| /* |
| * Copyright (C) 2010 Apple Inc. All rights reserved. |
| * Copyright (C) 2011 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 COMPUTER, 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 COMPUTER, 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(3D_GRAPHICS) |
| |
| #include "GraphicsContext3D.h" |
| |
| #include "Extensions3DOpenGL.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "NotImplemented.h" |
| |
| #include <algorithm> |
| #include <cstring> |
| #include <wtf/MainThread.h> |
| #include <wtf/text/CString.h> |
| |
| #if PLATFORM(MAC) |
| #include <OpenGL/gl.h> |
| #elif PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(WIN) || PLATFORM(NIX) |
| #include "OpenGLShims.h" |
| #endif |
| |
| namespace WebCore { |
| |
| void GraphicsContext3D::releaseShaderCompiler() |
| { |
| makeContextCurrent(); |
| notImplemented(); |
| } |
| |
| void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) |
| { |
| ::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); |
| } |
| |
| void GraphicsContext3D::validateAttributes() |
| { |
| validateDepthStencil("GL_EXT_packed_depth_stencil"); |
| } |
| |
| 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("GL_EXT_packed_depth_stencil")) |
| internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; |
| else |
| internalDepthStencilFormat = GL_DEPTH_COMPONENT; |
| } |
| |
| bool mustRestoreFBO = false; |
| |
| // Resize multisample FBO. |
| if (m_attrs.antialias) { |
| GLint maxSampleCount; |
| ::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); |
| GLint sampleCount = std::min(8, maxSampleCount); |
| if (sampleCount > maxSampleCount) |
| sampleCount = maxSampleCount; |
| if (m_state.boundFBO != m_multisampleFBO) { |
| ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); |
| mustRestoreFBO = true; |
| } |
| ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); |
| ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height); |
| ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) { |
| ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
| ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); |
| if (m_attrs.stencil) |
| ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
| if (m_attrs.depth) |
| ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
| } |
| ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| // FIXME: cleanup. |
| notImplemented(); |
| } |
| } |
| |
| // resize regular FBO |
| if (m_state.boundFBO != m_fbo) { |
| mustRestoreFBO = true; |
| ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| } |
| ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
| ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); |
| ::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); |
| if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) { |
| ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
| ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); |
| if (m_attrs.stencil) |
| ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
| if (m_attrs.depth) |
| ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
| ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| } |
| if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| // FIXME: cleanup |
| notImplemented(); |
| } |
| |
| if (m_attrs.antialias) { |
| ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); |
| if (m_state.boundFBO == m_multisampleFBO) |
| mustRestoreFBO = false; |
| } |
| |
| return mustRestoreFBO; |
| } |
| |
| void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) |
| { |
| ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); |
| ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); |
| |
| IntRect resolveRect = rect; |
| if (rect.isEmpty()) |
| resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight); |
| |
| ::glBlitFramebufferEXT(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR); |
| } |
| |
| void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| switch (internalformat) { |
| case DEPTH_STENCIL: |
| internalformat = GL_DEPTH24_STENCIL8_EXT; |
| break; |
| case DEPTH_COMPONENT16: |
| internalformat = GL_DEPTH_COMPONENT; |
| break; |
| case RGBA4: |
| case RGB5_A1: |
| internalformat = GL_RGBA; |
| break; |
| case RGB565: |
| internalformat = GL_RGB; |
| break; |
| } |
| ::glRenderbufferStorageEXT(target, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) |
| { |
| // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS |
| // because desktop GL's corresponding queries return the number of components |
| // whereas GLES2 return the number of vectors (each vector has 4 components). |
| // Therefore, the value returned by desktop GL needs to be divided by 4. |
| makeContextCurrent(); |
| switch (pname) { |
| case MAX_FRAGMENT_UNIFORM_VECTORS: |
| ::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); |
| *value /= 4; |
| break; |
| case MAX_VERTEX_UNIFORM_VECTORS: |
| ::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); |
| *value /= 4; |
| break; |
| case MAX_VARYING_VECTORS: |
| ::glGetIntegerv(GL_MAX_VARYING_FLOATS, value); |
| *value /= 4; |
| break; |
| default: |
| ::glGetIntegerv(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; |
| } |
| |
| GC3Denum openGLInternalFormat = internalformat; |
| if (type == GL_FLOAT) { |
| if (format == GL_RGBA) |
| openGLInternalFormat = GL_RGBA32F_ARB; |
| else if (format == GL_RGB) |
| openGLInternalFormat = GL_RGB32F_ARB; |
| } else if (type == HALF_FLOAT_OES) { |
| if (format == GL_RGBA) |
| openGLInternalFormat = GL_RGBA16F_ARB; |
| else if (format == GL_RGB) |
| openGLInternalFormat = GL_RGB16F_ARB; |
| else if (format == GL_LUMINANCE) |
| openGLInternalFormat = GL_LUMINANCE16F_ARB; |
| else if (format == GL_ALPHA) |
| openGLInternalFormat = GL_ALPHA16F_ARB; |
| else if (format == GL_LUMINANCE_ALPHA) |
| openGLInternalFormat = GL_LUMINANCE_ALPHA16F_ARB; |
| type = GL_HALF_FLOAT_ARB; |
| } |
| texImage2DDirect(target, level, openGLInternalFormat, width, height, border, format, type, pixels); |
| return true; |
| } |
| |
| void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) |
| { |
| makeContextCurrent(); |
| ::glDepthRange(zNear, zFar); |
| } |
| |
| void GraphicsContext3D::clearDepth(GC3Dclampf depth) |
| { |
| makeContextCurrent(); |
| ::glClearDepth(depth); |
| } |
| |
| Extensions3D* GraphicsContext3D::getExtensions() |
| { |
| if (!m_extensions) |
| m_extensions = adoptPtr(new Extensions3DOpenGL(this)); |
| return m_extensions.get(); |
| } |
| |
| 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(); |
| ::glFlush(); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| ::glFlush(); |
| } |
| ::glReadPixels(x, y, width, height, format, type, data); |
| if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| } |
| |
| #endif // USE(3D_GRAPHICS) |