTERNAL_2(depthRange, double, double)
DELEGATE_TO_INTERNAL_2(detachShader, WebGLProgram*, WebGLShader*)
DELEGATE_TO_INTERNAL_1(disable, unsigned long)
DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, unsigned long)
DELEGATE_TO_INTERNAL_3(drawArrays, unsigned long, long, long)
DELEGATE_TO_INTERNAL_4(drawElements, unsigned long, unsigned long, unsigned long, long)
DELEGATE_TO_INTERNAL_1(enable, unsigned long)
DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, unsigned long)
DELEGATE_TO_INTERNAL(finish)
DELEGATE_TO_INTERNAL(flush)
DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
DELEGATE_TO_INTERNAL_5(framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
DELEGATE_TO_INTERNAL_1(frontFace, unsigned long)
DELEGATE_TO_INTERNAL_1(generateMipmap, unsigned long)
DELEGATE_TO_INTERNAL_3R(getActiveAttrib, WebGLProgram*, unsigned long, ActiveInfo&, bool)
DELEGATE_TO_INTERNAL_3R(getActiveUniform, WebGLProgram*, unsigned long, ActiveInfo&, bool)
DELEGATE_TO_INTERNAL_2R(getAttribLocation, WebGLProgram*, const String&, int)
DELEGATE_TO_INTERNAL_2(getBooleanv, unsigned long, unsigned char*)
DELEGATE_TO_INTERNAL_3(getBufferParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes)
DELEGATE_TO_INTERNAL_R(getError, unsigned long)
DELEGATE_TO_INTERNAL_2(getFloatv, unsigned long, float*)
DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, unsigned long, unsigned long, unsigned long, int*)
DELEGATE_TO_INTERNAL_2(getIntegerv, unsigned long, int*)
DELEGATE_TO_INTERNAL_3(getProgramiv, WebGLProgram*, unsigned long, int*)
DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, WebGLProgram*, String)
DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_INTERNAL_3(getShaderiv, WebGLShader*, unsigned long, int*)
DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, WebGLShader*, String)
DELEGATE_TO_INTERNAL_1R(getShaderSource, WebGLShader*, String)
DELEGATE_TO_INTERNAL_1R(getString, unsigned long, String)
DELEGATE_TO_INTERNAL_3(getTexParameterfv, unsigned long, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(getTexParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_INTERNAL_3(getUniformfv, WebGLProgram*, long, float*)
DELEGATE_TO_INTERNAL_3(getUniformiv, WebGLProgram*, long, int*)
DELEGATE_TO_INTERNAL_2R(getUniformLocation, WebGLProgram*, const String&, long)
DELEGATE_TO_INTERNAL_3(getVertexAttribfv, unsigned long, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(getVertexAttribiv, unsigned long, unsigned long, int*)
DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, unsigned long, unsigned long, long)
DELEGATE_TO_INTERNAL_2(hint, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1R(isBuffer, WebGLBuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isEnabled, unsigned long, bool)
DELEGATE_TO_INTERNAL_1R(isFramebuffer, WebGLFramebuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isProgram, WebGLProgram*, bool)
DELEGATE_TO_INTERNAL_1R(isRenderbuffer, WebGLRenderbuffer*, bool)
DELEGATE_TO_INTERNAL_1R(isShader, WebGLShader*, bool)
DELEGATE_TO_INTERNAL_1R(isTexture, WebGLTexture*, bool)
DELEGATE_TO_INTERNAL_1(lineWidth, double)
DELEGATE_TO_INTERNAL_1(linkProgram, WebGLProgram*)
DELEGATE_TO_INTERNAL_2(pixelStorei, unsigned long, long)
DELEGATE_TO_INTERNAL_2(polygonOffset, double, double)
DELEGATE_TO_INTERNAL_7(readPixels, long, long, unsigned long, unsigned long, unsigned long, unsigned long, void*)
DELEGATE_TO_INTERNAL(releaseShaderCompiler)
DELEGATE_TO_INTERNAL_4(renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(sampleCoverage, double, bool)
DELEGATE_TO_INTERNAL_4(scissor, long, long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_2(shaderSource, WebGLShader*, const String&)
DELEGATE_TO_INTERNAL_3(stencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_INTERNAL_1(stencilMask, unsigned long)
DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_3(stencilOp, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_4(stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_9R(texImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)
DELEGATE_TO_INTERNAL_3(texParameterf, unsigned, unsigned, float)
DELEGATE_TO_INTERNAL_3(texParameteri, unsigned, unsigned, int)
DELEGATE_TO_INTERNAL_9R(texSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, void*, int)
DELEGATE_TO_INTERNAL_2(uniform1f, long, float)
DELEGATE_TO_INTERNAL_3(uniform1fv, long, float*, int)
DELEGATE_TO_INTERNAL_2(uniform1i, long, int)
DELEGATE_TO_INTERNAL_3(uniform1iv, long, int*, int)
DELEGATE_TO_INTERNAL_3(uniform2f, long, float, float)
DELEGATE_TO_INTERNAL_3(uniform2fv, long, float*, int)
DELEGATE_TO_INTERNAL_3(uniform2i, long, int, int)
DELEGATE_TO_INTERNAL_3(uniform2iv, long, int*, int)
DELEGATE_TO_INTERNAL_4(uniform3f, long, float, float, float)
DELEGATE_TO_INTERNAL_3(uniform3fv, long, float*, int)
DELEGATE_TO_INTERNAL_4(uniform3i, long, int, int, int)
DELEGATE_TO_INTERNAL_3(uniform3iv, long, int*, int)
DELEGATE_TO_INTERNAL_5(uniform4f, long, float, float, float, float)
DELEGATE_TO_INTERNAL_3(uniform4fv, long, float*, int)
DELEGATE_TO_INTERNAL_5(uniform4i, long, int, int, int, int)
DELEGATE_TO_INTERNAL_3(uniform4iv, long, int*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, long, bool, float*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, long, bool, float*, int)
DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, long, bool, float*, int)
DELEGATE_TO_INTERNAL_1(useProgram, WebGLProgram*)
DELEGATE_TO_INTERNAL_1(validateProgram, WebGLProgram*)
DELEGATE_TO_INTERNAL_2(vertexAttrib1f, unsigned long, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_3(vertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_4(vertexAttrib3f, unsigned long, float, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_5(vertexAttrib4f, unsigned long, float, float, float, float)
DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, unsigned long, float*)
DELEGATE_TO_INTERNAL_6(vertexAttribPointer, unsigned long, int, int, bool, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_4(viewport, long, long, unsigned long, unsigned long)
DELEGATE_TO_INTERNAL_1(beginPaint, WebGLRenderingContext*)
DELEGATE_TO_INTERNAL(endPaint)
DELEGATE_TO_INTERNAL_R(createBuffer, unsigned)
DELEGATE_TO_INTERNAL_R(createFramebuffer, unsigned)
DELEGATE_TO_INTERNAL_R(createProgram, unsigned)
DELEGATE_TO_INTERNAL_R(createRenderbuffer, unsigned)
DELEGATE_TO_INTERNAL_1R(createShader, unsigned long, unsigned)
DELEGATE_TO_INTERNAL_R(createTexture, unsigned)
DELEGATE_TO_INTERNAL_1(deleteBuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteFramebuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteProgram, unsigned)
DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, unsigned)
DELEGATE_TO_INTERNAL_1(deleteShader, unsigned)
DELEGATE_TO_INTERNAL_1(deleteTexture, unsigned)
DELEGATE_TO_INTERNAL_1(synthesizeGLError, unsigned long)
bool GraphicsContext3D::isGLES2Compliant() const
{
return m_internal->isGLES2Compliant();
}
}
#endif // ENABLE(3D_CANVAS)