/* * Copyright (c) 2022, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include namespace Web::WebGL { WebGLRenderingContextBase::WebGLRenderingContextBase(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters) : PlatformObject(realm) , m_canvas_element(canvas_element) , m_context(move(context)) , m_context_creation_parameters(move(context_creation_parameters)) , m_actual_context_parameters(move(actual_context_parameters)) { } WebGLRenderingContextBase::~WebGLRenderingContextBase() = default; void WebGLRenderingContextBase::visit_edges(Cell::Visitor& visitor) { Base::visit_edges(visitor); visitor.visit(m_canvas_element.ptr()); } #define RETURN_WITH_WEBGL_ERROR_IF(condition, error) \ if (condition) { \ dbgln_if(WEBGL_CONTEXT_DEBUG, "{}(): error {:#x}", __func__, error); \ set_error(error); \ return; \ } void WebGLRenderingContextBase::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." // FIXME: Is this the operation it means? m_context->gl_flush(); m_context->present(); // "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) { Array current_clear_color; m_context->gl_get_doublev(GL_COLOR_CLEAR_VALUE, current_clear_color.data()); GLdouble current_clear_depth; m_context->gl_get_doublev(GL_DEPTH_CLEAR_VALUE, ¤t_clear_depth); GLint current_clear_stencil; m_context->gl_get_integerv(GL_STENCIL_CLEAR_VALUE, ¤t_clear_stencil); // The implicit clear value for the color buffer is (0, 0, 0, 0) m_context->gl_clear_color(0, 0, 0, 0); // The implicit clear value for the depth buffer is 1.0. m_context->gl_clear_depth(1.0); // The implicit clear value for the stencil buffer is 0. m_context->gl_clear_stencil(0); m_context->gl_clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Restore the clear values. m_context->gl_clear_color(current_clear_color[0], current_clear_color[1], current_clear_color[2], current_clear_color[3]); m_context->gl_clear_depth(current_clear_depth); m_context->gl_clear_stencil(current_clear_stencil); } } HTML::HTMLCanvasElement& WebGLRenderingContextBase::canvas_element() { return *m_canvas_element; } HTML::HTMLCanvasElement const& WebGLRenderingContextBase::canvas_element() const { return *m_canvas_element; } JS::NonnullGCPtr WebGLRenderingContextBase::canvas_for_binding() const { return *m_canvas_element; } void WebGLRenderingContextBase::needs_to_present() { m_should_present = true; if (!canvas_element().layout_node()) return; canvas_element().layout_node()->set_needs_display(); } void WebGLRenderingContextBase::set_error(GLenum error) { auto context_error = m_context->gl_get_error(); if (context_error != GL_NO_ERROR) m_error = context_error; else m_error = error; } bool WebGLRenderingContextBase::is_context_lost() const { dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::is_context_lost()"); return m_context_lost; } Optional> WebGLRenderingContextBase::get_supported_extensions() const { if (m_context_lost) return Optional> {}; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::get_supported_extensions()"); // FIXME: We don't currently support any extensions. return Vector {}; } JS::Object* WebGLRenderingContextBase::get_extension(DeprecatedString const& name) const { if (m_context_lost) return nullptr; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::get_extension(name='{}')", name); // FIXME: We don't currently support any extensions. return nullptr; } void WebGLRenderingContextBase::active_texture(GLenum texture) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::active_texture(texture=0x{:08x})", texture); m_context->gl_active_texture(texture); } void WebGLRenderingContextBase::clear(GLbitfield mask) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear(mask=0x{:08x})", mask); m_context->gl_clear(mask); // FIXME: This should only be done if this is targeting the front buffer. needs_to_present(); } void WebGLRenderingContextBase::clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_color(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha); m_context->gl_clear_color(red, green, blue, alpha); } void WebGLRenderingContextBase::clear_depth(GLclampf depth) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_depth(depth={})", depth); m_context->gl_clear_depth(depth); } void WebGLRenderingContextBase::clear_stencil(GLint s) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_stencil(s=0x{:08x})", s); m_context->gl_clear_stencil(s); } void WebGLRenderingContextBase::color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::color_mask(red={}, green={}, blue={}, alpha={})", red, green, blue, alpha); m_context->gl_color_mask(red, green, blue, alpha); } void WebGLRenderingContextBase::cull_face(GLenum mode) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::cull_face(mode=0x{:08x})", mode); m_context->gl_cull_face(mode); } void WebGLRenderingContextBase::depth_func(GLenum func) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_func(func=0x{:08x})", func); m_context->gl_depth_func(func); } void WebGLRenderingContextBase::depth_mask(GLboolean mask) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_mask(mask={})", mask); m_context->gl_depth_mask(mask); } void WebGLRenderingContextBase::depth_range(GLclampf z_near, GLclampf z_far) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::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); m_context->gl_depth_range(z_near, z_far); } void WebGLRenderingContextBase::finish() { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::finish()"); m_context->gl_finish(); } void WebGLRenderingContextBase::flush() { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::flush()"); m_context->gl_flush(); } void WebGLRenderingContextBase::front_face(GLenum mode) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::front_face(mode=0x{:08x})", mode); m_context->gl_front_face(mode); } GLenum WebGLRenderingContextBase::get_error() { dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::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 m_context->gl_get_error(); } void WebGLRenderingContextBase::line_width(GLfloat width) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::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); m_context->gl_line_width(width); } void WebGLRenderingContextBase::polygon_offset(GLfloat factor, GLfloat units) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::polygon_offset(factor={}, units={})", factor, units); m_context->gl_polygon_offset(factor, units); } void WebGLRenderingContextBase::scissor(GLint x, GLint y, GLsizei width, GLsizei height) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::scissor(x={}, y={}, width={}, height={})", x, y, width, height); m_context->gl_scissor(x, y, width, height); } void WebGLRenderingContextBase::stencil_op(GLenum fail, GLenum zfail, GLenum zpass) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op(fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", fail, zfail, zpass); m_context->gl_stencil_op_separate(GL_FRONT_AND_BACK, fail, zfail, zpass); } void WebGLRenderingContextBase::stencil_op_separate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op_separate(face=0x{:08x}, fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", face, fail, zfail, zpass); m_context->gl_stencil_op_separate(face, fail, zfail, zpass); } void WebGLRenderingContextBase::viewport(GLint x, GLint y, GLsizei width, GLsizei height) { if (m_context_lost) return; dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::viewport(x={}, y={}, width={}, height={})", x, y, width, height); m_context->gl_viewport(x, y, width, height); } }