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/*
* Copyright (C) 2010 Apple Inc. All rights reserved.
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2011 Igalia S.L.
*
* 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 USE(CAIRO)
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GraphicsContext3D.h"
#include "CairoUtilities.h"
#include "GraphicsContext3DPrivate.h"
#include "Image.h"
#include "ImageSource.h"
#include "NotImplemented.h"
#include "PlatformContextCairo.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#if PLATFORM(WIN)
#include <GLSLANG/ShaderLang.h>
#else
#include <ANGLE/ShaderLang.h>
#endif
#if USE(OPENGL_ES_2)
#include "Extensions3DOpenGLES.h"
#else
#include "Extensions3DOpenGL.h"
#include "OpenGLShims.h"
#endif
namespace WebCore {
RefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
{
// This implementation doesn't currently support rendering directly to the HostWindow.
if (renderStyle == RenderDirectlyToHostWindow)
return 0;
static bool initialized = false;
static bool success = true;
if (!initialized) {
#if !USE(OPENGL_ES_2)
success = initializeOpenGLShims();
#endif
initialized = true;
}
if (!success)
return 0;
return adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle));
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle)
: m_currentWidth(0)
, m_currentHeight(0)
, m_compiler(isGLES2Compliant() ? SH_ESSL_OUTPUT : SH_GLSL_COMPATIBILITY_OUTPUT)
, m_attrs(attributes)
, m_texture(0)
, m_compositorTexture(0)
, m_fbo(0)
#if USE(COORDINATED_GRAPHICS_THREADED)
, m_compositorFBO(0)
#endif
, m_depthStencilBuffer(0)
, m_layerComposited(false)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
, m_private(std::make_unique<GraphicsContext3DPrivate>(this, renderStyle))
{
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);
#if USE(COORDINATED_GRAPHICS_THREADED)
::glGenFramebuffers(1, &m_compositorFBO);
::glGenTextures(1, &m_compositorTexture);
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::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);
#endif
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_2)
::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
::glEnable(GL_POINT_SPRITE);
#endif
::glClearColor(0, 0, 0, 0);
}
GraphicsContext3D::~GraphicsContext3D()
{
if (m_private->renderStyle() == RenderToCurrentGLContext)
return;
makeContextCurrent();
if (m_texture)
::glDeleteTextures(1, &m_texture);
if (m_compositorTexture)
::glDeleteTextures(1, &m_compositorTexture);
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);
#if USE(COORDINATED_GRAPHICS_THREADED)
::glDeleteFramebuffers(1, &m_compositorFBO);
#endif
}
GraphicsContext3D::ImageExtractor::~ImageExtractor()
{
if (m_decoder)
delete m_decoder;
}
bool GraphicsContext3D::ImageExtractor::extractImage(bool premultiplyAlpha, bool ignoreGammaAndColorProfile)
{
if (!m_image)
return false;
// We need this to stay in scope because the native image is just a shallow copy of the data.
m_decoder = new ImageSource(premultiplyAlpha ? ImageSource::AlphaPremultiplied : ImageSource::AlphaNotPremultiplied, ignoreGammaAndColorProfile ? ImageSource::GammaAndColorProfileIgnored : ImageSource::GammaAndColorProfileApplied);
if (!m_decoder)
return false;
ImageSource& decoder = *m_decoder;
m_alphaOp = AlphaDoNothing;
if (m_image->data()) {
decoder.setData(m_image->data(), true);
if (!decoder.frameCount() || !decoder.frameIsCompleteAtIndex(0))
return false;
m_imageSurface = decoder.createFrameImageAtIndex(0);
} else {
m_imageSurface = m_image->nativeImageForCurrentFrame();
// 1. For texImage2D with HTMLVideoElment input, assume no PremultiplyAlpha had been applied and the alpha value is 0xFF for each pixel,
// which is true at present and may be changed in the future and needs adjustment accordingly.
// 2. For texImage2D with HTMLCanvasElement input in which Alpha is already Premultiplied in this port,
// do AlphaDoUnmultiply if UNPACK_PREMULTIPLY_ALPHA_WEBGL is set to false.
if (!premultiplyAlpha && m_imageHtmlDomSource != HtmlDomVideo)
m_alphaOp = AlphaDoUnmultiply;
// if m_imageSurface is not an image, extract a copy of the surface
if (m_imageSurface && cairo_surface_get_type(m_imageSurface.get()) != CAIRO_SURFACE_TYPE_IMAGE) {
RefPtr<cairo_surface_t> tmpSurface = adoptRef(cairo_image_surface_create(CAIRO_FORMAT_ARGB32, m_imageWidth, m_imageHeight));
copyRectFromOneSurfaceToAnother(m_imageSurface.get(), tmpSurface.get(), IntSize(), IntRect(0, 0, m_imageWidth, m_imageHeight), IntSize(), CAIRO_OPERATOR_SOURCE);
m_imageSurface = tmpSurface.release();
}
}
if (!m_imageSurface)
return false;
ASSERT(cairo_surface_get_type(m_imageSurface.get()) == CAIRO_SURFACE_TYPE_IMAGE);
IntSize imageSize = cairoSurfaceSize(m_imageSurface.get());
m_imageWidth = imageSize.width();
m_imageHeight = imageSize.height();
if (!m_imageWidth || !m_imageHeight)
return false;
if (cairo_image_surface_get_format(m_imageSurface.get()) != CAIRO_FORMAT_ARGB32)
return false;
unsigned int srcUnpackAlignment = 1;
size_t bytesPerRow = cairo_image_surface_get_stride(m_imageSurface.get());
size_t bitsPerPixel = 32;
unsigned padding = bytesPerRow - bitsPerPixel / 8 * m_imageWidth;
if (padding) {
srcUnpackAlignment = padding + 1;
while (bytesPerRow % srcUnpackAlignment)
++srcUnpackAlignment;
}
m_imagePixelData = cairo_image_surface_get_data(m_imageSurface.get());
m_imageSourceFormat = DataFormatBGRA8;
m_imageSourceUnpackAlignment = srcUnpackAlignment;
return true;
}
void GraphicsContext3D::paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight, int canvasWidth, int canvasHeight, PlatformContextCairo* context)
{
if (!imagePixels || imageWidth <= 0 || imageHeight <= 0 || canvasWidth <= 0 || canvasHeight <= 0 || !context)
return;
cairo_t *cr = context->cr();
context->save();
cairo_rectangle(cr, 0, 0, canvasWidth, canvasHeight);
cairo_set_operator(cr, CAIRO_OPERATOR_CLEAR);
cairo_paint(cr);
RefPtr<cairo_surface_t> imageSurface = adoptRef(cairo_image_surface_create_for_data(
const_cast<unsigned char*>(imagePixels), CAIRO_FORMAT_ARGB32, imageWidth, imageHeight, imageWidth * 4));
// OpenGL keeps the pixels stored bottom up, so we need to flip the image here.
cairo_translate(cr, 0, imageHeight);
cairo_scale(cr, 1, -1);
cairo_set_operator(cr, CAIRO_OPERATOR_OVER);
cairo_set_source_surface(cr, imageSurface.get(), 0, 0);
cairo_rectangle(cr, 0, 0, canvasWidth, -canvasHeight);
cairo_fill(cr);
context->restore();
}
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::checkGPUStatusIfNecessary()
{
}
PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
{
return m_private->platformContext();
}
Platform3DObject GraphicsContext3D::platformTexture() const
{
return m_texture;
}
bool GraphicsContext3D::isGLES2Compliant() const
{
#if USE(OPENGL_ES_2)
return true;
#else
return false;
#endif
}
PlatformLayer* GraphicsContext3D::platformLayer() const
{
return m_private.get();
}
} // namespace WebCore
#endif // ENABLE(GRAPHICS_CONTEXT_3D)
#endif // USE(CAIRO)