| /* |
| * Copyright (C) 2010 Apple Inc. All rights reserved. |
| * Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com> |
| * |
| * 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 ENABLE(WEBGL) |
| |
| #include "GraphicsContext3D.h" |
| |
| #include "Extensions3DOpenGL.h" |
| #include "IntRect.h" |
| #include "IntSize.h" |
| #include "NotImplemented.h" |
| |
| #if PLATFORM(GTK) || PLATFORM(QT) |
| #include "OpenGLShims.h" |
| #endif |
| |
| namespace WebCore { |
| |
| void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) |
| { |
| const int totalBytes = m_currentWidth * m_currentHeight * 4; |
| ::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| for (int i = 0; i < totalBytes; i += 4) |
| std::swap(pixels[i], pixels[i + 2]); // Convert to BGRA. |
| } |
| |
| bool GraphicsContext3D::reshapeFBOs(const IntSize& size) |
| { |
| const int width = size.width(); |
| const int height = size.height(); |
| GLuint colorFormat = 0, pixelDataType = 0; |
| if (m_attrs.alpha) { |
| m_internalColorFormat = GL_RGBA; |
| colorFormat = GL_RGBA; |
| pixelDataType = GL_UNSIGNED_BYTE; |
| } else { |
| m_internalColorFormat = GL_RGB; |
| colorFormat = GL_RGB; |
| pixelDataType = GL_UNSIGNED_SHORT_5_6_5; |
| } |
| |
| // We don't allow the logic where stencil is required and depth is not. |
| // See GraphicsContext3D::validateAttributes. |
| bool supportPackedDepthStencilBuffer = (m_attrs.stencil || m_attrs.depth) && getExtensions()->supports("GL_OES_packed_depth_stencil"); |
| |
| // Resize regular FBO. |
| bool mustRestoreFBO = false; |
| if (m_boundFBO != m_fbo) { |
| mustRestoreFBO = true; |
| ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| } |
| |
| ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0); |
| ::glFramebufferTexture2DEXT(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, 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); |
| |
| // We don't support antialiasing yet. See GraphicsContext3D::validateAttributes. |
| ASSERT(!m_attrs.antialias); |
| |
| if (m_attrs.stencil || m_attrs.depth) { |
| // Use a 24 bit depth buffer where we know we have it. |
| if (supportPackedDepthStencilBuffer) { |
| ::glBindTexture(GL_TEXTURE_2D, m_depthStencilBuffer); |
| ::glTexImage2D(GL_TEXTURE_2D, 0, GraphicsContext3D::DEPTH_STENCIL, width, height, 0, GraphicsContext3D::DEPTH_STENCIL, GraphicsContext3D::UNSIGNED_INT_24_8, 0); |
| if (m_attrs.stencil) |
| ::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_depthStencilBuffer, 0); |
| if (m_attrs.depth) |
| ::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthStencilBuffer, 0); |
| ::glBindTexture(GL_TEXTURE_2D, 0); |
| } else { |
| if (m_attrs.stencil) { |
| ::glBindRenderbufferEXT(GraphicsContext3D::RENDERBUFFER, m_stencilBuffer); |
| ::glRenderbufferStorageEXT(GraphicsContext3D::RENDERBUFFER, GL_STENCIL_INDEX8, width, height); |
| ::glFramebufferRenderbufferEXT(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_stencilBuffer); |
| } |
| if (m_attrs.depth) { |
| ::glBindRenderbufferEXT(GraphicsContext3D::RENDERBUFFER, m_depthBuffer); |
| ::glRenderbufferStorageEXT(GraphicsContext3D::RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); |
| ::glFramebufferRenderbufferEXT(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBuffer); |
| } |
| ::glBindRenderbufferEXT(GraphicsContext3D::RENDERBUFFER, 0); |
| } |
| } |
| if (glCheckFramebufferStatusEXT(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
| // FIXME: cleanup |
| notImplemented(); |
| } |
| |
| return mustRestoreFBO; |
| } |
| |
| void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) |
| { |
| // FIXME: We don't support antialiasing yet. |
| notImplemented(); |
| } |
| |
| void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
| { |
| makeContextCurrent(); |
| ::glRenderbufferStorageEXT(target, internalformat, width, height); |
| } |
| |
| void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) |
| { |
| makeContextCurrent(); |
| ::glGetIntegerv(pname, value); |
| } |
| |
| void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) |
| { |
| ASSERT(range); |
| ASSERT(precision); |
| |
| makeContextCurrent(); |
| ::glGetShaderPrecisionFormat(shaderType, precisionType, range, precision); |
| } |
| |
| 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; |
| } |
| makeContextCurrent(); |
| ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); |
| return true; |
| } |
| |
| void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) |
| { |
| makeContextCurrent(); |
| ::glDepthRangef(zNear, zFar); |
| } |
| |
| void GraphicsContext3D::clearDepth(GC3Dclampf depth) |
| { |
| makeContextCurrent(); |
| ::glClearDepthf(depth); |
| } |
| |
| } // namespace WebCore |
| |
| #endif // ENABLE(WEBGL) |