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/*
* Copyright (C) 2010, 2013 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 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) || (PLATFORM(COCOA) && USE(OPENGL_ES)))
#include "GraphicsContext3D.h"
#if PLATFORM(IOS_FAMILY)
#include "GraphicsContext3DIOS.h"
#endif
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#include "TemporaryOpenGLSetting.h"
#include <algorithm>
#include <cstring>
#include <wtf/MainThread.h>
#include <wtf/text/CString.h>
#if USE(ACCELERATE)
#include <Accelerate/Accelerate.h>
#endif
#if PLATFORM(GTK) || PLATFORM(WIN)
#include "OpenGLShims.h"
#elif USE(OPENGL_ES)
#import <OpenGLES/ES2/glext.h>
// From <OpenGLES/glext.h>
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#elif USE(OPENGL)
#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#include <OpenGL/gl.h>
#include <OpenGL/gl3.h>
#undef GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#endif
namespace WebCore {
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.
if (!m_attrs.alpha && getExtensions().isNVIDIA()) {
::glReadPixels(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
} else
::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
#if PLATFORM(MAC)
if (!m_attrs.alpha)
wipeAlphaChannelFromPixels(width, height, pixels);
#endif
}
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
#if PLATFORM(COCOA) && USE(OPENGL_ES)
internalDepthStencilFormat = GL_DEPTH_COMPONENT16;
#else
internalDepthStencilFormat = GL_DEPTH_COMPONENT;
#endif
}
// Resize multisample FBO.
if (m_attrs.antialias) {
GLint maxSampleCount;
::glGetIntegerv(GL_MAX_SAMPLES_EXT, &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);
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
#if PLATFORM(COCOA) && USE(OPENGL_ES)
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, GL_RGBA8_OES, width, height);
#else
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height);
#endif
::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
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
ASSERT(m_texture);
#if PLATFORM(COCOA)
#if USE(OPENGL_ES)
::glBindRenderbuffer(GL_RENDERBUFFER, m_texture);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture);
setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight);
#else
allocateIOSurfaceBackingStore(IntSize(width, height));
updateFramebufferTextureBackingStoreFromLayer();
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_texture, 0);
#endif // !USE(OPENGL_ES))
#else
::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);
#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
#endif
attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height);
bool mustRestoreFBO = true;
if (m_attrs.antialias) {
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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)) {
::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();
}
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE);
TemporaryOpenGLSetting scopedDepth(GL_DEPTH_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedStencil(GL_STENCIL_TEST, GL_FALSE);
#if PLATFORM(COCOA) && USE(OPENGL_ES)
GLint boundFrameBuffer;
::glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer);
#endif
::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
#if PLATFORM(COCOA) && USE(OPENGL_ES)
UNUSED_PARAM(rect);
::glFlush();
::glResolveMultisampleFramebufferAPPLE();
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards);
::glBindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer);
#else
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);
#endif
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
#if USE(OPENGL)
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;
}
#endif
::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) {
#if USE(OPENGL)
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:
if (isGLES2Compliant()) {
ASSERT(::glGetError() == GL_NO_ERROR);
::glGetIntegerv(GL_MAX_VARYING_VECTORS, value);
if (::glGetError() == GL_INVALID_ENUM) {
::glGetIntegerv(GL_MAX_VARYING_COMPONENTS, value);
*value /= 4;
}
} else {
::glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
*value /= 4;
}
break;
#endif
case MAX_TEXTURE_SIZE:
::glGetIntegerv(MAX_TEXTURE_SIZE, value);
if (getExtensions().requiresRestrictedMaximumTextureSize())
*value = std::min(4096, *value);
break;
case MAX_CUBE_MAP_TEXTURE_SIZE:
::glGetIntegerv(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:
::glGetIntegerv(MAX_RENDERBUFFER_SIZE, value);
*value = std::min(8192, *value);
break;
case MAX_VIEWPORT_DIMS:
::glGetIntegerv(MAX_VIEWPORT_DIMS, value);
value[0] = std::min(8192, value[0]);
value[1] = std::min(8192, value[1]);
break;
#endif
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 openGLFormat = format;
GC3Denum openGLInternalFormat = internalformat;
#if USE(OPENGL)
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;
}
ASSERT(format != Extensions3D::SRGB8_ALPHA8_EXT);
if (format == Extensions3D::SRGB_ALPHA_EXT)
openGLFormat = GL_RGBA;
else if (format == Extensions3D::SRGB_EXT)
openGLFormat = GL_RGB;
#endif
if (m_usingCoreProfile) {
// There are some format values used in WebGL that are deprecated when using a core profile, so we need
// to adapt them.
switch (openGLInternalFormat) {
case ALPHA:
// The format is a simple component containing an alpha value. It needs to be backed with a GL_RED plane.
// We change the formats to GL_RED (both need to be GL_ALPHA in WebGL) and instruct the texture to swizzle
// the red component values with the alpha component values.
openGLInternalFormat = openGLFormat = RED;
texParameteri(target, TEXTURE_SWIZZLE_A, RED);
break;
case LUMINANCE_ALPHA:
// The format has 2 components, an alpha one and a luminance one (same value for red, green and blue).
// It needs to be backed with a GL_RG plane, using the red component for the colors and the green component
// for alpha. We change the formats to GL_RG and swizzle the components.
openGLInternalFormat = openGLFormat = RG;
texParameteri(target, TEXTURE_SWIZZLE_R, RED);
texParameteri(target, TEXTURE_SWIZZLE_G, RED);
texParameteri(target, TEXTURE_SWIZZLE_B, RED);
texParameteri(target, TEXTURE_SWIZZLE_A, GREEN);
break;
default:
break;
}
}
texImage2DDirect(target, level, openGLInternalFormat, width, height, border, openGLFormat, type, pixels);
return true;
}
void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
{
makeContextCurrent();
#if PLATFORM(COCOA) && USE(OPENGL_ES)
::glDepthRangef(static_cast<float>(zNear), static_cast<float>(zFar));
#else
::glDepthRange(zNear, zFar);
#endif
}
void GraphicsContext3D::clearDepth(GC3Dclampf depth)
{
makeContextCurrent();
#if PLATFORM(COCOA) && USE(OPENGL_ES)
::glClearDepthf(static_cast<float>(depth));
#else
::glClearDepth(depth);
#endif
}
#if !PLATFORM(GTK)
Extensions3D& GraphicsContext3D::getExtensions()
{
if (!m_extensions)
m_extensions = makeUnique<Extensions3DOpenGL>(this, isGLES2Compliant());
return *m_extensions;
}
#endif
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);
#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
}
}
#endif // ENABLE(GRAPHICS_CONTEXT_3D) && (USE(OPENGL) || (PLATFORM(COCOA) && USE(OPENGL_ES)))