/* * 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 namespace Web::WebGL { GC_DEFINE_ALLOCATOR(WebGLRenderingContext); // 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) , WebGLRenderingContextImpl(realm, 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) { 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) { context().set_size(size); } void WebGLRenderingContext::reset_to_default_state() { } RefPtr WebGLRenderingContext::surface() { return context().surface(); } void WebGLRenderingContext::allocate_painting_surface_if_needed() { context().allocate_painting_surface_if_needed(); } }