| /* |
| * Copyright (C) 2010 Apple Inc. All rights reserved. |
| * Copyright (C) 2011 Google Inc. All rights reserved. |
| * Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com> |
| * Copyright (C) 2012 Research In Motion Limited. 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 "GraphicsContextGLOpenGL.h" |
| |
| #if ENABLE(WEBGL) && USE(OPENGL_ES) |
| |
| #include "ByteArrayPixelBuffer.h" |
| #include "ExtensionsGLOpenGLES.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "NotImplemented.h" |
| |
| #include <ANGLE/ShaderLang.h> |
| |
| namespace WebCore { |
| |
| void GraphicsContextGLOpenGL::readnPixels(GCGLint x, GCGLint y, GCGLsizei width, GCGLsizei height, GCGLenum format, GCGLenum type, GCGLSpan<GCGLvoid> data) |
| { |
| if (!makeContextCurrent()) |
| return; |
| |
| auto attributes = contextAttributes(); |
| |
| // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
| // all previous rendering calls should be done before reading pixels. |
| ::glFlush(); |
| ASSERT(m_state.boundReadFBO == m_state.boundDrawFBO); |
| if (attributes.antialias && m_state.boundDrawFBO == m_multisampleFBO) { |
| resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| ::glFlush(); |
| } |
| |
| ::glReadPixels(x, y, width, height, format, type, data.data); |
| |
| if (attributes.antialias && m_state.boundDrawFBO == m_multisampleFBO) |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| } |
| |
| RefPtr<PixelBuffer> GraphicsContextGLOpenGL::readPixelsForPaintResults() |
| { |
| PixelBufferFormat format { AlphaPremultiplication::Unpremultiplied, PixelFormat::RGBA8, DestinationColorSpace::SRGB() }; |
| auto pixelBuffer = ByteArrayPixelBuffer::tryCreate(format, getInternalFramebufferSize()); |
| if (!pixelBuffer) |
| return nullptr; |
| |
| GLint packAlignment = 4; |
| bool mustRestorePackAlignment = false; |
| ::glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); |
| if (packAlignment > 4) { |
| ::glPixelStorei(GL_PACK_ALIGNMENT, 4); |
| mustRestorePackAlignment = true; |
| } |
| |
| ::glReadPixels(0, 0, pixelBuffer->size().width(), pixelBuffer->size().height(), GL_RGBA, GL_UNSIGNED_BYTE, pixelBuffer->bytes()); |
| |
| if (mustRestorePackAlignment) |
| ::glPixelStorei(GL_PACK_ALIGNMENT, packAlignment); |
| |
| return pixelBuffer; |
| } |
| |
| bool GraphicsContextGLOpenGL::reshapeFBOs(const IntSize& size) |
| { |
| const int width = size.width(); |
| const int height = size.height(); |
| GLuint colorFormat = 0; |
| auto attributes = contextAttributes(); |
| |
| if (attributes.alpha) { |
| m_internalColorFormat = GL_RGBA; |
| colorFormat = GL_RGBA; |
| } else { |
| m_internalColorFormat = GL_RGB; |
| colorFormat = GL_RGB; |
| } |
| |
| // We don't allow the logic where stencil is required and depth is not. |
| // See GraphicsContextGLOpenGL::validateAttributes. |
| bool supportPackedDepthStencilBuffer = (attributes.stencil || attributes.depth) && supportsExtension("GL_OES_packed_depth_stencil"_s); |
| |
| // Resize regular FBO. |
| bool mustRestoreFBO = false; |
| ASSERT(m_state.boundReadFBO == m_state.boundDrawFBO); |
| if (m_state.boundDrawFBO != m_fbo) { |
| mustRestoreFBO = true; |
| ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| } |
| |
| ASSERT(m_texture); |
| ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
| ::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 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 |
| |
| ExtensionsGLOpenGLES& extensions = getExtensions(); |
| if (extensions.isImagination() && attributes.antialias) { |
| GLint maxSampleCount; |
| ::glGetIntegerv(ExtensionsGLOpenGLES::MAX_SAMPLES_IMG, &maxSampleCount); |
| GLint sampleCount = std::min(8, maxSampleCount); |
| |
| extensions.framebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0, sampleCount); |
| |
| if (attributes.stencil || attributes.depth) { |
| // Use a 24 bit depth buffer where we know we have it. |
| if (supportPackedDepthStencilBuffer) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); |
| extensions.renderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, sampleCount, GL_DEPTH24_STENCIL8_OES, width, height); |
| if (attributes.stencil) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| if (attributes.depth) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| } else { |
| if (attributes.stencil) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer); |
| extensions.renderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, sampleCount, GL_STENCIL_INDEX8, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer); |
| } |
| if (attributes.depth) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer); |
| extensions.renderbufferStorageMultisampleANGLE(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer); |
| } |
| } |
| ::glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| } |
| } else { |
| if (attributes.stencil || attributes.depth) { |
| // Use a 24 bit depth buffer where we know we have it. |
| if (supportPackedDepthStencilBuffer) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height); |
| if (attributes.stencil) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| if (attributes.depth) |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); |
| } else { |
| if (attributes.stencil) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer); |
| } |
| if (attributes.depth) { |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer); |
| ::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); |
| ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer); |
| } |
| } |
| ::glBindRenderbuffer(GL_RENDERBUFFER, 0); |
| } |
| } |
| if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
| // FIXME: cleanup |
| notImplemented(); |
| } |
| |
| return mustRestoreFBO; |
| } |
| |
| void GraphicsContextGLOpenGL::resolveMultisamplingIfNecessary(const IntRect&) |
| { |
| // FIXME: We don't support antialiasing yet. |
| notImplemented(); |
| } |
| |
| void GraphicsContextGLOpenGL::renderbufferStorage(GCGLenum target, GCGLenum internalformat, GCGLsizei width, GCGLsizei height) |
| { |
| if (!makeContextCurrent()) |
| return; |
| |
| ::glRenderbufferStorage(target, internalformat, width, height); |
| } |
| |
| void GraphicsContextGLOpenGL::getIntegerv(GCGLenum pname, GCGLSpan<GCGLint> value) |
| { |
| if (!makeContextCurrent()) |
| return; |
| |
| ::glGetIntegerv(pname, value.data); |
| } |
| |
| void GraphicsContextGLOpenGL::getShaderPrecisionFormat(GCGLenum shaderType, GCGLenum precisionType, GCGLSpan<GCGLint, 2> range, GCGLint* precision) |
| { |
| ASSERT(range.data); |
| ASSERT(precision); |
| |
| if (!makeContextCurrent()) |
| return; |
| |
| ::glGetShaderPrecisionFormat(shaderType, precisionType, range.data, precision); |
| } |
| |
| void GraphicsContextGLOpenGL::texImage2D(GCGLenum target, GCGLint level, GCGLenum internalformat, GCGLsizei width, GCGLsizei height, GCGLint border, GCGLenum format, GCGLenum type, GCGLSpan<const GCGLvoid> pixels) |
| { |
| if (width && height && !pixels.data) { |
| synthesizeGLError(INVALID_VALUE); |
| return; |
| } |
| |
| texImage2DDirect(target, level, internalformat, width, height, border, format, type, pixels.data); |
| } |
| |
| void GraphicsContextGLOpenGL::validateAttributes() |
| { |
| validateDepthStencil("GL_OES_packed_depth_stencil"_s); |
| |
| auto attributes = contextAttributes(); |
| |
| if (attributes.antialias && !supportsExtension("GL_IMG_multisampled_render_to_texture"_s)) { |
| attributes.antialias = false; |
| setContextAttributes(attributes); |
| } |
| } |
| |
| void GraphicsContextGLOpenGL::depthRange(GCGLclampf zNear, GCGLclampf zFar) |
| { |
| if (!makeContextCurrent()) |
| return; |
| |
| ::glDepthRangef(zNear, zFar); |
| } |
| |
| void GraphicsContextGLOpenGL::clearDepth(GCGLclampf depth) |
| { |
| if (!makeContextCurrent()) |
| return; |
| |
| ::glClearDepthf(depth); |
| } |
| |
| #if !PLATFORM(GTK) |
| ExtensionsGLOpenGLES& GraphicsContextGLOpenGL::getExtensions() |
| { |
| if (!m_extensions) |
| m_extensions = makeUnique<ExtensionsGLOpenGLES>(this, isGLES2Compliant()); |
| return *m_extensions; |
| } |
| #endif |
| |
| } |
| |
| #endif // ENABLE(WEBGL) && USE(OPENGL_ES) |