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/*
* Copyright (C) 2021 Apple 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"
#include "ANGLEUtilitiesCocoa.h"
#if ENABLE(WEBGL)
#include "ANGLEHeaders.h"
#include "ANGLEUtilities.h"
#include "Logging.h"
#include <wtf/darwin/WeakLinking.h>
WTF_WEAK_LINK_FORCE_IMPORT(EGL_Initialize);
namespace WebCore {
bool platformIsANGLEAvailable()
{
// The ANGLE is weak linked in full, and the EGL_Initialize is explicitly weak linked above
// so that we can detect the case where ANGLE is not present.
return EGL_Initialize != NULL; // NOLINT
}
void* createPbufferAndAttachIOSurface(GCGLDisplay display, GCGLConfig config, GCGLenum target, GCGLint usageHint, GCGLenum internalFormat, GCGLsizei width, GCGLsizei height, GCGLenum type, IOSurfaceRef surface, GCGLuint plane)
{
auto eglTextureTarget = target == GL_TEXTURE_RECTANGLE_ANGLE ? EGL_TEXTURE_RECTANGLE_ANGLE : EGL_TEXTURE_2D;
const EGLint surfaceAttributes[] = {
EGL_WIDTH, width,
EGL_HEIGHT, height,
EGL_IOSURFACE_PLANE_ANGLE, static_cast<EGLint>(plane),
EGL_TEXTURE_TARGET, static_cast<EGLint>(eglTextureTarget),
EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, static_cast<EGLint>(internalFormat),
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TYPE_ANGLE, static_cast<EGLint>(type),
// Only has an effect on the iOS Simulator.
EGL_IOSURFACE_USAGE_HINT_ANGLE, usageHint,
EGL_NONE, EGL_NONE
};
EGLSurface pbuffer = EGL_CreatePbufferFromClientBuffer(display, EGL_IOSURFACE_ANGLE, surface, config, surfaceAttributes);
if (!pbuffer)
return nullptr;
if (!EGL_BindTexImage(display, pbuffer, EGL_BACK_BUFFER)) {
EGL_DestroySurface(display, pbuffer);
return nullptr;
}
return pbuffer;
}
void destroyPbufferAndDetachIOSurface(EGLDisplay display, void* handle)
{
EGL_ReleaseTexImage(display, handle, EGL_BACK_BUFFER);
EGL_DestroySurface(display, handle);
}
}
#endif