blob: 6e939cb5aeeeac48a23a8cfe8be259c65298d634 [file] [log] [blame]
/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "OffscreenCanvas.h"
#include "CanvasRenderingContext.h"
#include "ImageBitmap.h"
#include "JSDOMPromiseDeferred.h"
#include "WebGLRenderingContext.h"
#include <wtf/IsoMallocInlines.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(OffscreenCanvas);
Ref<OffscreenCanvas> OffscreenCanvas::create(ScriptExecutionContext& context, unsigned width, unsigned height)
{
return adoptRef(*new OffscreenCanvas(context, width, height));
}
OffscreenCanvas::OffscreenCanvas(ScriptExecutionContext& context, unsigned width, unsigned height)
: ContextDestructionObserver(&context)
, m_size(width, height)
{
}
OffscreenCanvas::~OffscreenCanvas()
{
notifyObserversCanvasDestroyed();
m_context = nullptr;
}
unsigned OffscreenCanvas::width() const
{
return m_size.width();
}
void OffscreenCanvas::setWidth(unsigned newWidth)
{
return m_size.setWidth(newWidth);
}
unsigned OffscreenCanvas::height() const
{
return m_size.height();
}
void OffscreenCanvas::setHeight(unsigned newHeight)
{
return m_size.setHeight(newHeight);
}
const IntSize& OffscreenCanvas::size() const
{
return m_size;
}
void OffscreenCanvas::setSize(const IntSize& newSize)
{
m_size = newSize;
}
#if ENABLE(WEBGL)
ExceptionOr<OffscreenRenderingContext> OffscreenCanvas::getContext(JSC::ExecState& state, RenderingContextType contextType, Vector<JSC::Strong<JSC::Unknown>>&& arguments)
{
if (m_context && contextType == RenderingContextType::Webgl)
return { RefPtr<WebGLRenderingContext> { &downcast<WebGLRenderingContext>(*m_context) } };
if (contextType == RenderingContextType::Webgl) {
auto scope = DECLARE_THROW_SCOPE(state.vm());
auto attributes = convert<IDLDictionary<WebGLContextAttributes>>(state, !arguments.isEmpty() ? arguments[0].get() : JSC::jsUndefined());
RETURN_IF_EXCEPTION(scope, Exception { ExistingExceptionError });
m_context = WebGLRenderingContextBase::create(*this, attributes, "webgl");
if (!m_context)
return { nullptr };
return { RefPtr<WebGLRenderingContext> { &downcast<WebGLRenderingContext>(*m_context) } };
}
return { nullptr };
}
#endif
RefPtr<ImageBitmap> OffscreenCanvas::transferToImageBitmap()
{
if (!m_context)
return nullptr;
#if ENABLE(WEBGL)
if (!is<WebGLRenderingContext>(*m_context))
return nullptr;
auto webGLContext = &downcast<WebGLRenderingContext>(*m_context);
// FIXME: We're supposed to create an ImageBitmap using the backing
// store from this canvas (or its context), but for now we'll just
// create a new bitmap and paint into it.
auto imageBitmap = ImageBitmap::create(m_size);
if (!imageBitmap->buffer())
return nullptr;
auto* gc3d = webGLContext->graphicsContext3D();
gc3d->paintRenderingResultsToCanvas(imageBitmap->buffer());
// FIXME: The transfer algorithm requires that the canvas effectively
// creates a new backing store. Since we're not doing that yet, we
// need to erase what's there.
GC3Dfloat clearColor[4];
gc3d->getFloatv(GraphicsContext3D::COLOR_CLEAR_VALUE, clearColor);
gc3d->clearColor(0, 0, 0, 0);
gc3d->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT | GraphicsContext3D::STENCIL_BUFFER_BIT);
gc3d->clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
return imageBitmap;
#else
return nullptr;
#endif
}
}