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/*
* Copyright (C) 2011, 2012 Igalia S.L.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
#include "config.h"
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GraphicsContext3DPrivate.h"
#include "HostWindow.h"
#include <wtf/StdLibExtras.h>
#if USE(CAIRO)
#include "PlatformContextCairo.h"
#endif
#if USE(OPENGL_ES_2)
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include "OpenGLShims.h"
#endif
#if USE(TEXTURE_MAPPER_GL)
#include <texmap/TextureMapperGL.h>
#endif
#if USE(COORDINATED_GRAPHICS_THREADED)
#include "TextureMapperPlatformLayerBuffer.h"
#endif
using namespace std;
namespace WebCore {
GraphicsContext3DPrivate::GraphicsContext3DPrivate(GraphicsContext3D* context, GraphicsContext3D::RenderStyle renderStyle)
: m_context(context)
, m_renderStyle(renderStyle)
{
switch (renderStyle) {
case GraphicsContext3D::RenderOffscreen:
m_glContext = GLContext::createOffscreenContext(&PlatformDisplay::sharedDisplayForCompositing());
break;
case GraphicsContext3D::RenderToCurrentGLContext:
break;
case GraphicsContext3D::RenderDirectlyToHostWindow:
ASSERT_NOT_REACHED();
break;
}
#if USE(COORDINATED_GRAPHICS_THREADED)
if (m_renderStyle == GraphicsContext3D::RenderOffscreen)
m_platformLayerProxy = adoptRef(new TextureMapperPlatformLayerProxy());
#endif
}
GraphicsContext3DPrivate::~GraphicsContext3DPrivate()
{
#if USE(TEXTURE_MAPPER) && !USE(COORDINATED_GRAPHICS_THREADED)
if (client())
client()->platformLayerWillBeDestroyed();
#endif
}
bool GraphicsContext3DPrivate::makeContextCurrent()
{
return m_glContext ? m_glContext->makeContextCurrent() : false;
}
PlatformGraphicsContext3D GraphicsContext3DPrivate::platformContext()
{
return m_glContext ? m_glContext->platformContext() : GLContext::current()->platformContext();
}
#if USE(COORDINATED_GRAPHICS_THREADED)
RefPtr<TextureMapperPlatformLayerProxy> GraphicsContext3DPrivate::proxy() const
{
return m_platformLayerProxy.copyRef();
}
void GraphicsContext3DPrivate::swapBuffersIfNeeded()
{
ASSERT(m_renderStyle == GraphicsContext3D::RenderOffscreen);
if (m_context->layerComposited())
return;
m_context->prepareTexture();
IntSize textureSize(m_context->m_currentWidth, m_context->m_currentHeight);
TextureMapperGL::Flags flags = TextureMapperGL::ShouldFlipTexture | (m_context->m_attrs.alpha ? TextureMapperGL::ShouldBlend : 0);
{
LockHolder holder(m_platformLayerProxy->lock());
m_platformLayerProxy->pushNextBuffer(std::make_unique<TextureMapperPlatformLayerBuffer>(m_context->m_compositorTexture, textureSize, flags));
}
m_context->markLayerComposited();
}
#elif USE(TEXTURE_MAPPER)
void GraphicsContext3DPrivate::paintToTextureMapper(TextureMapper& textureMapper, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity)
{
if (!m_glContext)
return;
ASSERT(m_renderStyle == GraphicsContext3D::RenderOffscreen);
m_context->markLayerComposited();
#if USE(TEXTURE_MAPPER_GL)
if (m_context->m_attrs.antialias && m_context->m_state.boundFBO == m_context->m_multisampleFBO) {
GLContext* previousActiveContext = GLContext::current();
if (previousActiveContext != m_glContext.get())
m_context->makeContextCurrent();
m_context->resolveMultisamplingIfNecessary();
::glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_state.boundFBO);
if (previousActiveContext && previousActiveContext != m_glContext.get())
previousActiveContext->makeContextCurrent();
}
TextureMapperGL& texmapGL = static_cast<TextureMapperGL&>(textureMapper);
TextureMapperGL::Flags flags = TextureMapperGL::ShouldFlipTexture | (m_context->m_attrs.alpha ? TextureMapperGL::ShouldBlend : 0);
IntSize textureSize(m_context->m_currentWidth, m_context->m_currentHeight);
texmapGL.drawTexture(m_context->m_texture, flags, textureSize, targetRect, matrix, opacity);
#endif // USE(TEXTURE_MAPPER_GL)
}
#endif // USE(TEXTURE_MAPPER)
} // namespace WebCore
#endif // ENABLE(GRAPHICS_CONTEXT_3D)