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/*
* Copyright (C) 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterGlobalContext.h"
#include "GraphicsContext3D.h"
namespace WebCore {
CustomFilterGlobalContext::CustomFilterGlobalContext()
{
}
CustomFilterGlobalContext::~CustomFilterGlobalContext()
{
}
ANGLEWebKitBridge* CustomFilterGlobalContext::webglShaderValidator()
{
if (!m_webglShaderValidator)
m_webglShaderValidator = createShaderValidator(SH_WEBGL_SPEC);
return m_webglShaderValidator.get();
}
ANGLEWebKitBridge* CustomFilterGlobalContext::mixShaderValidator()
{
if (!m_mixShaderValidator)
m_mixShaderValidator = createShaderValidator(SH_CSS_SHADERS_SPEC);
return m_mixShaderValidator.get();
}
PassOwnPtr<ANGLEWebKitBridge> CustomFilterGlobalContext::createShaderValidator(ShShaderSpec shaderSpec)
{
OwnPtr<ANGLEWebKitBridge> validator = adoptPtr(new ANGLEWebKitBridge(SH_ESSL_OUTPUT, shaderSpec));
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
validator->setResources(resources);
return validator.release();
}
void CustomFilterGlobalContext::prepareContextIfNeeded(HostWindow* hostWindow, bool forceSoftwareRendering)
{
if (m_context.get())
return;
GraphicsContext3D::Attributes attributes;
attributes.preserveDrawingBuffer = true;
attributes.premultipliedAlpha = false;
attributes.shareResources = true;
attributes.preferDiscreteGPU = true;
if (forceSoftwareRendering)
attributes.forceSoftwareRenderer = true;
m_context = GraphicsContext3D::create(attributes, hostWindow, GraphicsContext3D::RenderOffscreen);
if (!m_context)
return;
m_context->makeContextCurrent();
m_context->enable(GraphicsContext3D::DEPTH_TEST);
}
} // namespace WebCore
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)