| /* |
| * 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))) |