| /* |
| * Copyright (C) 2010 Apple Inc. All rights reserved. |
| * Copyright (C) 2011 Google Inc. All rights reserved. |
| * Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com> |
| * Copyright (C) 2012 Research In Motion Limited. 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. ``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 |
| * 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" |
| |
| #if ENABLE(GRAPHICS_CONTEXT_3D) && USE(OPENGL_ES) && !PLATFORM(IOS_FAMILY) |
| |
| #include "GraphicsContext3D.h" |
| |
| #include "Extensions3DOpenGLES.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "NotImplemented.h" |
| |
| #include <ANGLE/ShaderLang.h> |
| |
| namespace WebCore { |
| |
| void GraphicsContext3D::releaseShaderCompiler() |
| { |
| makeContextCurrent(); |
| ::glReleaseShaderCompiler(); |
| } |
| |
| void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data) |
| { |
| makeContextCurrent(); |
| // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
| // all previous rendering calls should be done before reading pixels. |
| ::glFlush(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| ::glFlush(); |
| } |
| |
| ::glReadPixels(x, y, width, height, format, type, data); |
| |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) |
| { |
| ::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| int totalBytes = width * height * 4; |
| if (isGLES2Compliant()) { |
| for (int i = 0; i < totalBytes; i += 4) |
| std::swap(pixels[i], pixels[i + 2]); // Convert to BGRA. |
| } |
| } |
| |
| bool GraphicsContext3D::reshapeFBOs(const IntSize& size) |
| { |
| const int width = size.width(); |
| const int height = size.height(); |
| GLuint colorFormat = 0; |
| if (m_attrs.alpha) { |
| m_internalColorFormat = GL_RGBA; |
| colorFormat = GL_RGBA; |
| } else { |
| m_internalColorFormat = GL_RGB; |
| colorFormat = GL_RGB; |
| } |
| |
| // We don't allow the logic where stencil is required and depth is not. |
| // See GraphicsContext3D::validateAttributes. |
| bool supportPackedDepthStencilBuffer = (m_attrs.stencil || m_attrs.depth) && getExtensions().supports("GL_OES_packed_depth_stencil"); |
| |
| // Resize regular FBO. |
| bool mustRestoreFBO = false; |
| if (m_state.boundFBO != m_fbo) { |
| mustRestoreFBO = true; |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| } |
| |
| ASSERT(m_texture); |
| ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
| ::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0); |
| |
| #if USE(COORDINATED_GRAPHICS) |
| if (m_compositorTexture) { |
| ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
| ::glBindTexture(GL_TEXTURE_2D, 0); |
| } |
| |
| ::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
| ::glBindTexture(GL_TEXTURE_2D, 0); |
| #endif |
| |
| Extensions3DOpenGLES& extensions = static_cast<Extensions3DOpenGLES&>(getExtensions()); |
| if (extensions.isImagination() && m_attrs.antialias) { |
| GLint maxSampleCount; |
| ::glGetIntegerv(Extensions3D::MAX_SAMPLES_IMG, &maxSampleCount); |
| GLint sampleCount = std::min(8, maxSampleCount); |
| |
| extensions.framebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0, sampleCount); |
| |
| if (m_attrs.stencil || m_attrs.depth) { |
| // Use a 24 bit depth buffer where we know we have it. |
| if (supportPackedDepthStencilBuffer) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); |
| extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH24_STENCIL8_OES, width, height); |
| if (m_attrs.stencil) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| if (m_attrs.depth) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| } else { |
| if (m_attrs.stencil) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer); |
| extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_STENCIL_INDEX8, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer); |
| } |
| if (m_attrs.depth) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer); |
| extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer); |
| } |
| } |
| ::glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| } |
| } else { |
| if (m_attrs.stencil || m_attrs.depth) { |
| // Use a 24 bit depth buffer where we know we have it. |
| if (supportPackedDepthStencilBuffer) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height); |
| if (m_attrs.stencil) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| if (m_attrs.depth) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| } else { |
| if (m_attrs.stencil) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer); |
| } |
| if (m_attrs.depth) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer); |
| } |
| } |
| ::glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| } |
| } |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
| // FIXME: cleanup |
| notImplemented(); |
| } |
| |
| return mustRestoreFBO; |
| } |
| |
| void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect&) |
| { |
| // FIXME: We don't support antialiasing yet. |
| notImplemented(); |
| } |
| |
| void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glRenderbufferStorage(target, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetIntegerv(pname, value); |
| } |
| |
| void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) |
| { |
| ASSERT(range); |
| ASSERT(precision); |
| |
| makeContextCurrent(); |
| ::glGetShaderPrecisionFormat(shaderType, precisionType, range, precision); |
| } |
| |
| bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) |
| { |
| if (width && height && !pixels) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| |
| texImage2DDirect(target, level, internalformat, width, height, border, format, type, pixels); |
| return true; |
| } |
| |
| void GraphicsContext3D::validateAttributes() |
| { |
| validateDepthStencil("GL_OES_packed_depth_stencil"); |
| |
| if (m_attrs.antialias && !getExtensions().supports("GL_IMG_multisampled_render_to_texture")) |
| m_attrs.antialias = false; |
| } |
| |
| void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) |
| { |
| makeContextCurrent(); |
| ::glDepthRangef(zNear, zFar); |
| } |
| |
| void GraphicsContext3D::clearDepth(GC3Dclampf depth) |
| { |
| makeContextCurrent(); |
| ::glClearDepthf(depth); |
| } |
| |
| #if !PLATFORM(GTK) |
| Extensions3D& GraphicsContext3D::getExtensions() |
| { |
| if (!m_extensions) |
| m_extensions = makeUnique<Extensions3DOpenGLES>(this, isGLES2Compliant()); |
| return *m_extensions; |
| } |
| #endif |
| |
| #if PLATFORM(WIN) && USE(CA) |
| RefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3DAttributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) |
| { |
| // This implementation doesn't currently support rendering directly to the HostWindow. |
| if (renderStyle == RenderDirectlyToHostWindow) |
| return nullptr; |
| |
| static bool initialized = false; |
| static bool success = true; |
| if (!initialized) { |
| #if !USE(OPENGL_ES) |
| success = initializeOpenGLShims(); |
| #endif |
| initialized = true; |
| } |
| if (!success) |
| return nullptr; |
| |
| return adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle)); |
| } |
| |
| GraphicsContext3D::GraphicsContext3D(GraphicsContext3DAttributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle, GraphicsContext3D* sharedContext) |
| : m_attrs(attributes) |
| , m_compiler(isGLES2Compliant() ? SH_ESSL_OUTPUT : SH_GLSL_COMPATIBILITY_OUTPUT) |
| , m_private(makeUnique<GraphicsContext3DPrivate>(this, renderStyle)) |
| { |
| ASSERT_UNUSED(sharedContext, !sharedContext); |
| makeContextCurrent(); |
| |
| validateAttributes(); |
| |
| if (renderStyle == RenderOffscreen) { |
| // Create a texture to render into. |
| ::glGenTextures(1, &m_texture); |
| ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| ::glBindTexture(GL_TEXTURE_2D, 0); |
| |
| // Create an FBO. |
| ::glGenFramebuffers(1, &m_fbo); |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| |
| m_state.boundFBO = m_fbo; |
| if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) |
| ::glGenRenderbuffers(1, &m_depthStencilBuffer); |
| |
| // Create a multisample FBO. |
| if (m_attrs.antialias) { |
| ::glGenFramebuffers(1, &m_multisampleFBO); |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| m_state.boundFBO = m_multisampleFBO; |
| ::glGenRenderbuffers(1, &m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer); |
| } |
| } |
| |
| // ANGLE initialization. |
| ShBuiltInResources ANGLEResources; |
| ShInitBuiltInResources(&ANGLEResources); |
| |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs); |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors); |
| getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors); |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors); |
| |
| // Always set to 1 for OpenGL ES. |
| ANGLEResources.MaxDrawBuffers = 1; |
| |
| GC3Dint range[2], precision; |
| getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision); |
| ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision); |
| |
| m_compiler.setResources(ANGLEResources); |
| |
| #if !USE(OPENGL_ES) |
| ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
| ::glEnable(GL_POINT_SPRITE); |
| #endif |
| |
| ::glClearColor(0, 0, 0, 0); |
| } |
| |
| GraphicsContext3D::~GraphicsContext3D() |
| { |
| makeContextCurrent(); |
| ::glDeleteTextures(1, &m_texture); |
| if (m_attrs.antialias) { |
| ::glDeleteRenderbuffers(1, &m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer); |
| ::glDeleteFramebuffers(1, &m_multisampleFBO); |
| } else { |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glDeleteRenderbuffers(1, &m_depthStencilBuffer); |
| } |
| ::glDeleteFramebuffers(1, &m_fbo); |
| } |
| |
| void GraphicsContext3D::setContextLostCallback(std::unique_ptr<ContextLostCallback>) |
| { |
| } |
| |
| void GraphicsContext3D::setErrorMessageCallback(std::unique_ptr<ErrorMessageCallback>) |
| { |
| } |
| |
| bool GraphicsContext3D::makeContextCurrent() |
| { |
| if (!m_private) |
| return false; |
| return m_private->makeContextCurrent(); |
| } |
| |
| void GraphicsContext3D::checkGPUStatus() |
| { |
| } |
| |
| PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() |
| { |
| return m_private->platformContext(); |
| } |
| |
| Platform3DObject GraphicsContext3D::platformTexture() const |
| { |
| return m_texture; |
| } |
| |
| bool GraphicsContext3D::isGLES2Compliant() const |
| { |
| #if USE(OPENGL_ES) |
| return true; |
| #else |
| return false; |
| #endif |
| } |
| |
| PlatformLayer* GraphicsContext3D::platformLayer() const |
| { |
| return m_webGLLayer->platformLayer(); |
| } |
| #endif |
| |
| } |
| |
| #endif // ENABLE(GRAPHICS_CONTEXT_3D) && USE(OPENGL_ES) && !PLATFORM(IOS_FAMILY) |