| /* |
| * Copyright (C) 2010, 2013 Apple Inc. All rights reserved. |
| * Copyright (C) 2019 Google 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. ``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(ANGLE) |
| #include "GraphicsContext3D.h" |
| |
| #if PLATFORM(IOS_FAMILY) |
| #include "GraphicsContext3DIOS.h" |
| #endif |
| #include "Extensions3DANGLE.h" |
| #include "ImageBuffer.h" |
| #include "ImageData.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "Logging.h" |
| #include "NotImplemented.h" |
| #include "TemporaryANGLESetting.h" |
| #include <JavaScriptCore/RegularExpression.h> |
| #include <algorithm> |
| #include <cstring> |
| #include <wtf/HexNumber.h> |
| #include <wtf/ThreadSpecific.h> |
| #include <wtf/text/CString.h> |
| #include <wtf/text/StringBuilder.h> |
| |
| #if USE(ACCELERATE) |
| #include <Accelerate/Accelerate.h> |
| #endif |
| |
| // Skip the inclusion of ANGLE's explicit context entry points for now. |
| #define GL_ANGLE_explicit_context |
| #define GL_ANGLE_explicit_context_gles1 |
| typedef void* GLeglContext; |
| #include <ANGLE/entry_points_gles_2_0_autogen.h> |
| #include <ANGLE/entry_points_gles_3_0_autogen.h> |
| #include <ANGLE/entry_points_gles_ext_autogen.h> |
| #include <ANGLE/gl2ext.h> |
| #include <ANGLE/gl2ext_angle.h> |
| |
| // Note: this file can't be compiled in the same unified source file |
| // as others which include the system's OpenGL headers. |
| |
| // This one definition short-circuits the need for gl2ext.h, which |
| // would need more work to be included from WebCore. |
| #define GL_MAX_SAMPLES_EXT 0x8D57 |
| |
| namespace WebCore { |
| |
| static const char* packedDepthStencilExtensionName = "GL_OES_packed_depth_stencil"; |
| |
| void GraphicsContext3D::releaseShaderCompiler() |
| { |
| makeContextCurrent(); |
| notImplemented(); |
| } |
| |
| #if PLATFORM(MAC) |
| static void wipeAlphaChannelFromPixels(int width, int height, unsigned char* pixels) |
| { |
| // We can assume this doesn't overflow because the calling functions |
| // use checked arithmetic. |
| int totalBytes = width * height * 4; |
| for (int i = 0; i < totalBytes; i += 4) |
| pixels[i + 3] = 255; |
| } |
| #endif |
| |
| void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) |
| { |
| // NVIDIA drivers have a bug where calling readPixels in BGRA can return the wrong values for the alpha channel when the alpha is off for the context. |
| gl::ReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| #if USE(ACCELERATE) |
| vImage_Buffer src; |
| src.height = height; |
| src.width = width; |
| src.rowBytes = width * 4; |
| src.data = pixels; |
| |
| vImage_Buffer dest; |
| dest.height = height; |
| dest.width = width; |
| dest.rowBytes = width * 4; |
| dest.data = pixels; |
| |
| // Swap pixel channels from RGBA to BGRA. |
| const uint8_t map[4] = { 2, 1, 0, 3 }; |
| vImagePermuteChannels_ARGB8888(&src, &dest, map, kvImageNoFlags); |
| #else |
| int totalBytes = width * height * 4; |
| for (int i = 0; i < totalBytes; i += 4) |
| std::swap(pixels[i], pixels[i + 2]); |
| #endif |
| |
| #if PLATFORM(MAC) |
| if (!m_attrs.alpha) |
| wipeAlphaChannelFromPixels(width, height, pixels); |
| #endif |
| } |
| |
| void GraphicsContext3D::validateAttributes() |
| { |
| validateDepthStencil(packedDepthStencilExtensionName); |
| } |
| |
| bool GraphicsContext3D::reshapeFBOs(const IntSize& size) |
| { |
| const int width = size.width(); |
| const int height = size.height(); |
| GLuint colorFormat, internalDepthStencilFormat = 0; |
| if (m_attrs.alpha) { |
| m_internalColorFormat = GL_RGBA8; |
| colorFormat = GL_RGBA; |
| } else { |
| m_internalColorFormat = GL_RGB8; |
| colorFormat = GL_RGB; |
| } |
| if (m_attrs.stencil || m_attrs.depth) { |
| // We don't allow the logic where stencil is required and depth is not. |
| // See GraphicsContext3D::validateAttributes. |
| |
| Extensions3D& extensions = getExtensions(); |
| // Use a 24 bit depth buffer where we know we have it. |
| if (extensions.supports(packedDepthStencilExtensionName)) |
| internalDepthStencilFormat = GL_DEPTH24_STENCIL8_OES; |
| else |
| internalDepthStencilFormat = GL_DEPTH_COMPONENT16; |
| } |
| |
| // Resize multisample FBO. |
| if (m_attrs.antialias) { |
| GLint maxSampleCount; |
| gl::GetIntegerv(GL_MAX_SAMPLES_ANGLE, &maxSampleCount); |
| // Using more than 4 samples is slow on some hardware and is unlikely to |
| // produce a significantly better result. |
| GLint sampleCount = std::min(4, maxSampleCount); |
| gl::BindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| gl::BindRenderbuffer(GL_RENDERBUFFER, m_multisampleColorBuffer); |
| getExtensions().renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_RGBA8, width, height); |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) { |
| gl::BindRenderbuffer(GL_RENDERBUFFER, m_multisampleDepthStencilBuffer); |
| getExtensions().renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, internalDepthStencilFormat, width, height); |
| // WebGL 1.0's rules state that combined depth/stencil renderbuffers |
| // have to be attached to the synthetic DEPTH_STENCIL_ATTACHMENT point. |
| if (!isGLES2Compliant() && internalDepthStencilFormat == GL_DEPTH24_STENCIL8_OES) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthStencilBuffer); |
| else { |
| if (m_attrs.stencil) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthStencilBuffer); |
| if (m_attrs.depth) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthStencilBuffer); |
| } |
| } |
| gl::BindRenderbuffer(GL_RENDERBUFFER, 0); |
| if (gl::CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
| // FIXME: cleanup. |
| notImplemented(); |
| } |
| } |
| |
| // resize regular FBO |
| gl::BindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| ASSERT(m_texture); |
| #if PLATFORM(COCOA) |
| |
| #if PLATFORM(MAC) |
| allocateIOSurfaceBackingStore(IntSize(width, height)); |
| updateFramebufferTextureBackingStoreFromLayer(); |
| gl::FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, m_texture, 0); |
| #elif PLATFORM(IOS_FAMILY) |
| // FIXME (kbr): implement iOS path, ideally using glFramebufferTexture2DMultisample. |
| // gl::BindRenderbuffer(GL_RENDERBUFFER, m_texture); |
| // gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture); |
| // setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight); |
| #else |
| #error Unknown Cocoa platform |
| #endif |
| #else |
| |
| #error Must port to non-Cocoa platforms |
| |
| #endif // PLATFORM(COCOA) |
| |
| attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height); |
| |
| bool mustRestoreFBO = true; |
| if (m_attrs.antialias) { |
| gl::BindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| if (m_state.boundFBO == m_multisampleFBO) |
| mustRestoreFBO = false; |
| } else { |
| if (m_state.boundFBO == m_fbo) |
| mustRestoreFBO = false; |
| } |
| |
| return mustRestoreFBO; |
| } |
| |
| void GraphicsContext3D::attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height) |
| { |
| if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) { |
| gl::BindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); |
| gl::RenderbufferStorage(GL_RENDERBUFFER, internalDepthStencilFormat, width, height); |
| // WebGL 1.0's rules state that combined depth/stencil renderbuffers |
| // have to be attached to the synthetic DEPTH_STENCIL_ATTACHMENT point. |
| if (!isGLES2Compliant() && internalDepthStencilFormat == GL_DEPTH24_STENCIL8_OES) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| else { |
| if (m_attrs.stencil) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| if (m_attrs.depth) |
| gl::FramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| } |
| gl::BindRenderbuffer(GL_RENDERBUFFER, 0); |
| } |
| |
| if (gl::CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
| // FIXME: cleanup |
| notImplemented(); |
| } |
| } |
| |
| void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) |
| { |
| TemporaryANGLESetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| TemporaryANGLESetting scopedDither(GL_DITHER, GL_FALSE); |
| |
| GLint boundFrameBuffer; |
| gl::GetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer); |
| gl::BindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, m_multisampleFBO); |
| gl::BindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, m_fbo); |
| |
| // FIXME: figure out more efficient solution for iOS. |
| IntRect resolveRect = rect; |
| // When using an ES 2.0 context, the full framebuffer must always be |
| // resolved; partial blits are not allowed. |
| if (!isGLES2Compliant() || rect.isEmpty()) |
| resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight); |
| |
| gl::BlitFramebufferANGLE(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| gl::BindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer); |
| } |
| |
| void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| gl::RenderbufferStorage(target, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| switch (pname) { |
| case MAX_TEXTURE_SIZE: |
| gl::GetIntegerv(MAX_TEXTURE_SIZE, value); |
| if (getExtensions().requiresRestrictedMaximumTextureSize()) |
| *value = std::min(4096, *value); |
| break; |
| case MAX_CUBE_MAP_TEXTURE_SIZE: |
| gl::GetIntegerv(MAX_CUBE_MAP_TEXTURE_SIZE, value); |
| if (getExtensions().requiresRestrictedMaximumTextureSize()) |
| *value = std::min(1024, *value); |
| break; |
| #if PLATFORM(MAC) |
| // Some older hardware advertises a larger maximum than they |
| // can actually handle. Rather than detecting such devices, simply |
| // clamp the maximum to 8192, which is big enough for a 5K display. |
| case MAX_RENDERBUFFER_SIZE: |
| gl::GetIntegerv(MAX_RENDERBUFFER_SIZE, value); |
| *value = std::min(8192, *value); |
| break; |
| case MAX_VIEWPORT_DIMS: |
| gl::GetIntegerv(MAX_VIEWPORT_DIMS, value); |
| value[0] = std::min(8192, value[0]); |
| value[1] = std::min(8192, value[1]); |
| break; |
| #endif |
| default: |
| gl::GetIntegerv(pname, value); |
| } |
| } |
| |
| void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) |
| { |
| UNUSED_PARAM(shaderType); |
| ASSERT(range); |
| ASSERT(precision); |
| |
| makeContextCurrent(); |
| |
| switch (precisionType) { |
| case GraphicsContext3D::LOW_INT: |
| case GraphicsContext3D::MEDIUM_INT: |
| case GraphicsContext3D::HIGH_INT: |
| // These values are for a 32-bit twos-complement integer format. |
| range[0] = 31; |
| range[1] = 30; |
| precision[0] = 0; |
| break; |
| case GraphicsContext3D::LOW_FLOAT: |
| case GraphicsContext3D::MEDIUM_FLOAT: |
| case GraphicsContext3D::HIGH_FLOAT: |
| // These values are for an IEEE single-precision floating-point format. |
| range[0] = 127; |
| range[1] = 127; |
| precision[0] = 23; |
| break; |
| default: |
| ASSERT_NOT_REACHED(); |
| break; |
| } |
| } |
| |
| 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::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) |
| { |
| makeContextCurrent(); |
| gl::DepthRangef(static_cast<float>(zNear), static_cast<float>(zFar)); |
| } |
| |
| void GraphicsContext3D::clearDepth(GC3Dclampf depth) |
| { |
| makeContextCurrent(); |
| gl::ClearDepthf(static_cast<float>(depth)); |
| } |
| |
| Extensions3D& GraphicsContext3D::getExtensions() |
| { |
| if (!m_extensions) |
| m_extensions = makeUnique<Extensions3DANGLE>(this, isGLES2Compliant()); |
| return *m_extensions; |
| } |
| |
| void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data) |
| { |
| // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
| // all previous rendering calls should be done before reading pixels. |
| makeContextCurrent(); |
| gl::Flush(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| gl::Flush(); |
| } |
| gl::ReadPixels(x, y, width, height, format, type, data); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| |
| #if PLATFORM(MAC) |
| if (!m_attrs.alpha && (format == GraphicsContext3D::RGBA || format == GraphicsContext3D::BGRA) && (m_state.boundFBO == m_fbo || (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO))) |
| wipeAlphaChannelFromPixels(width, height, static_cast<unsigned char*>(data)); |
| #endif |
| } |
| |
| |
| // The contents of GraphicsContext3DOpenGLCommon follow, ported to use ANGLE. |
| |
| void GraphicsContext3D::validateDepthStencil(const char* packedDepthStencilExtension) |
| { |
| Extensions3D& extensions = getExtensions(); |
| if (m_attrs.stencil) { |
| if (extensions.supports(packedDepthStencilExtension)) { |
| extensions.ensureEnabled(packedDepthStencilExtension); |
| // Force depth if stencil is true. |
| m_attrs.depth = true; |
| } else |
| m_attrs.stencil = false; |
| |
| } |
| if (m_attrs.antialias) { |
| // FIXME: must adjust this when upgrading to WebGL 2.0 / OpenGL ES 3.0 support. |
| if (!extensions.supports("GL_ANGLE_framebuffer_multisample") || !extensions.supports("GL_ANGLE_framebuffer_blit") || !extensions.supports("GL_OES_rgb8_rgba8") || isGLES2Compliant()) |
| m_attrs.antialias = false; |
| else { |
| extensions.ensureEnabled("GL_ANGLE_framebuffer_multisample"); |
| extensions.ensureEnabled("GL_ANGLE_framebuffer_blit"); |
| extensions.ensureEnabled("GL_OES_rgb8_rgba8"); |
| } |
| } |
| } |
| |
| void GraphicsContext3D::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer) |
| { |
| Checked<int, RecordOverflow> rowBytes = Checked<int, RecordOverflow>(m_currentWidth) * 4; |
| if (rowBytes.hasOverflowed()) |
| return; |
| |
| Checked<int, RecordOverflow> totalBytesChecked = rowBytes * m_currentHeight; |
| if (totalBytesChecked.hasOverflowed()) |
| return; |
| int totalBytes = totalBytesChecked.unsafeGet(); |
| |
| auto pixels = makeUniqueArray<unsigned char>(totalBytes); |
| if (!pixels) |
| return; |
| |
| readRenderingResults(pixels.get(), totalBytes); |
| |
| if (!m_attrs.premultipliedAlpha) { |
| for (int i = 0; i < totalBytes; i += 4) { |
| // Premultiply alpha. |
| pixels[i + 0] = std::min(255, pixels[i + 0] * pixels[i + 3] / 255); |
| pixels[i + 1] = std::min(255, pixels[i + 1] * pixels[i + 3] / 255); |
| pixels[i + 2] = std::min(255, pixels[i + 2] * pixels[i + 3] / 255); |
| } |
| } |
| |
| paintToCanvas(pixels.get(), IntSize(m_currentWidth, m_currentHeight), imageBuffer->internalSize(), imageBuffer->context()); |
| |
| #if PLATFORM(COCOA) && USE(OPENGL_ES) |
| // FIXME: work on iOS integration. |
| presentRenderbuffer(); |
| #endif |
| } |
| |
| bool GraphicsContext3D::paintCompositedResultsToCanvas(ImageBuffer*) |
| { |
| // Not needed at the moment, so return that nothing was done. |
| return false; |
| } |
| |
| RefPtr<ImageData> GraphicsContext3D::paintRenderingResultsToImageData() |
| { |
| // Reading premultiplied alpha would involve unpremultiplying, which is |
| // lossy. |
| if (m_attrs.premultipliedAlpha) |
| return nullptr; |
| |
| auto imageData = ImageData::create(IntSize(m_currentWidth, m_currentHeight)); |
| unsigned char* pixels = imageData->data()->data(); |
| Checked<int, RecordOverflow> totalBytesChecked = 4 * Checked<int, RecordOverflow>(m_currentWidth) * Checked<int, RecordOverflow>(m_currentHeight); |
| if (totalBytesChecked.hasOverflowed()) |
| return imageData; |
| int totalBytes = totalBytesChecked.unsafeGet(); |
| |
| readRenderingResults(pixels, totalBytes); |
| |
| // Convert to RGBA. |
| for (int i = 0; i < totalBytes; i += 4) |
| std::swap(pixels[i], pixels[i + 2]); |
| |
| return imageData; |
| } |
| |
| void GraphicsContext3D::prepareTexture() |
| { |
| if (m_layerComposited) |
| return; |
| |
| makeContextCurrent(); |
| |
| if (m_attrs.antialias) |
| resolveMultisamplingIfNecessary(); |
| |
| gl::Flush(); |
| } |
| |
| void GraphicsContext3D::readRenderingResults(unsigned char *pixels, int pixelsSize) |
| { |
| if (pixelsSize < m_currentWidth * m_currentHeight * 4) |
| return; |
| |
| makeContextCurrent(); |
| |
| bool mustRestoreFBO = false; |
| if (m_attrs.antialias) { |
| resolveMultisamplingIfNecessary(); |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| mustRestoreFBO = true; |
| } else { |
| if (m_state.boundFBO != m_fbo) { |
| mustRestoreFBO = true; |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| } |
| |
| GLint packAlignment = 4; |
| bool mustRestorePackAlignment = false; |
| gl::GetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); |
| if (packAlignment > 4) { |
| gl::PixelStorei(GL_PACK_ALIGNMENT, 4); |
| mustRestorePackAlignment = true; |
| } |
| |
| readPixelsAndConvertToBGRAIfNecessary(0, 0, m_currentWidth, m_currentHeight, pixels); |
| |
| if (mustRestorePackAlignment) |
| gl::PixelStorei(GL_PACK_ALIGNMENT, packAlignment); |
| |
| if (mustRestoreFBO) |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| } |
| |
| void GraphicsContext3D::reshape(int width, int height) |
| { |
| if (!platformGraphicsContext3D()) |
| return; |
| |
| if (width == m_currentWidth && height == m_currentHeight) |
| return; |
| |
| ASSERT(width >= 0 && height >= 0); |
| if (width < 0 || height < 0) |
| return; |
| |
| markContextChanged(); |
| |
| m_currentWidth = width; |
| m_currentHeight = height; |
| |
| makeContextCurrent(); |
| validateAttributes(); |
| |
| TemporaryANGLESetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
| TemporaryANGLESetting scopedDither(GL_DITHER, GL_FALSE); |
| |
| bool mustRestoreFBO = reshapeFBOs(IntSize(width, height)); |
| |
| // Initialize renderbuffers to 0. |
| GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0; |
| GLint clearStencil = 0; |
| GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE; |
| GLuint stencilMask = 0xffffffff, stencilMaskBack = 0xffffffff; |
| GLbitfield clearMask = GL_COLOR_BUFFER_BIT; |
| gl::GetFloatv(GL_COLOR_CLEAR_VALUE, clearColor); |
| gl::ClearColor(0, 0, 0, 0); |
| gl::GetBooleanv(GL_COLOR_WRITEMASK, colorMask); |
| gl::ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| if (m_attrs.depth) { |
| gl::GetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth); |
| GraphicsContext3D::clearDepth(1); |
| gl::GetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); |
| gl::DepthMask(GL_TRUE); |
| clearMask |= GL_DEPTH_BUFFER_BIT; |
| } |
| if (m_attrs.stencil) { |
| gl::GetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil); |
| gl::ClearStencil(0); |
| gl::GetIntegerv(GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&stencilMask)); |
| gl::GetIntegerv(GL_STENCIL_BACK_WRITEMASK, reinterpret_cast<GLint*>(&stencilMaskBack)); |
| gl::StencilMaskSeparate(GL_FRONT, 0xffffffff); |
| gl::StencilMaskSeparate(GL_BACK, 0xffffffff); |
| clearMask |= GL_STENCIL_BUFFER_BIT; |
| } |
| |
| gl::Clear(clearMask); |
| |
| gl::ClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| gl::ColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); |
| if (m_attrs.depth) { |
| GraphicsContext3D::clearDepth(clearDepth); |
| gl::DepthMask(depthMask); |
| } |
| if (m_attrs.stencil) { |
| gl::ClearStencil(clearStencil); |
| gl::StencilMaskSeparate(GL_FRONT, stencilMask); |
| gl::StencilMaskSeparate(GL_BACK, stencilMaskBack); |
| } |
| |
| if (mustRestoreFBO) |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_state.boundFBO); |
| |
| gl::Flush(); |
| } |
| |
| IntSize GraphicsContext3D::getInternalFramebufferSize() const |
| { |
| return IntSize(m_currentWidth, m_currentHeight); |
| } |
| |
| void GraphicsContext3D::activeTexture(GC3Denum texture) |
| { |
| makeContextCurrent(); |
| m_state.activeTextureUnit = texture; |
| gl::ActiveTexture(texture); |
| } |
| |
| void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader) |
| { |
| ASSERT(program); |
| ASSERT(shader); |
| makeContextCurrent(); |
| gl::AttachShader(program, shader); |
| } |
| |
| void GraphicsContext3D::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| gl::BindAttribLocation(program, index, name.utf8().data()); |
| } |
| |
| void GraphicsContext3D::bindBuffer(GC3Denum target, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| gl::BindBuffer(target, buffer); |
| } |
| |
| void GraphicsContext3D::bindFramebuffer(GC3Denum target, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| GLuint fbo; |
| if (buffer) |
| fbo = buffer; |
| else |
| fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo); |
| if (fbo != m_state.boundFBO) { |
| gl::BindFramebuffer(target, fbo); |
| m_state.boundFBO = fbo; |
| } |
| } |
| |
| void GraphicsContext3D::bindRenderbuffer(GC3Denum target, Platform3DObject renderbuffer) |
| { |
| makeContextCurrent(); |
| gl::BindRenderbuffer(target, renderbuffer); |
| } |
| |
| |
| void GraphicsContext3D::bindTexture(GC3Denum target, Platform3DObject texture) |
| { |
| makeContextCurrent(); |
| m_state.setBoundTexture(m_state.activeTextureUnit, texture, target); |
| gl::BindTexture(target, texture); |
| } |
| |
| void GraphicsContext3D::blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha) |
| { |
| makeContextCurrent(); |
| gl::BlendColor(red, green, blue, alpha); |
| } |
| |
| void GraphicsContext3D::blendEquation(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| gl::BlendEquation(mode); |
| } |
| |
| void GraphicsContext3D::blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha) |
| { |
| makeContextCurrent(); |
| gl::BlendEquationSeparate(modeRGB, modeAlpha); |
| } |
| |
| |
| void GraphicsContext3D::blendFunc(GC3Denum sfactor, GC3Denum dfactor) |
| { |
| makeContextCurrent(); |
| gl::BlendFunc(sfactor, dfactor); |
| } |
| |
| void GraphicsContext3D::blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha) |
| { |
| makeContextCurrent(); |
| gl::BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); |
| } |
| |
| void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage) |
| { |
| makeContextCurrent(); |
| gl::BufferData(target, size, 0, usage); |
| } |
| |
| void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) |
| { |
| makeContextCurrent(); |
| gl::BufferData(target, size, data, usage); |
| } |
| |
| void GraphicsContext3D::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) |
| { |
| makeContextCurrent(); |
| gl::BufferSubData(target, offset, size, data); |
| } |
| |
| void* GraphicsContext3D::mapBufferRange(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr length, GC3Dbitfield access) |
| { |
| makeContextCurrent(); |
| return gl::MapBufferRange(target, offset, length, access); |
| } |
| |
| GC3Dboolean GraphicsContext3D::unmapBuffer(GC3Denum target) |
| { |
| makeContextCurrent(); |
| return gl::UnmapBuffer(target); |
| } |
| |
| void GraphicsContext3D::copyBufferSubData(GC3Denum readTarget, GC3Denum writeTarget, GC3Dintptr readOffset, GC3Dintptr writeOffset, GC3Dsizeiptr size) |
| { |
| makeContextCurrent(); |
| gl::CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); |
| } |
| |
| void GraphicsContext3D::getInternalformativ(GC3Denum target, GC3Denum internalformat, GC3Denum pname, GC3Dsizei bufSize, GC3Dint* params) |
| { |
| makeContextCurrent(); |
| gl::GetInternalformativ(target, internalformat, pname, bufSize, params); |
| } |
| |
| void GraphicsContext3D::renderbufferStorageMultisample(GC3Denum target, GC3Dsizei samples, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| gl::RenderbufferStorageMultisample(target, samples, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::texStorage2D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| gl::TexStorage2D(target, levels, internalformat, width, height); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::texStorage3D(GC3Denum target, GC3Dsizei levels, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dsizei depth) |
| { |
| makeContextCurrent(); |
| gl::TexStorage3D(target, levels, internalformat, width, height, depth); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::getActiveUniforms(Platform3DObject program, const Vector<GC3Duint>& uniformIndices, GC3Denum pname, Vector<GC3Dint>& params) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| |
| gl::GetActiveUniformsiv(program, uniformIndices.size(), uniformIndices.data(), pname, params.data()); |
| } |
| |
| GC3Denum GraphicsContext3D::checkFramebufferStatus(GC3Denum target) |
| { |
| makeContextCurrent(); |
| return gl::CheckFramebufferStatus(target); |
| } |
| |
| void GraphicsContext3D::clearColor(GC3Dclampf r, GC3Dclampf g, GC3Dclampf b, GC3Dclampf a) |
| { |
| makeContextCurrent(); |
| gl::ClearColor(r, g, b, a); |
| } |
| |
| void GraphicsContext3D::clear(GC3Dbitfield mask) |
| { |
| makeContextCurrent(); |
| gl::Clear(mask); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::clearStencil(GC3Dint s) |
| { |
| makeContextCurrent(); |
| gl::ClearStencil(s); |
| } |
| |
| void GraphicsContext3D::colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha) |
| { |
| makeContextCurrent(); |
| gl::ColorMask(red, green, blue, alpha); |
| } |
| |
| void GraphicsContext3D::compileShader(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| makeContextCurrent(); |
| gl::CompileShader(shader); |
| } |
| |
| void GraphicsContext3D::compileShaderDirect(Platform3DObject shader) |
| { |
| compileShader(shader); |
| } |
| |
| void GraphicsContext3D::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) |
| { |
| makeContextCurrent(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| gl::CopyTexImage2D(target, level, internalformat, x, y, width, height, border); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| void GraphicsContext3D::copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| gl::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| gl::BindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| void GraphicsContext3D::cullFace(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| gl::CullFace(mode); |
| } |
| |
| void GraphicsContext3D::depthFunc(GC3Denum func) |
| { |
| makeContextCurrent(); |
| gl::DepthFunc(func); |
| } |
| |
| void GraphicsContext3D::depthMask(GC3Dboolean flag) |
| { |
| makeContextCurrent(); |
| gl::DepthMask(flag); |
| } |
| |
| void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader) |
| { |
| ASSERT(program); |
| ASSERT(shader); |
| makeContextCurrent(); |
| gl::DetachShader(program, shader); |
| } |
| |
| void GraphicsContext3D::disable(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| gl::Disable(cap); |
| } |
| |
| void GraphicsContext3D::disableVertexAttribArray(GC3Duint index) |
| { |
| makeContextCurrent(); |
| gl::DisableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3D::drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count) |
| { |
| makeContextCurrent(); |
| gl::DrawArrays(mode, first, count); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset) |
| { |
| makeContextCurrent(); |
| gl::DrawElements(mode, count, type, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::enable(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| gl::Enable(cap); |
| } |
| |
| void GraphicsContext3D::enableVertexAttribArray(GC3Duint index) |
| { |
| makeContextCurrent(); |
| gl::EnableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3D::finish() |
| { |
| makeContextCurrent(); |
| gl::Finish(); |
| } |
| |
| void GraphicsContext3D::flush() |
| { |
| makeContextCurrent(); |
| gl::Flush(); |
| } |
| |
| void GraphicsContext3D::framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| gl::FramebufferRenderbuffer(target, attachment, renderbuffertarget, buffer); |
| } |
| |
| void GraphicsContext3D::framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject texture, GC3Dint level) |
| { |
| makeContextCurrent(); |
| gl::FramebufferTexture2D(target, attachment, textarget, texture, level); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::frontFace(GC3Denum mode) |
| { |
| makeContextCurrent(); |
| gl::FrontFace(mode); |
| } |
| |
| void GraphicsContext3D::generateMipmap(GC3Denum target) |
| { |
| makeContextCurrent(); |
| gl::GenerateMipmap(target); |
| } |
| |
| bool GraphicsContext3D::getActiveAttribImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| makeContextCurrent(); |
| GLint maxAttributeSize = 0; |
| gl::GetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeSize); |
| Vector<GLchar> name(maxAttributeSize); // GL_ACTIVE_ATTRIBUTE_MAX_LENGTH includes null termination. |
| GLsizei nameLength = 0; |
| GLint size = 0; |
| GLenum type = 0; |
| gl::GetActiveAttrib(program, index, maxAttributeSize, &nameLength, &size, &type, name.data()); |
| if (!nameLength) |
| return false; |
| |
| info.name = String(name.data(), nameLength); |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| return getActiveAttribImpl(program, index, info); |
| } |
| |
| bool GraphicsContext3D::getActiveUniformImpl(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| |
| makeContextCurrent(); |
| GLint maxUniformSize = 0; |
| gl::GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformSize); |
| |
| Vector<GLchar> name(maxUniformSize); // GL_ACTIVE_UNIFORM_MAX_LENGTH includes null termination. |
| GLsizei nameLength = 0; |
| GLint size = 0; |
| GLenum type = 0; |
| gl::GetActiveUniform(program, index, maxUniformSize, &nameLength, &size, &type, name.data()); |
| if (!nameLength) |
| return false; |
| |
| info.name = String(name.data(), nameLength); |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| bool GraphicsContext3D::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info) |
| { |
| return getActiveUniformImpl(program, index, info); |
| } |
| |
| void GraphicsContext3D::getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return; |
| } |
| makeContextCurrent(); |
| gl::GetAttachedShaders(program, maxCount, count, shaders); |
| } |
| |
| int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name) |
| { |
| if (!program) |
| return -1; |
| |
| makeContextCurrent(); |
| |
| return gl::GetAttribLocation(program, name.utf8().data()); |
| } |
| |
| int GraphicsContext3D::getAttribLocationDirect(Platform3DObject program, const String& name) |
| { |
| return getAttribLocation(program, name); |
| } |
| |
| GraphicsContext3DAttributes GraphicsContext3D::getContextAttributes() |
| { |
| return m_attrs; |
| } |
| |
| bool GraphicsContext3D::moveErrorsToSyntheticErrorList() |
| { |
| makeContextCurrent(); |
| bool movedAnError = false; |
| |
| // Set an arbitrary limit of 100 here to avoid creating a hang if |
| // a problem driver has a bug that causes it to never clear the error. |
| // Otherwise, we would just loop until we got NO_ERROR. |
| for (unsigned i = 0; i < 100; ++i) { |
| GC3Denum error = gl::GetError(); |
| if (error == NO_ERROR) |
| break; |
| m_syntheticErrors.add(error); |
| movedAnError = true; |
| } |
| |
| return movedAnError; |
| } |
| |
| GC3Denum GraphicsContext3D::getError() |
| { |
| if (!m_syntheticErrors.isEmpty()) { |
| // Need to move the current errors to the synthetic error list in case |
| // that error is already there, since the expected behavior of both |
| // glGetError and getError is to only report each error code once. |
| moveErrorsToSyntheticErrorList(); |
| return m_syntheticErrors.takeFirst(); |
| } |
| |
| makeContextCurrent(); |
| return gl::GetError(); |
| } |
| |
| String GraphicsContext3D::getString(GC3Denum name) |
| { |
| makeContextCurrent(); |
| return String(reinterpret_cast<const char*>(gl::GetString(name))); |
| } |
| |
| void GraphicsContext3D::hint(GC3Denum target, GC3Denum mode) |
| { |
| makeContextCurrent(); |
| gl::Hint(target, mode); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isBuffer(Platform3DObject buffer) |
| { |
| if (!buffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsBuffer(buffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isEnabled(GC3Denum cap) |
| { |
| makeContextCurrent(); |
| return gl::IsEnabled(cap); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer) |
| { |
| if (!framebuffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsFramebuffer(framebuffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isProgram(Platform3DObject program) |
| { |
| if (!program) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsProgram(program); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer) |
| { |
| if (!renderbuffer) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsRenderbuffer(renderbuffer); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isShader(Platform3DObject shader) |
| { |
| if (!shader) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsShader(shader); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isTexture(Platform3DObject texture) |
| { |
| if (!texture) |
| return GL_FALSE; |
| |
| makeContextCurrent(); |
| return gl::IsTexture(texture); |
| } |
| |
| void GraphicsContext3D::lineWidth(GC3Dfloat width) |
| { |
| makeContextCurrent(); |
| gl::LineWidth(width); |
| } |
| |
| void GraphicsContext3D::linkProgram(Platform3DObject program) |
| { |
| ASSERT(program); |
| makeContextCurrent(); |
| gl::LinkProgram(program); |
| } |
| |
| void GraphicsContext3D::pixelStorei(GC3Denum pname, GC3Dint param) |
| { |
| makeContextCurrent(); |
| gl::PixelStorei(pname, param); |
| } |
| |
| void GraphicsContext3D::polygonOffset(GC3Dfloat factor, GC3Dfloat units) |
| { |
| makeContextCurrent(); |
| gl::PolygonOffset(factor, units); |
| } |
| |
| void GraphicsContext3D::sampleCoverage(GC3Dclampf value, GC3Dboolean invert) |
| { |
| makeContextCurrent(); |
| gl::SampleCoverage(value, invert); |
| } |
| |
| void GraphicsContext3D::scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| gl::Scissor(x, y, width, height); |
| } |
| |
| void GraphicsContext3D::shaderSource(Platform3DObject shader, const String& string) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| |
| const CString& shaderSourceCString = string.utf8(); |
| const char* shaderSourcePtr = shaderSourceCString.data(); |
| int shaderSourceLength = shaderSourceCString.length(); |
| gl::ShaderSource(shader, 1, &shaderSourcePtr, &shaderSourceLength); |
| } |
| |
| void GraphicsContext3D::stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| gl::StencilFunc(func, ref, mask); |
| } |
| |
| void GraphicsContext3D::stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| gl::StencilFuncSeparate(face, func, ref, mask); |
| } |
| |
| void GraphicsContext3D::stencilMask(GC3Duint mask) |
| { |
| makeContextCurrent(); |
| gl::StencilMask(mask); |
| } |
| |
| void GraphicsContext3D::stencilMaskSeparate(GC3Denum face, GC3Duint mask) |
| { |
| makeContextCurrent(); |
| gl::StencilMaskSeparate(face, mask); |
| } |
| |
| void GraphicsContext3D::stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| { |
| makeContextCurrent(); |
| gl::StencilOp(fail, zfail, zpass); |
| } |
| |
| void GraphicsContext3D::stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass) |
| { |
| makeContextCurrent(); |
| gl::StencilOpSeparate(face, fail, zfail, zpass); |
| } |
| |
| void GraphicsContext3D::texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat value) |
| { |
| makeContextCurrent(); |
| gl::TexParameterf(target, pname, value); |
| } |
| |
| void GraphicsContext3D::texParameteri(GC3Denum target, GC3Denum pname, GC3Dint value) |
| { |
| makeContextCurrent(); |
| gl::TexParameteri(target, pname, value); |
| } |
| |
| void GraphicsContext3D::uniform1f(GC3Dint location, GC3Dfloat v0) |
| { |
| makeContextCurrent(); |
| gl::Uniform1f(location, v0); |
| } |
| |
| void GraphicsContext3D::uniform1fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| gl::Uniform1fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform2f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1) |
| { |
| makeContextCurrent(); |
| gl::Uniform2f(location, v0, v1); |
| } |
| |
| void GraphicsContext3D::uniform2fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 2. |
| makeContextCurrent(); |
| gl::Uniform2fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform3f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| { |
| makeContextCurrent(); |
| gl::Uniform3f(location, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::uniform3fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 3. |
| makeContextCurrent(); |
| gl::Uniform3fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform4f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| { |
| makeContextCurrent(); |
| gl::Uniform4f(location, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::uniform4fv(GC3Dint location, GC3Dsizei size, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| gl::Uniform4fv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform1i(GC3Dint location, GC3Dint v0) |
| { |
| makeContextCurrent(); |
| gl::Uniform1i(location, v0); |
| } |
| |
| void GraphicsContext3D::uniform1iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| makeContextCurrent(); |
| gl::Uniform1iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform2i(GC3Dint location, GC3Dint v0, GC3Dint v1) |
| { |
| makeContextCurrent(); |
| gl::Uniform2i(location, v0, v1); |
| } |
| |
| void GraphicsContext3D::uniform2iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 2. |
| makeContextCurrent(); |
| gl::Uniform2iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform3i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2) |
| { |
| makeContextCurrent(); |
| gl::Uniform3i(location, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::uniform3iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 3. |
| makeContextCurrent(); |
| gl::Uniform3iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniform4i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2, GC3Dint v3) |
| { |
| makeContextCurrent(); |
| gl::Uniform4i(location, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::uniform4iv(GC3Dint location, GC3Dsizei size, const GC3Dint* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| gl::Uniform4iv(location, size, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix2fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 4. |
| makeContextCurrent(); |
| gl::UniformMatrix2fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix3fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 9. |
| makeContextCurrent(); |
| gl::UniformMatrix3fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::uniformMatrix4fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, const GC3Dfloat* array) |
| { |
| // FIXME: length needs to be a multiple of 16. |
| makeContextCurrent(); |
| gl::UniformMatrix4fv(location, size, transpose, array); |
| } |
| |
| void GraphicsContext3D::useProgram(Platform3DObject program) |
| { |
| makeContextCurrent(); |
| gl::UseProgram(program); |
| } |
| |
| void GraphicsContext3D::validateProgram(Platform3DObject program) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| gl::ValidateProgram(program); |
| } |
| |
| void GraphicsContext3D::vertexAttrib1f(GC3Duint index, GC3Dfloat v0) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib1f(index, v0); |
| } |
| |
| void GraphicsContext3D::vertexAttrib1fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib1fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib2f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib2f(index, v0, v1); |
| } |
| |
| void GraphicsContext3D::vertexAttrib2fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib2fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib3f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib3f(index, v0, v1, v2); |
| } |
| |
| void GraphicsContext3D::vertexAttrib3fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib3fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttrib4f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib4f(index, v0, v1, v2, v3); |
| } |
| |
| void GraphicsContext3D::vertexAttrib4fv(GC3Duint index, const GC3Dfloat* array) |
| { |
| makeContextCurrent(); |
| gl::VertexAttrib4fv(index, array); |
| } |
| |
| void GraphicsContext3D::vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset) |
| { |
| makeContextCurrent(); |
| gl::VertexAttribPointer(index, size, type, normalized, stride, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset))); |
| } |
| |
| void GraphicsContext3D::viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| gl::Viewport(x, y, width, height); |
| } |
| |
| Platform3DObject GraphicsContext3D::createVertexArray() |
| { |
| makeContextCurrent(); |
| GLuint array = 0; |
| gl::GenVertexArrays(1, &array); |
| return array; |
| } |
| |
| void GraphicsContext3D::deleteVertexArray(Platform3DObject array) |
| { |
| if (!array) |
| return; |
| makeContextCurrent(); |
| gl::DeleteVertexArrays(1, &array); |
| } |
| |
| GC3Dboolean GraphicsContext3D::isVertexArray(Platform3DObject array) |
| { |
| if (!array) |
| return GL_FALSE; |
| makeContextCurrent(); |
| return gl::IsVertexArray(array); |
| } |
| |
| void GraphicsContext3D::bindVertexArray(Platform3DObject array) |
| { |
| makeContextCurrent(); |
| gl::BindVertexArray(array); |
| } |
| |
| void GraphicsContext3D::getBooleanv(GC3Denum pname, GC3Dboolean* value) |
| { |
| makeContextCurrent(); |
| gl::GetBooleanv(pname, value); |
| } |
| |
| void GraphicsContext3D::getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetBufferParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getFloatv(GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| gl::GetFloatv(pname, value); |
| } |
| |
| void GraphicsContext3D::getInteger64v(GC3Denum pname, GC3Dint64* value) |
| { |
| UNUSED_PARAM(pname); |
| makeContextCurrent(); |
| *value = 0; |
| // FIXME 141178: Before enabling this we must first switch over to using gl3.h and creating and initialing the WebGL2 context using OpenGL ES 3.0. |
| // gl::GetInteger64v(pname, value); |
| } |
| |
| void GraphicsContext3D::getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| if (attachment == DEPTH_STENCIL_ATTACHMENT) |
| attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works. |
| gl::GetFramebufferAttachmentParameteriv(target, attachment, pname, value); |
| } |
| |
| void GraphicsContext3D::getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetProgramiv(program, pname, value); |
| } |
| |
| String GraphicsContext3D::getUnmangledInfoLog(Platform3DObject shaders[2], GC3Dsizei count, const String& log) |
| { |
| UNUSED_PARAM(shaders); |
| UNUSED_PARAM(count); |
| LOG(WebGL, "Original ShaderInfoLog:\n%s", log.utf8().data()); |
| |
| StringBuilder processedLog; |
| |
| // ANGLE inserts a "#extension" line into the shader source that |
| // causes a warning in some compilers. There is no point showing |
| // this warning to the user since they didn't write the code that |
| // is causing it. |
| static const NeverDestroyed<String> angleWarning { "WARNING: 0:1: extension 'GL_ARB_gpu_shader5' is not supported\n"_s }; |
| int startFrom = log.startsWith(angleWarning) ? angleWarning.get().length() : 0; |
| processedLog.append(log.substring(startFrom, log.length() - startFrom)); |
| |
| LOG(WebGL, "Unmangled ShaderInfoLog:\n%s", processedLog.toString().utf8().data()); |
| return processedLog.toString(); |
| } |
| |
| String GraphicsContext3D::getProgramInfoLog(Platform3DObject program) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| GLint length = 0; |
| gl::GetProgramiv(program, GL_INFO_LOG_LENGTH, &length); |
| if (!length) |
| return String(); |
| |
| GLsizei size = 0; |
| Vector<GLchar> info(length); |
| gl::GetProgramInfoLog(program, length, &size, info.data()); |
| |
| GC3Dsizei count; |
| Platform3DObject shaders[2]; |
| getAttachedShaders(program, 2, &count, shaders); |
| |
| return getUnmangledInfoLog(shaders, count, String(info.data(), size)); |
| } |
| |
| void GraphicsContext3D::getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetRenderbufferParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getShaderiv(Platform3DObject shader, GC3Denum pname, GC3Dint* value) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| gl::GetShaderiv(shader, pname, value); |
| } |
| |
| String GraphicsContext3D::getShaderInfoLog(Platform3DObject shader) |
| { |
| ASSERT(shader); |
| |
| makeContextCurrent(); |
| GLint length = 0; |
| gl::GetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| if (!length) |
| return String(); |
| |
| GLsizei size = 0; |
| Vector<GLchar> info(length); |
| gl::GetShaderInfoLog(shader, length, &size, info.data()); |
| |
| Platform3DObject shaders[2] = { shader, 0 }; |
| return getUnmangledInfoLog(shaders, 1, String(info.data(), size)); |
| } |
| |
| void GraphicsContext3D::getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| gl::GetTexParameterfv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetTexParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| gl::GetUniformfv(program, location, value); |
| } |
| |
| void GraphicsContext3D::getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetUniformiv(program, location, value); |
| } |
| |
| GC3Dint GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name) |
| { |
| ASSERT(program); |
| |
| makeContextCurrent(); |
| return gl::GetUniformLocation(program, name.utf8().data()); |
| } |
| |
| void GraphicsContext3D::getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value) |
| { |
| makeContextCurrent(); |
| gl::GetVertexAttribfv(index, pname, value); |
| } |
| |
| void GraphicsContext3D::getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| gl::GetVertexAttribiv(index, pname, value); |
| } |
| |
| GC3Dsizeiptr GraphicsContext3D::getVertexAttribOffset(GC3Duint index, GC3Denum pname) |
| { |
| makeContextCurrent(); |
| |
| GLvoid* pointer = 0; |
| gl::GetVertexAttribPointerv(index, pname, &pointer); |
| return static_cast<GC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer)); |
| } |
| |
| void GraphicsContext3D::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoff, GC3Dint yoff, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels) |
| { |
| makeContextCurrent(); |
| |
| // FIXME: we will need to deal with PixelStore params when dealing with image buffers that differ from the subimage size. |
| gl::TexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::compressedTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Dsizei imageSize, const void* data) |
| { |
| makeContextCurrent(); |
| gl::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::compressedTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Dsizei imageSize, const void* data) |
| { |
| makeContextCurrent(); |
| gl::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| Platform3DObject GraphicsContext3D::createBuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| gl::GenBuffers(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createFramebuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| gl::GenFramebuffers(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createProgram() |
| { |
| makeContextCurrent(); |
| return gl::CreateProgram(); |
| } |
| |
| Platform3DObject GraphicsContext3D::createRenderbuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| gl::GenRenderbuffers(1, &o); |
| return o; |
| } |
| |
| Platform3DObject GraphicsContext3D::createShader(GC3Denum type) |
| { |
| makeContextCurrent(); |
| return gl::CreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); |
| } |
| |
| Platform3DObject GraphicsContext3D::createTexture() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| gl::GenTextures(1, &o); |
| m_state.textureSeedCount.add(o); |
| return o; |
| } |
| |
| void GraphicsContext3D::deleteBuffer(Platform3DObject buffer) |
| { |
| makeContextCurrent(); |
| gl::DeleteBuffers(1, &buffer); |
| } |
| |
| void GraphicsContext3D::deleteFramebuffer(Platform3DObject framebuffer) |
| { |
| makeContextCurrent(); |
| if (framebuffer == m_state.boundFBO) { |
| // Make sure the framebuffer is not going to be used for drawing |
| // operations after it gets deleted. |
| bindFramebuffer(FRAMEBUFFER, 0); |
| } |
| gl::DeleteFramebuffers(1, &framebuffer); |
| } |
| |
| void GraphicsContext3D::deleteProgram(Platform3DObject program) |
| { |
| makeContextCurrent(); |
| gl::DeleteProgram(program); |
| } |
| |
| void GraphicsContext3D::deleteRenderbuffer(Platform3DObject renderbuffer) |
| { |
| makeContextCurrent(); |
| gl::DeleteRenderbuffers(1, &renderbuffer); |
| } |
| |
| void GraphicsContext3D::deleteShader(Platform3DObject shader) |
| { |
| makeContextCurrent(); |
| gl::DeleteShader(shader); |
| } |
| |
| void GraphicsContext3D::deleteTexture(Platform3DObject texture) |
| { |
| makeContextCurrent(); |
| m_state.boundTextureMap.removeIf([texture] (auto& keyValue) { |
| return keyValue.value.first == texture; |
| }); |
| gl::DeleteTextures(1, &texture); |
| m_state.textureSeedCount.removeAll(texture); |
| } |
| |
| void GraphicsContext3D::synthesizeGLError(GC3Denum error) |
| { |
| // Need to move the current errors to the synthetic error list to |
| // preserve the order of errors, so a caller to getError will get |
| // any errors from gl::Error before the error we are synthesizing. |
| moveErrorsToSyntheticErrorList(); |
| m_syntheticErrors.add(error); |
| } |
| |
| void GraphicsContext3D::markContextChanged() |
| { |
| m_layerComposited = false; |
| } |
| |
| void GraphicsContext3D::markLayerComposited() |
| { |
| m_layerComposited = true; |
| |
| for (auto* client : copyToVector(m_clients)) |
| client->didComposite(); |
| } |
| |
| bool GraphicsContext3D::layerComposited() const |
| { |
| return m_layerComposited; |
| } |
| |
| void GraphicsContext3D::forceContextLost() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->forceContextLost(); |
| } |
| |
| void GraphicsContext3D::recycleContext() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->recycleContext(); |
| } |
| |
| void GraphicsContext3D::dispatchContextChangedNotification() |
| { |
| for (auto* client : copyToVector(m_clients)) |
| client->dispatchContextChangedNotification(); |
| } |
| |
| void GraphicsContext3D::texImage2DDirect(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) |
| { |
| makeContextCurrent(); |
| gl::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); |
| m_state.textureSeedCount.add(m_state.currentBoundTexture()); |
| } |
| |
| void GraphicsContext3D::drawArraysInstanced(GC3Denum mode, GC3Dint first, GC3Dsizei count, GC3Dsizei primcount) |
| { |
| getExtensions().drawArraysInstanced(mode, first, count, primcount); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::drawElementsInstanced(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset, GC3Dsizei primcount) |
| { |
| getExtensions().drawElementsInstanced(mode, count, type, offset, primcount); |
| checkGPUStatus(); |
| } |
| |
| void GraphicsContext3D::vertexAttribDivisor(GC3Duint index, GC3Duint divisor) |
| { |
| getExtensions().vertexAttribDivisor(index, divisor); |
| } |
| |
| } |
| |
| #endif // ENABLE(GRAPHICS_CONTEXT_3D) && USE(ANGLE) |