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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"
#include "GraphicsContext3DPrivate.h"
#if USE(3D_GRAPHICS)
#include "HostWindow.h"
#include "NotImplemented.h"
#include <wtf/StdLibExtras.h>
#if PLATFORM(NIX) && USE(EGL)
#include "GLContextFromCurrentEGL.h"
#endif
#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(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER) && USE(TEXTURE_MAPPER_GL)
#include <texmap/TextureMapperGL.h>
#endif
using namespace std;
namespace WebCore {
PassOwnPtr<GraphicsContext3DPrivate> GraphicsContext3DPrivate::create(GraphicsContext3D* context, GraphicsContext3D::RenderStyle renderStyle)
{
return adoptPtr(new GraphicsContext3DPrivate(context, renderStyle));
}
GraphicsContext3DPrivate::GraphicsContext3DPrivate(GraphicsContext3D* context, GraphicsContext3D::RenderStyle renderStyle)
: m_context(context)
, m_renderStyle(renderStyle)
{
switch (renderStyle) {
case GraphicsContext3D::RenderOffscreen:
m_glContext = GLContext::createOffscreenContext(GLContext::sharingContext());
break;
case GraphicsContext3D::RenderToCurrentGLContext:
#if PLATFORM(NIX) && USE(EGL)
m_glContext = GLContextFromCurrentEGL::createFromCurrentGLContext();
#endif
break;
case GraphicsContext3D::RenderDirectlyToHostWindow:
ASSERT_NOT_REACHED();
break;
}
}
GraphicsContext3DPrivate::~GraphicsContext3DPrivate()
{
#if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER)
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::getCurrent()->platformContext();
}
#if USE(ACCELERATED_COMPOSITING) && 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();
// FIXME: We do not support mask for the moment with TextureMapperImageBuffer.
if (textureMapper->accelerationMode() != TextureMapper::OpenGLMode) {
GraphicsContext* context = textureMapper->graphicsContext();
context->save();
context->platformContext()->setGlobalAlpha(opacity);
const int height = m_context->m_currentHeight;
const int width = m_context->m_currentWidth;
int totalBytes = width * height * 4;
auto pixels = std::make_unique<unsigned char[]>(totalBytes);
if (!pixels)
return;
// OpenGL keeps the pixels stored bottom up, so we need to flip the image here.
context->translate(0, height);
context->scale(FloatSize(1, -1));
context->concatCTM(matrix.toAffineTransform());
m_context->readRenderingResults(pixels.get(), totalBytes);
// Premultiply alpha.
for (int i = 0; i < totalBytes; i += 4)
if (pixels[i + 3] != 255) {
pixels[i + 0] = min(255, pixels[i + 0] * pixels[i + 3] / 255);
pixels[i + 1] = min(255, pixels[i + 1] * pixels[i + 3] / 255);
pixels[i + 2] = min(255, pixels[i + 2] * pixels[i + 3] / 255);
}
RefPtr<cairo_surface_t> imageSurface = adoptRef(cairo_image_surface_create_for_data(
const_cast<unsigned char*>(pixels.get()), CAIRO_FORMAT_ARGB32, width, height, width * 4));
context->platformContext()->drawSurfaceToContext(imageSurface.get(), targetRect, IntRect(0, 0, width, height), context);
context->restore();
return;
}
#if USE(TEXTURE_MAPPER_GL)
if (m_context->m_attrs.antialias && m_context->m_state.boundFBO == m_context->m_multisampleFBO) {
GLContext* previousActiveContext = GLContext::getCurrent();
if (previousActiveContext != m_glContext)
m_context->makeContextCurrent();
m_context->resolveMultisamplingIfNecessary();
::glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_state.boundFBO);
if (previousActiveContext && previousActiveContext != m_glContext)
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(ACCELERATED_COMPOSITING_GL)
}
#endif // USE(ACCELERATED_COMPOSITING)
} // namespace WebCore
#endif // USE(3D_GRAPHICS)