| /* |
| * Copyright (C) 2009 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: |
| * |
| * * Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * * 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. |
| * * Neither the name of Google Inc. nor the names of its |
| * contributors may be used to endorse or promote products derived from |
| * this software without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| * "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 |
| * OWNER 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(3D_CANVAS) |
| |
| #include "GraphicsContext3D.h" |
| |
| #include "CachedImage.h" |
| #include "CString.h" |
| #include "HTMLCanvasElement.h" |
| #include "HTMLImageElement.h" |
| #include "ImageBuffer.h" |
| #include "ImageData.h" |
| #include "NotImplemented.h" |
| #include "WebGLBuffer.h" |
| #include "WebGLByteArray.h" |
| #include "WebGLFloatArray.h" |
| #include "WebGLFramebuffer.h" |
| #include "WebGLIntArray.h" |
| #include "WebGLProgram.h" |
| #include "WebGLRenderbuffer.h" |
| #include "WebGLRenderingContext.h" |
| #include "WebGLShader.h" |
| #include "WebGLTexture.h" |
| #include "WebGLUnsignedByteArray.h" |
| |
| #include <stdio.h> |
| #include <wtf/FastMalloc.h> |
| |
| #if PLATFORM(WIN_OS) |
| #include <windows.h> |
| #endif |
| |
| #include "GL/glew.h" |
| |
| #if PLATFORM(CG) |
| #include "GraphicsContext.h" |
| #include <CoreGraphics/CGContext.h> |
| #include <CoreGraphics/CGBitmapContext.h> |
| #include <CoreGraphics/CGImage.h> |
| #include <OpenGL/OpenGL.h> |
| #else |
| #define FLIP_FRAMEBUFFER_VERTICALLY |
| #endif |
| |
| #if PLATFORM(SKIA) |
| #include "NativeImageSkia.h" |
| #endif |
| |
| #if PLATFORM(DARWIN) |
| #define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER |
| #endif |
| |
| #if PLATFORM(LINUX) |
| #include <dlfcn.h> |
| #include "GL/glxew.h" |
| #endif |
| |
| using namespace std; |
| |
| namespace WebCore { |
| |
| // GraphicsContext3DInternal ----------------------------------------------------- |
| |
| // Uncomment this to render to a separate window for debugging |
| // #define RENDER_TO_DEBUGGING_WINDOW |
| |
| #define EXTRACT(val) (!val ? 0 : val->object()) |
| |
| class GraphicsContext3DInternal { |
| public: |
| GraphicsContext3DInternal(); |
| ~GraphicsContext3DInternal(); |
| |
| bool makeContextCurrent(); |
| |
| PlatformGraphicsContext3D platformGraphicsContext3D() const; |
| Platform3DObject platformTexture() const; |
| |
| void reshape(int width, int height); |
| |
| void beginPaint(WebGLRenderingContext* context); |
| |
| bool validateTextureTarget(int target); |
| bool validateTextureParameter(int param); |
| |
| void activeTexture(unsigned long texture); |
| void bindBuffer(unsigned long target, |
| WebGLBuffer* buffer); |
| void bindTexture(unsigned long target, |
| WebGLTexture* texture); |
| void bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage); |
| void disableVertexAttribArray(unsigned long index); |
| void enableVertexAttribArray(unsigned long index); |
| unsigned long getError(); |
| void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, |
| unsigned long stride, unsigned long offset); |
| void viewportImpl(long x, long y, unsigned long width, unsigned long height); |
| |
| void synthesizeGLError(unsigned long error); |
| |
| private: |
| unsigned int m_texture; |
| unsigned int m_fbo; |
| unsigned int m_depthBuffer; |
| unsigned int m_cachedWidth, m_cachedHeight; |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| unsigned char* m_scanline; |
| void flipVertically(unsigned char* framebuffer, |
| unsigned int width, |
| unsigned int height); |
| #endif |
| |
| // Note: we aren't currently using this information, but we will |
| // need to in order to verify that all enabled vertex arrays have |
| // a valid buffer bound -- to avoid crashes on certain cards. |
| unsigned int m_boundArrayBuffer; |
| class VertexAttribPointerState { |
| public: |
| VertexAttribPointerState(); |
| |
| bool enabled; |
| unsigned long buffer; |
| unsigned long indx; |
| int size; |
| int type; |
| bool normalized; |
| unsigned long stride; |
| unsigned long offset; |
| }; |
| |
| enum { |
| NumTrackedPointerStates = 2 |
| }; |
| VertexAttribPointerState m_vertexAttribPointerState[NumTrackedPointerStates]; |
| |
| // Errors raised by synthesizeGLError(). |
| ListHashSet<unsigned long> m_syntheticErrors; |
| |
| #if PLATFORM(SKIA) |
| // If the width and height of the Canvas's backing store don't |
| // match those that we were given in the most recent call to |
| // reshape(), then we need an intermediate bitmap to read back the |
| // frame buffer into. This seems to happen when CSS styles are |
| // used to resize the Canvas. |
| SkBitmap* m_resizingBitmap; |
| #endif |
| |
| #if PLATFORM(WIN_OS) |
| HWND m_canvasWindow; |
| HDC m_canvasDC; |
| HGLRC m_contextObj; |
| #elif PLATFORM(CG) |
| CGLPBufferObj m_pbuffer; |
| CGLContextObj m_contextObj; |
| unsigned char* m_renderOutput; |
| CGContextRef m_cgContext; |
| #elif PLATFORM(LINUX) |
| Display* m_display; |
| GLXContext m_contextObj; |
| GLXPbuffer m_pbuffer; |
| // In order to avoid problems caused by linking against libGL, we |
| // dynamically look up all the symbols we need. |
| // http://code.google.com/p/chromium/issues/detail?id=16800 |
| void* m_libGL; |
| PFNGLXCHOOSEFBCONFIGPROC m_glXChooseFBConfig; |
| PFNGLXCREATENEWCONTEXTPROC m_glXCreateNewContext; |
| PFNGLXCREATEPBUFFERPROC m_glXCreatePbuffer; |
| PFNGLXDESTROYPBUFFERPROC m_glXDestroyPbuffer; |
| typedef Bool (* PFNGLXMAKECURRENTPROC)(Display* dpy, GLXDrawable drawable, GLXContext ctx); |
| PFNGLXMAKECURRENTPROC m_glXMakeCurrent; |
| typedef void (* PFNGLXDESTROYCONTEXTPROC)(Display* dpy, GLXContext ctx); |
| PFNGLXDESTROYCONTEXTPROC m_glXDestroyContext; |
| typedef GLXContext (* PFNGLXGETCURRENTCONTEXTPROC)(void); |
| PFNGLXGETCURRENTCONTEXTPROC m_glXGetCurrentContext; |
| #else |
| #error Must port GraphicsContext3D to your platform |
| #endif |
| }; |
| |
| GraphicsContext3DInternal::VertexAttribPointerState::VertexAttribPointerState() |
| : enabled(false) |
| , buffer(0) |
| , indx(0) |
| , size(0) |
| , type(0) |
| , normalized(false) |
| , stride(0) |
| , offset(0) |
| { |
| } |
| |
| #if PLATFORM(LINUX) |
| static void* tryLoad(const char* libName) |
| { |
| // We use RTLD_GLOBAL semantics so that GLEW initialization works; |
| // GLEW expects to be able to open the current process's handle |
| // and do dlsym's of GL entry points from there. |
| return dlopen(libName, RTLD_LAZY | RTLD_GLOBAL); |
| } |
| #endif |
| |
| GraphicsContext3DInternal::GraphicsContext3DInternal() |
| : m_texture(0) |
| , m_fbo(0) |
| , m_depthBuffer(0) |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| , m_scanline(0) |
| #endif |
| , m_boundArrayBuffer(0) |
| #if PLATFORM(SKIA) |
| , m_resizingBitmap(0) |
| #endif |
| #if PLATFORM(WIN_OS) |
| , m_canvasWindow(0) |
| , m_canvasDC(0) |
| , m_contextObj(0) |
| #elif PLATFORM(CG) |
| , m_pbuffer(0) |
| , m_contextObj(0) |
| , m_renderOutput(0) |
| , m_cgContext(0) |
| #elif PLATFORM(LINUX) |
| , m_display(0) |
| , m_contextObj(0) |
| , m_pbuffer(0) |
| , m_glXChooseFBConfig(0) |
| , m_glXCreateNewContext(0) |
| , m_glXCreatePbuffer(0) |
| , m_glXDestroyPbuffer(0) |
| , m_glXMakeCurrent(0) |
| , m_glXDestroyContext(0) |
| , m_glXGetCurrentContext(0) |
| #else |
| #error Must port to your platform |
| #endif |
| { |
| #if PLATFORM(WIN_OS) |
| WNDCLASS wc; |
| if (!GetClassInfo(GetModuleHandle(0), L"CANVASGL", &wc)) { |
| ZeroMemory(&wc, sizeof(WNDCLASS)); |
| wc.style = CS_OWNDC; |
| wc.hInstance = GetModuleHandle(0); |
| wc.lpfnWndProc = DefWindowProc; |
| wc.lpszClassName = L"CANVASGL"; |
| |
| if (!RegisterClass(&wc)) { |
| printf("GraphicsContext3D: RegisterClass failed\n"); |
| return; |
| } |
| } |
| |
| m_canvasWindow = CreateWindow(L"CANVASGL", L"CANVASGL", |
| WS_CAPTION, |
| CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, |
| CW_USEDEFAULT, 0, 0, GetModuleHandle(0), 0); |
| if (!m_canvasWindow) { |
| printf("GraphicsContext3DInternal: CreateWindow failed\n"); |
| return; |
| } |
| |
| // get the device context |
| m_canvasDC = GetDC(m_canvasWindow); |
| if (!m_canvasDC) { |
| printf("GraphicsContext3DInternal: GetDC failed\n"); |
| return; |
| } |
| |
| // find default pixel format |
| PIXELFORMATDESCRIPTOR pfd; |
| ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR)); |
| pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); |
| pfd.nVersion = 1; |
| pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL |
| #ifdef RENDER_TO_DEBUGGING_WINDOW |
| | PFD_DOUBLEBUFFER |
| #endif // RENDER_TO_DEBUGGING_WINDOW |
| ; |
| int pixelformat = ChoosePixelFormat(m_canvasDC, &pfd); |
| |
| // set the pixel format for the dc |
| if (!SetPixelFormat(m_canvasDC, pixelformat, &pfd)) { |
| printf("GraphicsContext3D: SetPixelFormat failed\n"); |
| return; |
| } |
| |
| // create rendering context |
| m_contextObj = wglCreateContext(m_canvasDC); |
| if (!m_contextObj) { |
| printf("GraphicsContext3D: wglCreateContext failed\n"); |
| return; |
| } |
| |
| if (!wglMakeCurrent(m_canvasDC, m_contextObj)) { |
| printf("GraphicsContext3D: wglMakeCurrent failed\n"); |
| return; |
| } |
| |
| #ifdef RENDER_TO_DEBUGGING_WINDOW |
| typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval); |
| PFNWGLSWAPINTERVALEXTPROC setSwapInterval = 0; |
| setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT"); |
| if (setSwapInterval) |
| setSwapInterval(1); |
| #endif // RENDER_TO_DEBUGGING_WINDOW |
| |
| #elif PLATFORM(CG) |
| // Create a 1x1 pbuffer and associated context to bootstrap things |
| CGLPixelFormatAttribute attribs[] = { |
| (CGLPixelFormatAttribute) kCGLPFAPBuffer, |
| (CGLPixelFormatAttribute) 0 |
| }; |
| CGLPixelFormatObj pixelFormat; |
| GLint numPixelFormats; |
| if (CGLChoosePixelFormat(attribs, &pixelFormat, &numPixelFormats) != kCGLNoError) { |
| printf("GraphicsContext3D: error choosing pixel format\n"); |
| return; |
| } |
| if (!pixelFormat) { |
| printf("GraphicsContext3D: no pixel format selected\n"); |
| return; |
| } |
| CGLContextObj context; |
| CGLError res = CGLCreateContext(pixelFormat, 0, &context); |
| CGLDestroyPixelFormat(pixelFormat); |
| if (res != kCGLNoError) { |
| printf("GraphicsContext3D: error creating context\n"); |
| return; |
| } |
| CGLPBufferObj pbuffer; |
| if (CGLCreatePBuffer(1, 1, GL_TEXTURE_2D, GL_RGBA, 0, &pbuffer) != kCGLNoError) { |
| CGLDestroyContext(context); |
| printf("GraphicsContext3D: error creating pbuffer\n"); |
| return; |
| } |
| if (CGLSetPBuffer(context, pbuffer, 0, 0, 0) != kCGLNoError) { |
| CGLDestroyContext(context); |
| CGLDestroyPBuffer(pbuffer); |
| printf("GraphicsContext3D: error attaching pbuffer to context\n"); |
| return; |
| } |
| if (CGLSetCurrentContext(context) != kCGLNoError) { |
| CGLDestroyContext(context); |
| CGLDestroyPBuffer(pbuffer); |
| printf("GraphicsContext3D: error making context current\n"); |
| return; |
| } |
| m_pbuffer = pbuffer; |
| m_contextObj = context; |
| #elif PLATFORM(LINUX) |
| m_display = XOpenDisplay(0); |
| if (!m_display) { |
| printf("GraphicsContext3D: error opening X display\n"); |
| return; |
| } |
| |
| const char* libNames[] = { |
| "/usr/lib/libGL.so.1", |
| "/usr/lib32/libGL.so.1", |
| "/usr/lib64/libGL.so.1", |
| }; |
| for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++) { |
| m_libGL = tryLoad(libNames[i]); |
| if (m_libGL) |
| break; |
| } |
| if (!m_libGL) { |
| printf("GraphicsContext3D: error opening libGL.so.1\n"); |
| printf("GraphicsContext3D: tried:"); |
| for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++) |
| printf(" %s", libNames[i]); |
| return; |
| } |
| m_glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(m_libGL, "glXChooseFBConfig"); |
| m_glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(m_libGL, "glXCreateNewContext"); |
| m_glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(m_libGL, "glXCreatePbuffer"); |
| m_glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(m_libGL, "glXDestroyPbuffer"); |
| m_glXMakeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(m_libGL, "glXMakeCurrent"); |
| m_glXDestroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(m_libGL, "glXDestroyContext"); |
| m_glXGetCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(m_libGL, "glXGetCurrentContext"); |
| if (!m_glXChooseFBConfig || !m_glXCreateNewContext || !m_glXCreatePbuffer |
| || !m_glXDestroyPbuffer || !m_glXMakeCurrent || !m_glXDestroyContext |
| || !m_glXGetCurrentContext) { |
| printf("GraphicsContext3D: error looking up bootstrapping entry points\n"); |
| return; |
| } |
| int configAttrs[] = { |
| GLX_DRAWABLE_TYPE, |
| GLX_PBUFFER_BIT, |
| GLX_RENDER_TYPE, |
| GLX_RGBA_BIT, |
| GLX_DOUBLEBUFFER, |
| 0, |
| 0 |
| }; |
| int nelements = 0; |
| GLXFBConfig* config = m_glXChooseFBConfig(m_display, 0, configAttrs, &nelements); |
| if (!config) { |
| printf("GraphicsContext3D: glXChooseFBConfig failed\n"); |
| return; |
| } |
| if (!nelements) { |
| printf("GraphicsContext3D: glXChooseFBConfig returned 0 elements\n"); |
| XFree(config); |
| return; |
| } |
| GLXContext context = m_glXCreateNewContext(m_display, config[0], GLX_RGBA_TYPE, 0, True); |
| if (!context) { |
| printf("GraphicsContext3D: glXCreateNewContext failed\n"); |
| XFree(config); |
| return; |
| } |
| int pbufferAttrs[] = { |
| GLX_PBUFFER_WIDTH, |
| 1, |
| GLX_PBUFFER_HEIGHT, |
| 1, |
| 0 |
| }; |
| GLXPbuffer pbuffer = m_glXCreatePbuffer(m_display, config[0], pbufferAttrs); |
| XFree(config); |
| if (!pbuffer) { |
| printf("GraphicsContext3D: glxCreatePbuffer failed\n"); |
| return; |
| } |
| if (!m_glXMakeCurrent(m_display, pbuffer, context)) { |
| printf("GraphicsContext3D: glXMakeCurrent failed\n"); |
| return; |
| } |
| m_contextObj = context; |
| m_pbuffer = pbuffer; |
| #else |
| #error Must port to your platform |
| #endif |
| |
| static bool initializedGLEW = false; |
| if (!initializedGLEW) { |
| // Initialize GLEW and check for GL 2.0 support by the drivers. |
| GLenum glewInitResult = glewInit(); |
| if (glewInitResult != GLEW_OK) { |
| printf("GraphicsContext3D: GLEW initialization failed\n"); |
| return; |
| } |
| if (!glewIsSupported("GL_VERSION_2_0")) { |
| printf("GraphicsContext3D: OpenGL 2.0 not supported\n"); |
| return; |
| } |
| initializedGLEW = true; |
| } |
| } |
| |
| GraphicsContext3DInternal::~GraphicsContext3DInternal() |
| { |
| makeContextCurrent(); |
| #ifndef RENDER_TO_DEBUGGING_WINDOW |
| glDeleteRenderbuffersEXT(1, &m_depthBuffer); |
| glDeleteTextures(1, &m_texture); |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (m_scanline) |
| delete[] m_scanline; |
| #endif |
| glDeleteFramebuffersEXT(1, &m_fbo); |
| #endif // !RENDER_TO_DEBUGGING_WINDOW |
| #if PLATFORM(SKIA) |
| if (m_resizingBitmap) |
| delete m_resizingBitmap; |
| #endif |
| #if PLATFORM(WIN_OS) |
| wglMakeCurrent(0, 0); |
| wglDeleteContext(m_contextObj); |
| ReleaseDC(m_canvasWindow, m_canvasDC); |
| DestroyWindow(m_canvasWindow); |
| #elif PLATFORM(CG) |
| CGLSetCurrentContext(0); |
| CGLDestroyContext(m_contextObj); |
| CGLDestroyPBuffer(m_pbuffer); |
| if (m_cgContext) |
| CGContextRelease(m_cgContext); |
| if (m_renderOutput) |
| delete[] m_renderOutput; |
| #elif PLATFORM(LINUX) |
| m_glXMakeCurrent(m_display, 0, 0); |
| m_glXDestroyContext(m_display, m_contextObj); |
| m_glXDestroyPbuffer(m_display, m_pbuffer); |
| XCloseDisplay(m_display); |
| dlclose(m_libGL); |
| #else |
| #error Must port to your platform |
| #endif |
| m_contextObj = 0; |
| } |
| |
| bool GraphicsContext3DInternal::makeContextCurrent() |
| { |
| #if PLATFORM(WIN_OS) |
| if (wglGetCurrentContext() != m_contextObj) |
| if (wglMakeCurrent(m_canvasDC, m_contextObj)) |
| return true; |
| #elif PLATFORM(CG) |
| if (CGLGetCurrentContext() != m_contextObj) |
| if (CGLSetCurrentContext(m_contextObj) == kCGLNoError) |
| return true; |
| #elif PLATFORM(LINUX) |
| if (m_glXGetCurrentContext() != m_contextObj) |
| if (m_glXMakeCurrent(m_display, m_pbuffer, m_contextObj)) |
| return true; |
| #else |
| #error Must port to your platform |
| #endif |
| return false; |
| } |
| |
| PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const |
| { |
| return m_contextObj; |
| } |
| |
| Platform3DObject GraphicsContext3DInternal::platformTexture() const |
| { |
| return m_texture; |
| } |
| |
| static int createTextureObject(GLenum target) |
| { |
| GLuint texture = 0; |
| glGenTextures(1, &texture); |
| glBindTexture(target, texture); |
| glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| return texture; |
| } |
| |
| void GraphicsContext3DInternal::reshape(int width, int height) |
| { |
| #ifdef RENDER_TO_DEBUGGING_WINDOW |
| SetWindowPos(m_canvasWindow, HWND_TOP, 0, 0, width, height, |
| SWP_NOMOVE); |
| ShowWindow(m_canvasWindow, SW_SHOW); |
| #endif |
| |
| m_cachedWidth = width; |
| m_cachedHeight = height; |
| makeContextCurrent(); |
| |
| #ifndef RENDER_TO_DEBUGGING_WINDOW |
| #ifdef USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER |
| // GL_TEXTURE_RECTANGLE_ARB is the best supported render target on Mac OS X |
| GLenum target = GL_TEXTURE_RECTANGLE_ARB; |
| #else |
| GLenum target = GL_TEXTURE_2D; |
| #endif |
| if (!m_texture) { |
| // Generate the texture object |
| m_texture = createTextureObject(target); |
| // Generate the framebuffer object |
| glGenFramebuffersEXT(1, &m_fbo); |
| // Generate the depth buffer |
| glGenRenderbuffersEXT(1, &m_depthBuffer); |
| } |
| |
| // Reallocate the color and depth buffers |
| glBindTexture(target, m_texture); |
| glTexImage2D(target, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
| glBindTexture(target, 0); |
| |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_texture, 0); |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer); |
| GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| printf("GraphicsContext3D: framebuffer was incomplete\n"); |
| |
| // FIXME: cleanup. |
| notImplemented(); |
| } |
| #endif // RENDER_TO_DEBUGGING_WINDOW |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (m_scanline) { |
| delete[] m_scanline; |
| m_scanline = 0; |
| } |
| m_scanline = new unsigned char[width * 4]; |
| #endif // FLIP_FRAMEBUFFER_VERTICALLY |
| |
| glClear(GL_COLOR_BUFFER_BIT); |
| viewportImpl(0, 0, width, height); |
| |
| #if PLATFORM(CG) |
| // Need to reallocate the client-side backing store. |
| // FIXME: make this more efficient. |
| if (m_cgContext) { |
| CGContextRelease(m_cgContext); |
| m_cgContext = 0; |
| } |
| if (m_renderOutput) { |
| delete[] m_renderOutput; |
| m_renderOutput = 0; |
| } |
| int rowBytes = width * 4; |
| m_renderOutput = new unsigned char[height * rowBytes]; |
| CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); |
| m_cgContext = CGBitmapContextCreate(m_renderOutput, width, height, 8, rowBytes, |
| colorSpace, kCGImageAlphaPremultipliedLast); |
| CGColorSpaceRelease(colorSpace); |
| #endif // PLATFORM(CG) |
| } |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| void GraphicsContext3DInternal::flipVertically(unsigned char* framebuffer, |
| unsigned int width, |
| unsigned int height) |
| { |
| unsigned char* scanline = m_scanline; |
| if (!scanline) |
| return; |
| unsigned int rowBytes = width * 4; |
| unsigned int count = height / 2; |
| for (unsigned int i = 0; i < count; i++) { |
| unsigned char* rowA = framebuffer + i * rowBytes; |
| unsigned char* rowB = framebuffer + (height - i - 1) * rowBytes; |
| // FIXME: this is where the multiplication of the alpha |
| // channel into the color buffer will need to occur if the |
| // user specifies the "premultiplyAlpha" flag in the context |
| // creation attributes. |
| memcpy(scanline, rowB, rowBytes); |
| memcpy(rowB, rowA, rowBytes); |
| memcpy(rowA, scanline, rowBytes); |
| } |
| } |
| #endif |
| |
| void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context) |
| { |
| makeContextCurrent(); |
| |
| #ifdef RENDER_TO_DEBUGGING_WINDOW |
| SwapBuffers(m_canvasDC); |
| #else |
| // Earlier versions of this code used the GPU to flip the |
| // framebuffer vertically before reading it back for compositing |
| // via software. This code was quite complicated, used a lot of |
| // GPU memory, and didn't provide an obvious speedup. Since this |
| // vertical flip is only a temporary solution anyway until Chrome |
| // is fully GPU composited, it wasn't worth the complexity. |
| |
| HTMLCanvasElement* canvas = context->canvas(); |
| ImageBuffer* imageBuffer = canvas->buffer(); |
| unsigned char* pixels = 0; |
| #if PLATFORM(SKIA) |
| const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap(); |
| const SkBitmap* readbackBitmap = 0; |
| ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config); |
| if (canvasBitmap->width() == m_cachedWidth && canvasBitmap->height() == m_cachedHeight) { |
| // This is the fastest and most common case. We read back |
| // directly into the canvas's backing store. |
| readbackBitmap = canvasBitmap; |
| if (m_resizingBitmap) { |
| delete m_resizingBitmap; |
| m_resizingBitmap = 0; |
| } |
| } else { |
| // We need to allocate a temporary bitmap for reading back the |
| // pixel data. We will then use Skia to rescale this bitmap to |
| // the size of the canvas's backing store. |
| if (m_resizingBitmap && (m_resizingBitmap->width() != m_cachedWidth || m_resizingBitmap->height() != m_cachedHeight)) { |
| delete m_resizingBitmap; |
| m_resizingBitmap = 0; |
| } |
| if (!m_resizingBitmap) { |
| m_resizingBitmap = new SkBitmap(); |
| m_resizingBitmap->setConfig(SkBitmap::kARGB_8888_Config, |
| m_cachedWidth, |
| m_cachedHeight); |
| if (!m_resizingBitmap->allocPixels()) { |
| delete m_resizingBitmap; |
| m_resizingBitmap = 0; |
| return; |
| } |
| } |
| readbackBitmap = m_resizingBitmap; |
| } |
| |
| // Read back the frame buffer. |
| SkAutoLockPixels bitmapLock(*readbackBitmap); |
| pixels = static_cast<unsigned char*>(readbackBitmap->getPixels()); |
| glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels); |
| #elif PLATFORM(CG) |
| if (m_renderOutput) { |
| ASSERT(CGBitmapContextGetWidth(m_cgContext) == m_cachedWidth); |
| ASSERT(CGBitmapContextGetHeight(m_cgContext) == m_cachedHeight); |
| pixels = m_renderOutput; |
| glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| } |
| #else |
| #error Must port to your platform |
| #endif |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (pixels) |
| flipVertically(pixels, m_cachedWidth, m_cachedHeight); |
| #endif |
| |
| #if PLATFORM(SKIA) |
| if (m_resizingBitmap) { |
| // We need to draw the resizing bitmap into the canvas's backing store. |
| SkCanvas canvas(*canvasBitmap); |
| SkRect dst; |
| dst.set(0, 0, canvasBitmap->width(), canvasBitmap->height()); |
| canvas.drawBitmapRect(*m_resizingBitmap, 0, dst); |
| } |
| #elif PLATFORM(CG) |
| if (m_renderOutput) { |
| CGImageRef cgImage = CGBitmapContextCreateImage(m_cgContext); |
| // CSS styling may cause the canvas's content to be resized on |
| // the page. Go back to the Canvas to figure out the correct |
| // width and height to draw. |
| CGRect rect = CGRectMake(0, 0, |
| context->canvas()->width(), |
| context->canvas()->height()); |
| // We want to completely overwrite the previous frame's |
| // rendering results. |
| CGContextSetBlendMode(imageBuffer->context()->platformContext(), |
| kCGBlendModeCopy); |
| CGContextDrawImage(imageBuffer->context()->platformContext(), |
| rect, cgImage); |
| CGImageRelease(cgImage); |
| } |
| #else |
| #error Must port to your platform |
| #endif |
| |
| #endif // RENDER_TO_DEBUGGING_WINDOW |
| } |
| |
| void GraphicsContext3DInternal::activeTexture(unsigned long texture) |
| { |
| // FIXME: query number of textures available. |
| if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32) |
| // FIXME: raise exception. |
| return; |
| |
| makeContextCurrent(); |
| glActiveTexture(texture); |
| } |
| |
| void GraphicsContext3DInternal::bindBuffer(unsigned long target, |
| WebGLBuffer* buffer) |
| { |
| makeContextCurrent(); |
| GLuint bufID = EXTRACT(buffer); |
| if (target == GL_ARRAY_BUFFER) |
| m_boundArrayBuffer = bufID; |
| glBindBuffer(target, bufID); |
| } |
| |
| // If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps, |
| // we could just use: |
| // GL_SAME_METHOD_2_X2(BindTexture, bindTexture, unsigned long, WebGLTexture*) |
| void GraphicsContext3DInternal::bindTexture(unsigned long target, |
| WebGLTexture* texture) |
| { |
| makeContextCurrent(); |
| unsigned int textureObject = EXTRACT(texture); |
| |
| glBindTexture(target, textureObject); |
| |
| // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0 |
| // API. On desktop OpenGL implementations it seems necessary to |
| // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior |
| // of cube maps. |
| if (texture) { |
| if (target == GL_TEXTURE_CUBE_MAP) { |
| if (!texture->isCubeMapRWrapModeInitialized()) { |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| texture->setCubeMapRWrapModeInitialized(true); |
| } |
| } else |
| texture->setCubeMapRWrapModeInitialized(false); |
| } |
| } |
| |
| void GraphicsContext3DInternal::bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage) |
| { |
| makeContextCurrent(); |
| // FIXME: make this verification more efficient. |
| GLint binding = 0; |
| GLenum binding_target = GL_ARRAY_BUFFER_BINDING; |
| if (target == GL_ELEMENT_ARRAY_BUFFER) |
| binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING; |
| glGetIntegerv(binding_target, &binding); |
| if (binding <= 0) { |
| // FIXME: raise exception. |
| // LogMessagef(("bufferData: no buffer bound")); |
| return; |
| } |
| |
| glBufferData(target, |
| size, |
| data, |
| usage); |
| } |
| |
| void GraphicsContext3DInternal::disableVertexAttribArray(unsigned long index) |
| { |
| makeContextCurrent(); |
| if (index < NumTrackedPointerStates) |
| m_vertexAttribPointerState[index].enabled = false; |
| glDisableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3DInternal::enableVertexAttribArray(unsigned long index) |
| { |
| makeContextCurrent(); |
| if (index < NumTrackedPointerStates) |
| m_vertexAttribPointerState[index].enabled = true; |
| glEnableVertexAttribArray(index); |
| } |
| |
| unsigned long GraphicsContext3DInternal::getError() |
| { |
| if (m_syntheticErrors.size() > 0) { |
| ListHashSet<unsigned long>::iterator iter = m_syntheticErrors.begin(); |
| unsigned long err = *iter; |
| m_syntheticErrors.remove(iter); |
| return err; |
| } |
| |
| makeContextCurrent(); |
| return glGetError(); |
| } |
| |
| void GraphicsContext3DInternal::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, |
| unsigned long stride, unsigned long offset) |
| { |
| makeContextCurrent(); |
| |
| if (m_boundArrayBuffer <= 0) { |
| // FIXME: raise exception. |
| // LogMessagef(("bufferData: no buffer bound")); |
| return; |
| } |
| |
| if (indx < NumTrackedPointerStates) { |
| VertexAttribPointerState& state = m_vertexAttribPointerState[indx]; |
| state.buffer = m_boundArrayBuffer; |
| state.indx = indx; |
| state.size = size; |
| state.type = type; |
| state.normalized = normalized; |
| state.stride = stride; |
| state.offset = offset; |
| } |
| |
| glVertexAttribPointer(indx, size, type, normalized, stride, |
| reinterpret_cast<void*>(static_cast<intptr_t>(offset))); |
| } |
| |
| void GraphicsContext3DInternal::viewportImpl(long x, long y, unsigned long width, unsigned long height) |
| { |
| glViewport(x, y, width, height); |
| } |
| |
| void GraphicsContext3DInternal::synthesizeGLError(unsigned long error) |
| { |
| m_syntheticErrors.add(error); |
| } |
| |
| // GraphicsContext3D ----------------------------------------------------- |
| |
| /* Helper macros for when we're just wrapping a gl method, so that |
| * we can avoid having to type this 500 times. Note that these MUST |
| * NOT BE USED if we need to check any of the parameters. |
| */ |
| |
| #define GL_SAME_METHOD_0(glname, name) \ |
| void GraphicsContext3D::name() \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(); \ |
| } |
| |
| #define GL_SAME_METHOD_1(glname, name, t1) \ |
| void GraphicsContext3D::name(t1 a1) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1); \ |
| } |
| |
| #define GL_SAME_METHOD_1_X(glname, name, t1) \ |
| void GraphicsContext3D::name(t1 a1) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(EXTRACT(a1)); \ |
| } |
| |
| #define GL_SAME_METHOD_2(glname, name, t1, t2) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2); \ |
| } |
| |
| #define GL_SAME_METHOD_2_X12(glname, name, t1, t2) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(EXTRACT(a1), EXTRACT(a2)); \ |
| } |
| |
| #define GL_SAME_METHOD_2_X2(glname, name, t1, t2) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, EXTRACT(a2)); \ |
| } |
| |
| #define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3); \ |
| } |
| |
| #define GL_SAME_METHOD_3_X12(glname, name, t1, t2, t3) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(EXTRACT(a1), EXTRACT(a2), a3); \ |
| } |
| |
| #define GL_SAME_METHOD_3_X2(glname, name, t1, t2, t3) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, EXTRACT(a2), a3); \ |
| } |
| |
| #define GL_SAME_METHOD_4(glname, name, t1, t2, t3, t4) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4); \ |
| } |
| |
| #define GL_SAME_METHOD_4_X4(glname, name, t1, t2, t3, t4) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, EXTRACT(a4)); \ |
| } |
| |
| #define GL_SAME_METHOD_5(glname, name, t1, t2, t3, t4, t5) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5); \ |
| } |
| |
| #define GL_SAME_METHOD_5_X4(glname, name, t1, t2, t3, t4, t5) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, EXTRACT(a4), a5); \ |
| } |
| |
| #define GL_SAME_METHOD_6(glname, name, t1, t2, t3, t4, t5, t6) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6); \ |
| } |
| |
| #define GL_SAME_METHOD_8(glname, name, t1, t2, t3, t4, t5, t6, t7, t8) \ |
| void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ |
| { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \ |
| } |
| |
| PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create() |
| { |
| PassOwnPtr<GraphicsContext3D> context = new GraphicsContext3D(); |
| // FIXME: add error checking |
| return context; |
| } |
| |
| GraphicsContext3D::GraphicsContext3D() |
| : m_currentWidth(0) |
| , m_currentHeight(0) |
| , m_internal(new GraphicsContext3DInternal()) |
| { |
| } |
| |
| GraphicsContext3D::~GraphicsContext3D() |
| { |
| } |
| |
| PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const |
| { |
| return m_internal->platformGraphicsContext3D(); |
| } |
| |
| Platform3DObject GraphicsContext3D::platformTexture() const |
| { |
| return m_internal->platformTexture(); |
| } |
| |
| void GraphicsContext3D::makeContextCurrent() |
| { |
| m_internal->makeContextCurrent(); |
| } |
| |
| void GraphicsContext3D::reshape(int width, int height) |
| { |
| if (width == m_currentWidth && height == m_currentHeight) |
| return; |
| |
| m_currentWidth = width; |
| m_currentHeight = height; |
| |
| m_internal->reshape(width, height); |
| } |
| |
| void GraphicsContext3D::beginPaint(WebGLRenderingContext* context) |
| { |
| m_internal->beginPaint(context); |
| } |
| |
| void GraphicsContext3D::endPaint() |
| { |
| } |
| |
| int GraphicsContext3D::sizeInBytes(int type) |
| { |
| switch (type) { |
| case GL_BYTE: |
| return sizeof(GLbyte); |
| case GL_UNSIGNED_BYTE: |
| return sizeof(GLubyte); |
| case GL_SHORT: |
| return sizeof(GLshort); |
| case GL_UNSIGNED_SHORT: |
| return sizeof(GLushort); |
| case GL_INT: |
| return sizeof(GLint); |
| case GL_UNSIGNED_INT: |
| return sizeof(GLuint); |
| case GL_FLOAT: |
| return sizeof(GLfloat); |
| default: // FIXME: default cases are discouraged in WebKit. |
| return 0; |
| } |
| } |
| |
| unsigned GraphicsContext3D::createBuffer() |
| { |
| makeContextCurrent(); |
| GLuint o; |
| glGenBuffers(1, &o); |
| return o; |
| } |
| |
| unsigned GraphicsContext3D::createFramebuffer() |
| { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenFramebuffersEXT(1, &o); |
| return o; |
| } |
| |
| unsigned GraphicsContext3D::createProgram() |
| { |
| makeContextCurrent(); |
| return glCreateProgram(); |
| } |
| |
| unsigned GraphicsContext3D::createRenderbuffer() |
| { |
| makeContextCurrent(); |
| GLuint o; |
| glGenRenderbuffersEXT(1, &o); |
| return o; |
| } |
| |
| unsigned GraphicsContext3D::createShader(unsigned long type) |
| { |
| makeContextCurrent(); |
| return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); |
| } |
| |
| unsigned GraphicsContext3D::createTexture() |
| { |
| makeContextCurrent(); |
| GLuint o; |
| glGenTextures(1, &o); |
| return o; |
| } |
| |
| void GraphicsContext3D::deleteBuffer(unsigned buffer) |
| { |
| makeContextCurrent(); |
| glDeleteBuffers(1, &buffer); |
| } |
| |
| void GraphicsContext3D::deleteFramebuffer(unsigned framebuffer) |
| { |
| makeContextCurrent(); |
| glDeleteFramebuffersEXT(1, &framebuffer); |
| } |
| |
| void GraphicsContext3D::deleteProgram(unsigned program) |
| { |
| makeContextCurrent(); |
| glDeleteProgram(program); |
| } |
| |
| void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer) |
| { |
| makeContextCurrent(); |
| glDeleteRenderbuffersEXT(1, &renderbuffer); |
| } |
| |
| void GraphicsContext3D::deleteShader(unsigned shader) |
| { |
| makeContextCurrent(); |
| glDeleteShader(shader); |
| } |
| |
| void GraphicsContext3D::deleteTexture(unsigned texture) |
| { |
| makeContextCurrent(); |
| glDeleteTextures(1, &texture); |
| } |
| |
| void GraphicsContext3D::activeTexture(unsigned long texture) |
| { |
| m_internal->activeTexture(texture); |
| } |
| |
| GL_SAME_METHOD_2_X12(AttachShader, attachShader, WebGLProgram*, WebGLShader*) |
| |
| void GraphicsContext3D::bindAttribLocation(WebGLProgram* program, |
| unsigned long index, |
| const String& name) |
| { |
| if (!program) |
| return; |
| makeContextCurrent(); |
| glBindAttribLocation(EXTRACT(program), index, name.utf8().data()); |
| } |
| |
| void GraphicsContext3D::bindBuffer(unsigned long target, |
| WebGLBuffer* buffer) |
| { |
| m_internal->bindBuffer(target, buffer); |
| } |
| |
| GL_SAME_METHOD_2_X2(BindFramebufferEXT, bindFramebuffer, unsigned long, WebGLFramebuffer*) |
| |
| GL_SAME_METHOD_2_X2(BindRenderbufferEXT, bindRenderbuffer, unsigned long, WebGLRenderbuffer*) |
| |
| // If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps, |
| // we could just use: |
| // GL_SAME_METHOD_2_X2(BindTexture, bindTexture, unsigned long, WebGLTexture*) |
| void GraphicsContext3D::bindTexture(unsigned long target, |
| WebGLTexture* texture) |
| { |
| m_internal->bindTexture(target, texture); |
| } |
| |
| GL_SAME_METHOD_4(BlendColor, blendColor, double, double, double, double) |
| |
| GL_SAME_METHOD_1(BlendEquation, blendEquation, unsigned long) |
| |
| GL_SAME_METHOD_2(BlendEquationSeparate, blendEquationSeparate, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_2(BlendFunc, blendFunc, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_4(BlendFuncSeparate, blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) |
| |
| void GraphicsContext3D::bufferData(unsigned long target, int size, unsigned long usage) |
| { |
| m_internal->bufferDataImpl(target, size, 0, usage); |
| } |
| |
| void GraphicsContext3D::bufferData(unsigned long target, WebGLArray* array, unsigned long usage) |
| { |
| m_internal->bufferDataImpl(target, array->byteLength(), array->baseAddress(), usage); |
| } |
| |
| void GraphicsContext3D::bufferSubData(unsigned long target, long offset, WebGLArray* array) |
| { |
| if (!array || !array->length()) |
| return; |
| |
| makeContextCurrent(); |
| // FIXME: make this verification more efficient. |
| GLint binding = 0; |
| GLenum binding_target = GL_ARRAY_BUFFER_BINDING; |
| if (target == GL_ELEMENT_ARRAY_BUFFER) |
| binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING; |
| glGetIntegerv(binding_target, &binding); |
| if (binding <= 0) { |
| // FIXME: raise exception. |
| // LogMessagef(("bufferSubData: no buffer bound")); |
| return; |
| } |
| glBufferSubData(target, offset, array->byteLength(), array->baseAddress()); |
| } |
| |
| unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target) |
| { |
| makeContextCurrent(); |
| return glCheckFramebufferStatusEXT(target); |
| } |
| |
| GL_SAME_METHOD_1(Clear, clear, unsigned long) |
| |
| GL_SAME_METHOD_4(ClearColor, clearColor, double, double, double, double) |
| |
| GL_SAME_METHOD_1(ClearDepth, clearDepth, double) |
| |
| GL_SAME_METHOD_1(ClearStencil, clearStencil, long) |
| |
| GL_SAME_METHOD_4(ColorMask, colorMask, bool, bool, bool, bool) |
| |
| GL_SAME_METHOD_1_X(CompileShader, compileShader, WebGLShader*) |
| |
| GL_SAME_METHOD_8(CopyTexImage2D, copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long) |
| |
| GL_SAME_METHOD_8(CopyTexSubImage2D, copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_1(CullFace, cullFace, unsigned long) |
| |
| GL_SAME_METHOD_1(DepthFunc, depthFunc, unsigned long) |
| |
| GL_SAME_METHOD_1(DepthMask, depthMask, bool) |
| |
| GL_SAME_METHOD_2(DepthRange, depthRange, double, double) |
| |
| void GraphicsContext3D::detachShader(WebGLProgram* program, WebGLShader* shader) |
| { |
| if (!program || !shader) |
| return; |
| |
| makeContextCurrent(); |
| glDetachShader(EXTRACT(program), EXTRACT(shader)); |
| } |
| |
| GL_SAME_METHOD_1(Disable, disable, unsigned long) |
| |
| void GraphicsContext3D::disableVertexAttribArray(unsigned long index) |
| { |
| m_internal->disableVertexAttribArray(index); |
| } |
| |
| void GraphicsContext3D::drawArrays(unsigned long mode, long first, long count) |
| { |
| switch (mode) { |
| case GL_TRIANGLES: |
| case GL_TRIANGLE_STRIP: |
| case GL_TRIANGLE_FAN: |
| case GL_POINTS: |
| case GL_LINE_STRIP: |
| case GL_LINE_LOOP: |
| case GL_LINES: |
| break; |
| default: // FIXME: default cases are discouraged in WebKit. |
| // FIXME: output log message, raise exception. |
| // LogMessage(NS_LITERAL_CSTRING("drawArrays: invalid mode")); |
| // return NS_ERROR_DOM_SYNTAX_ERR; |
| return; |
| } |
| |
| if (first+count < first || first+count < count) { |
| // FIXME: output log message, raise exception. |
| // LogMessage(NS_LITERAL_CSTRING("drawArrays: overflow in first+count")); |
| // return NS_ERROR_INVALID_ARG; |
| return; |
| } |
| |
| // FIXME: validate against currently bound buffer. |
| // if (!ValidateBuffers(first+count)) |
| // return NS_ERROR_INVALID_ARG; |
| |
| makeContextCurrent(); |
| glDrawArrays(mode, first, count); |
| } |
| |
| void GraphicsContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) |
| { |
| makeContextCurrent(); |
| // FIXME: make this verification more efficient. |
| GLint binding = 0; |
| GLenum binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING; |
| glGetIntegerv(binding_target, &binding); |
| if (binding <= 0) { |
| // FIXME: raise exception. |
| // LogMessagef(("bufferData: no buffer bound")); |
| return; |
| } |
| glDrawElements(mode, count, type, |
| reinterpret_cast<void*>(static_cast<intptr_t>(offset))); |
| } |
| |
| GL_SAME_METHOD_1(Enable, enable, unsigned long) |
| |
| void GraphicsContext3D::enableVertexAttribArray(unsigned long index) |
| { |
| m_internal->enableVertexAttribArray(index); |
| } |
| |
| GL_SAME_METHOD_0(Finish, finish) |
| |
| GL_SAME_METHOD_0(Flush, flush) |
| |
| GL_SAME_METHOD_4_X4(FramebufferRenderbufferEXT, framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*) |
| |
| GL_SAME_METHOD_5_X4(FramebufferTexture2DEXT, framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long) |
| |
| GL_SAME_METHOD_1(FrontFace, frontFace, unsigned long) |
| |
| void GraphicsContext3D::generateMipmap(unsigned long target) |
| { |
| makeContextCurrent(); |
| if (glGenerateMipmapEXT) |
| glGenerateMipmapEXT(target); |
| // FIXME: provide alternative code path? This will be unpleasant |
| // to implement if glGenerateMipmapEXT is not available -- it will |
| // require a texture readback and re-upload. |
| } |
| |
| bool GraphicsContext3D::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| GLint maxNameLength = -1; |
| glGetProgramiv(EXTRACT(program), GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength); |
| if (maxNameLength < 0) |
| return false; |
| GLchar* name = 0; |
| if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { |
| synthesizeGLError(OUT_OF_MEMORY); |
| return false; |
| } |
| GLsizei length = 0; |
| GLint size = -1; |
| GLenum type = 0; |
| glGetActiveAttrib(EXTRACT(program), index, maxNameLength, |
| &length, &size, &type, name); |
| if (size < 0) { |
| fastFree(name); |
| return false; |
| } |
| info.name = String(name, length); |
| info.type = type; |
| info.size = size; |
| fastFree(name); |
| return true; |
| } |
| |
| bool GraphicsContext3D::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info) |
| { |
| if (!program) { |
| synthesizeGLError(INVALID_VALUE); |
| return false; |
| } |
| GLint maxNameLength = -1; |
| glGetProgramiv(EXTRACT(program), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength); |
| if (maxNameLength < 0) |
| return false; |
| GLchar* name = 0; |
| if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { |
| synthesizeGLError(OUT_OF_MEMORY); |
| return false; |
| } |
| GLsizei length = 0; |
| GLint size = -1; |
| GLenum type = 0; |
| glGetActiveUniform(EXTRACT(program), index, maxNameLength, |
| &length, &size, &type, name); |
| if (size < 0) { |
| fastFree(name); |
| return false; |
| } |
| info.name = String(name, length); |
| info.type = type; |
| info.size = size; |
| fastFree(name); |
| return true; |
| } |
| |
| int GraphicsContext3D::getAttribLocation(WebGLProgram* program, const String& name) |
| { |
| if (!program) |
| return -1; |
| |
| makeContextCurrent(); |
| return glGetAttribLocation(EXTRACT(program), name.utf8().data()); |
| } |
| |
| void GraphicsContext3D::getBooleanv(unsigned long pname, unsigned char* value) |
| { |
| makeContextCurrent(); |
| glGetBooleanv(pname, value); |
| } |
| |
| void GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname, int* value) |
| { |
| makeContextCurrent(); |
| glGetBufferParameteriv(target, pname, value); |
| } |
| |
| unsigned long GraphicsContext3D::getError() |
| { |
| return m_internal->getError(); |
| } |
| |
| void GraphicsContext3D::getFloatv(unsigned long pname, float* value) |
| { |
| makeContextCurrent(); |
| glGetFloatv(pname, value); |
| } |
| |
| void GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target, |
| unsigned long attachment, |
| unsigned long pname, |
| int* value) |
| { |
| makeContextCurrent(); |
| glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); |
| } |
| |
| void GraphicsContext3D::getIntegerv(unsigned long pname, int* value) |
| { |
| makeContextCurrent(); |
| glGetIntegerv(pname, value); |
| } |
| |
| void GraphicsContext3D::getProgramiv(WebGLProgram* program, |
| unsigned long pname, |
| int* value) |
| { |
| makeContextCurrent(); |
| glGetProgramiv(EXTRACT(program), pname, value); |
| } |
| |
| String GraphicsContext3D::getProgramInfoLog(WebGLProgram* program) |
| { |
| makeContextCurrent(); |
| GLuint programID = EXTRACT(program); |
| GLint logLength; |
| glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength); |
| if (!logLength) |
| return String(); |
| GLchar* log = 0; |
| if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) |
| return String(); |
| GLsizei returnedLogLength; |
| glGetProgramInfoLog(programID, logLength, &returnedLogLength, log); |
| ASSERT(logLength == returnedLogLength + 1); |
| String res = String(log, returnedLogLength); |
| fastFree(log); |
| return res; |
| } |
| |
| void GraphicsContext3D::getRenderbufferParameteriv(unsigned long target, |
| unsigned long pname, |
| int* value) |
| { |
| makeContextCurrent(); |
| glGetRenderbufferParameterivEXT(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getShaderiv(WebGLShader* shader, |
| unsigned long pname, |
| int* value) |
| { |
| makeContextCurrent(); |
| glGetShaderiv(EXTRACT(shader), pname, value); |
| } |
| |
| String GraphicsContext3D::getShaderInfoLog(WebGLShader* shader) |
| { |
| makeContextCurrent(); |
| GLuint shaderID = EXTRACT(shader); |
| GLint logLength; |
| glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength); |
| if (!logLength) |
| return String(); |
| GLchar* log = 0; |
| if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) |
| return String(); |
| GLsizei returnedLogLength; |
| glGetShaderInfoLog(shaderID, logLength, &returnedLogLength, log); |
| ASSERT(logLength == returnedLogLength + 1); |
| String res = String(log, returnedLogLength); |
| fastFree(log); |
| return res; |
| } |
| |
| String GraphicsContext3D::getShaderSource(WebGLShader* shader) |
| { |
| makeContextCurrent(); |
| GLuint shaderID = EXTRACT(shader); |
| GLint logLength; |
| glGetShaderiv(shaderID, GL_SHADER_SOURCE_LENGTH, &logLength); |
| if (!logLength) |
| return String(); |
| GLchar* log = 0; |
| if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) |
| return String(); |
| GLsizei returnedLogLength; |
| glGetShaderSource(shaderID, logLength, &returnedLogLength, log); |
| ASSERT(logLength == returnedLogLength + 1); |
| String res = String(log, returnedLogLength); |
| fastFree(log); |
| return res; |
| } |
| |
| String GraphicsContext3D::getString(unsigned long name) |
| { |
| makeContextCurrent(); |
| return String(reinterpret_cast<const char*>(glGetString(name))); |
| } |
| |
| void GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname, float* value) |
| { |
| makeContextCurrent(); |
| glGetTexParameterfv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname, int* value) |
| { |
| makeContextCurrent(); |
| glGetTexParameteriv(target, pname, value); |
| } |
| |
| void GraphicsContext3D::getUniformfv(WebGLProgram* program, long location, float* value) |
| { |
| makeContextCurrent(); |
| glGetUniformfv(EXTRACT(program), location, value); |
| } |
| |
| void GraphicsContext3D::getUniformiv(WebGLProgram* program, long location, int* value) |
| { |
| makeContextCurrent(); |
| glGetUniformiv(EXTRACT(program), location, value); |
| } |
| |
| long GraphicsContext3D::getUniformLocation(WebGLProgram* program, const String& name) |
| { |
| if (!program) |
| return -1; |
| |
| makeContextCurrent(); |
| return glGetUniformLocation(EXTRACT(program), name.utf8().data()); |
| } |
| |
| void GraphicsContext3D::getVertexAttribfv(unsigned long index, |
| unsigned long pname, |
| float* value) |
| { |
| makeContextCurrent(); |
| glGetVertexAttribfv(index, pname, value); |
| } |
| |
| void GraphicsContext3D::getVertexAttribiv(unsigned long index, |
| unsigned long pname, |
| int* value) |
| { |
| makeContextCurrent(); |
| glGetVertexAttribiv(index, pname, value); |
| } |
| |
| long GraphicsContext3D::getVertexAttribOffset(unsigned long index, unsigned long pname) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return 0; |
| } |
| |
| GL_SAME_METHOD_2(Hint, hint, unsigned long, unsigned long); |
| |
| bool GraphicsContext3D::isBuffer(WebGLBuffer* buffer) |
| { |
| makeContextCurrent(); |
| return glIsBuffer(EXTRACT(buffer)); |
| } |
| |
| bool GraphicsContext3D::isEnabled(unsigned long cap) |
| { |
| makeContextCurrent(); |
| return glIsEnabled(cap); |
| } |
| |
| bool GraphicsContext3D::isFramebuffer(WebGLFramebuffer* framebuffer) |
| { |
| makeContextCurrent(); |
| return glIsFramebufferEXT(EXTRACT(framebuffer)); |
| } |
| |
| bool GraphicsContext3D::isProgram(WebGLProgram* program) |
| { |
| makeContextCurrent(); |
| return glIsProgram(EXTRACT(program)); |
| } |
| |
| bool GraphicsContext3D::isRenderbuffer(WebGLRenderbuffer* renderbuffer) |
| { |
| makeContextCurrent(); |
| return glIsRenderbufferEXT(EXTRACT(renderbuffer)); |
| } |
| |
| bool GraphicsContext3D::isShader(WebGLShader* shader) |
| { |
| makeContextCurrent(); |
| return glIsShader(EXTRACT(shader)); |
| } |
| |
| bool GraphicsContext3D::isTexture(WebGLTexture* texture) |
| { |
| makeContextCurrent(); |
| return glIsTexture(EXTRACT(texture)); |
| } |
| |
| GL_SAME_METHOD_1(LineWidth, lineWidth, double) |
| |
| GL_SAME_METHOD_1_X(LinkProgram, linkProgram, WebGLProgram*) |
| |
| void GraphicsContext3D::pixelStorei(unsigned long pname, long param) |
| { |
| if (pname != GL_PACK_ALIGNMENT && pname != GL_UNPACK_ALIGNMENT) { |
| // FIXME: Create a fake GL error and throw an exception. |
| return; |
| } |
| |
| makeContextCurrent(); |
| glPixelStorei(pname, param); |
| } |
| |
| GL_SAME_METHOD_2(PolygonOffset, polygonOffset, double, double) |
| |
| PassRefPtr<WebGLArray> GraphicsContext3D::readPixels(long x, long y, |
| unsigned long width, unsigned long height, |
| unsigned long format, unsigned long type) { |
| // FIXME: support more pixel formats and types. |
| if (!((format == GL_RGBA) && (type == GL_UNSIGNED_BYTE))) |
| return 0; |
| |
| // FIXME: take into account pack alignment. |
| RefPtr<WebGLUnsignedByteArray> array = WebGLUnsignedByteArray::create(width * height * 4); |
| glReadPixels(x, y, width, height, format, type, array->baseAddress()); |
| return array; |
| } |
| |
| void GraphicsContext3D::releaseShaderCompiler() |
| { |
| } |
| |
| GL_SAME_METHOD_4(RenderbufferStorageEXT, renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_2(SampleCoverage, sampleCoverage, double, bool) |
| |
| GL_SAME_METHOD_4(Scissor, scissor, long, long, unsigned long, unsigned long) |
| |
| void GraphicsContext3D::shaderSource(WebGLShader* shader, const String& source) |
| { |
| makeContextCurrent(); |
| CString str = source.utf8(); |
| const char* data = str.data(); |
| GLint length = str.length(); |
| glShaderSource(EXTRACT(shader), 1, &data, &length); |
| } |
| |
| GL_SAME_METHOD_3(StencilFunc, stencilFunc, unsigned long, long, unsigned long) |
| |
| GL_SAME_METHOD_4(StencilFuncSeparate, stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) |
| |
| GL_SAME_METHOD_1(StencilMask, stencilMask, unsigned long) |
| |
| GL_SAME_METHOD_2(StencilMaskSeparate, stencilMaskSeparate, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_3(StencilOp, stencilOp, unsigned long, unsigned long, unsigned long) |
| |
| GL_SAME_METHOD_4(StencilOpSeparate, stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) |
| |
| void GraphicsContext3D::synthesizeGLError(unsigned long error) |
| { |
| m_internal->synthesizeGLError(error); |
| } |
| |
| int GraphicsContext3D::texImage2D(unsigned target, |
| unsigned level, |
| unsigned internalformat, |
| unsigned width, |
| unsigned height, |
| unsigned border, |
| unsigned format, |
| unsigned type, |
| WebGLArray* pixels) |
| { |
| // FIXME: must do validation similar to JOGL's to ensure that |
| // the incoming array is of the appropriate length. |
| glTexImage2D(target, |
| level, |
| internalformat, |
| width, |
| height, |
| border, |
| format, |
| type, |
| pixels->baseAddress()); |
| return 0; |
| } |
| |
| int GraphicsContext3D::texImage2D(unsigned target, |
| unsigned level, |
| unsigned internalformat, |
| unsigned width, |
| unsigned height, |
| unsigned border, |
| unsigned format, |
| unsigned type, |
| ImageData* pixels) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| // Remove premultiplied alpha from color channels. |
| // FIXME: this is lossy. Must retrieve original values from HTMLImageElement. |
| static void unmultiplyAlpha(unsigned char* rgbaData, int numPixels) |
| { |
| for (int j = 0; j < numPixels; j++) { |
| float b = rgbaData[4*j+0] / 255.0f; |
| float g = rgbaData[4*j+1] / 255.0f; |
| float r = rgbaData[4*j+2] / 255.0f; |
| float a = rgbaData[4*j+3] / 255.0f; |
| if (a > 0.0f) { |
| b /= a; |
| g /= a; |
| r /= a; |
| b = (b > 1.0f) ? 1.0f : b; |
| g = (g > 1.0f) ? 1.0f : g; |
| r = (r > 1.0f) ? 1.0f : r; |
| rgbaData[4*j+0] = (unsigned char) (b * 255.0f); |
| rgbaData[4*j+1] = (unsigned char) (g * 255.0f); |
| rgbaData[4*j+2] = (unsigned char) (r * 255.0f); |
| } |
| } |
| } |
| |
| // FIXME: this must be changed to refer to the original image data |
| // rather than unmultiplying the alpha channel. |
| static int texImage2DHelper(unsigned target, unsigned level, |
| int width, int height, |
| int rowBytes, |
| bool flipY, |
| bool premultiplyAlpha, |
| GLenum format, |
| bool skipAlpha, |
| unsigned char* pixels) |
| { |
| ASSERT(format == GL_RGBA || format == GL_BGRA); |
| GLint internalFormat = GL_RGBA8; |
| if (skipAlpha) { |
| internalFormat = GL_RGB8; |
| // Ignore the alpha channel |
| premultiplyAlpha = true; |
| } |
| if (flipY) { |
| // Need to flip images vertically. To avoid making a copy of |
| // the entire image, we perform a ton of glTexSubImage2D |
| // calls. FIXME: should rethink this strategy for efficiency. |
| glTexImage2D(target, level, internalFormat, |
| width, |
| height, |
| 0, |
| format, |
| GL_UNSIGNED_BYTE, |
| 0); |
| unsigned char* row = 0; |
| bool allocatedRow = false; |
| if (!premultiplyAlpha) { |
| row = new unsigned char[rowBytes]; |
| allocatedRow = true; |
| } |
| for (int i = 0; i < height; i++) { |
| if (premultiplyAlpha) |
| row = pixels + (rowBytes * i); |
| else { |
| memcpy(row, pixels + (rowBytes * i), rowBytes); |
| unmultiplyAlpha(row, width); |
| } |
| glTexSubImage2D(target, level, 0, height - i - 1, |
| width, 1, |
| format, |
| GL_UNSIGNED_BYTE, |
| row); |
| } |
| if (allocatedRow) |
| delete[] row; |
| } else { |
| // The pixels of cube maps' faces are defined with a top-down |
| // scanline ordering, unlike GL_TEXTURE_2D, so when uploading |
| // these, the above vertical flip is the wrong thing to do. |
| if (premultiplyAlpha) |
| glTexImage2D(target, level, internalFormat, |
| width, |
| height, |
| 0, |
| format, |
| GL_UNSIGNED_BYTE, |
| pixels); |
| else { |
| glTexImage2D(target, level, internalFormat, |
| width, |
| height, |
| 0, |
| format, |
| GL_UNSIGNED_BYTE, |
| 0); |
| unsigned char* row = new unsigned char[rowBytes]; |
| for (int i = 0; i < height; i++) { |
| memcpy(row, pixels + (rowBytes * i), rowBytes); |
| unmultiplyAlpha(row, width); |
| glTexSubImage2D(target, level, 0, i, |
| width, 1, |
| format, |
| GL_UNSIGNED_BYTE, |
| row); |
| } |
| delete[] row; |
| } |
| } |
| return 0; |
| } |
| |
| int GraphicsContext3D::texImage2D(unsigned target, unsigned level, Image* image, |
| bool flipY, bool premultiplyAlpha) |
| { |
| ASSERT(image); |
| |
| int res = -1; |
| #if PLATFORM(SKIA) |
| NativeImageSkia* skiaImage = image->nativeImageForCurrentFrame(); |
| if (!skiaImage) { |
| ASSERT_NOT_REACHED(); |
| return -1; |
| } |
| SkBitmap::Config skiaConfig = skiaImage->config(); |
| // FIXME: must support more image configurations. |
| if (skiaConfig != SkBitmap::kARGB_8888_Config) { |
| ASSERT_NOT_REACHED(); |
| return -1; |
| } |
| SkBitmap& skiaImageRef = *skiaImage; |
| SkAutoLockPixels lock(skiaImageRef); |
| int width = skiaImage->width(); |
| int height = skiaImage->height(); |
| unsigned char* pixels = |
| reinterpret_cast<unsigned char*>(skiaImage->getPixels()); |
| int rowBytes = skiaImage->rowBytes(); |
| res = texImage2DHelper(target, level, |
| width, height, |
| rowBytes, |
| flipY, premultiplyAlpha, |
| GL_BGRA, |
| false, |
| pixels); |
| #elif PLATFORM(CG) |
| CGImageRef cgImage = image->nativeImageForCurrentFrame(); |
| if (!cgImage) { |
| ASSERT_NOT_REACHED(); |
| return -1; |
| } |
| int width = CGImageGetWidth(cgImage); |
| int height = CGImageGetHeight(cgImage); |
| int rowBytes = width * 4; |
| CGImageAlphaInfo info = CGImageGetAlphaInfo(cgImage); |
| bool skipAlpha = (info == kCGImageAlphaNone |
| || info == kCGImageAlphaNoneSkipLast |
| || info == kCGImageAlphaNoneSkipFirst); |
| unsigned char* imageData = new unsigned char[height * rowBytes]; |
| CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); |
| CGContextRef tmpContext = CGBitmapContextCreate(imageData, width, height, 8, rowBytes, |
| colorSpace, |
| kCGImageAlphaPremultipliedLast); |
| CGColorSpaceRelease(colorSpace); |
| CGContextDrawImage(tmpContext, |
| CGRectMake(0, 0, static_cast<CGFloat>(width), static_cast<CGFloat>(height)), |
| cgImage); |
| CGContextRelease(tmpContext); |
| res = texImage2DHelper(target, level, width, height, rowBytes, |
| flipY, premultiplyAlpha, GL_RGBA, skipAlpha, imageData); |
| delete[] imageData; |
| #else |
| #error Must port to your platform |
| #endif |
| return res; |
| } |
| |
| int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, |
| bool flipY, bool premultiplyAlpha) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| GL_SAME_METHOD_3(TexParameterf, texParameterf, unsigned, unsigned, float); |
| |
| GL_SAME_METHOD_3(TexParameteri, texParameteri, unsigned, unsigned, int); |
| |
| int GraphicsContext3D::texSubImage2D(unsigned target, |
| unsigned level, |
| unsigned xoffset, |
| unsigned yoffset, |
| unsigned width, |
| unsigned height, |
| unsigned format, |
| unsigned type, |
| WebGLArray* pixels) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| int GraphicsContext3D::texSubImage2D(unsigned target, |
| unsigned level, |
| unsigned xoffset, |
| unsigned yoffset, |
| unsigned width, |
| unsigned height, |
| unsigned format, |
| unsigned type, |
| ImageData* pixels) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| int GraphicsContext3D::texSubImage2D(unsigned target, |
| unsigned level, |
| unsigned xoffset, |
| unsigned yoffset, |
| unsigned width, |
| unsigned height, |
| Image* image, |
| bool flipY, |
| bool premultiplyAlpha) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| int GraphicsContext3D::texSubImage2D(unsigned target, |
| unsigned level, |
| unsigned xoffset, |
| unsigned yoffset, |
| unsigned width, |
| unsigned height, |
| HTMLVideoElement* video, |
| bool flipY, |
| bool premultiplyAlpha) |
| { |
| // FIXME: implement. |
| notImplemented(); |
| return -1; |
| } |
| |
| GL_SAME_METHOD_2(Uniform1f, uniform1f, long, float) |
| |
| void GraphicsContext3D::uniform1fv(long location, float* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform1fv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_2(Uniform1i, uniform1i, long, int) |
| |
| void GraphicsContext3D::uniform1iv(long location, int* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform1iv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_3(Uniform2f, uniform2f, long, float, float) |
| |
| void GraphicsContext3D::uniform2fv(long location, float* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform2fv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_3(Uniform2i, uniform2i, long, int, int) |
| |
| void GraphicsContext3D::uniform2iv(long location, int* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform2iv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_4(Uniform3f, uniform3f, long, float, float, float) |
| |
| void GraphicsContext3D::uniform3fv(long location, float* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform3fv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_4(Uniform3i, uniform3i, long, int, int, int) |
| |
| void GraphicsContext3D::uniform3iv(long location, int* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform3iv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_5(Uniform4f, uniform4f, long, float, float, float, float) |
| |
| void GraphicsContext3D::uniform4fv(long location, float* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform4fv(location, size, v); |
| } |
| |
| GL_SAME_METHOD_5(Uniform4i, uniform4i, long, int, int, int, int) |
| |
| void GraphicsContext3D::uniform4iv(long location, int* v, int size) |
| { |
| makeContextCurrent(); |
| glUniform4iv(location, size, v); |
| } |
| |
| void GraphicsContext3D::uniformMatrix2fv(long location, bool transpose, float* value, int size) |
| { |
| makeContextCurrent(); |
| glUniformMatrix2fv(location, size, transpose, value); |
| } |
| |
| void GraphicsContext3D::uniformMatrix3fv(long location, bool transpose, float* value, int size) |
| { |
| makeContextCurrent(); |
| glUniformMatrix3fv(location, size, transpose, value); |
| } |
| |
| void GraphicsContext3D::uniformMatrix4fv(long location, bool transpose, float* value, int size) |
| { |
| makeContextCurrent(); |
| glUniformMatrix4fv(location, size, transpose, value); |
| } |
| |
| GL_SAME_METHOD_1_X(UseProgram, useProgram, WebGLProgram*) |
| |
| GL_SAME_METHOD_1_X(ValidateProgram, validateProgram, WebGLProgram*) |
| |
| GL_SAME_METHOD_2(VertexAttrib1f, vertexAttrib1f, unsigned long, float) |
| |
| void GraphicsContext3D::vertexAttrib1fv(unsigned long indx, float* values) |
| { |
| makeContextCurrent(); |
| glVertexAttrib1fv(indx, values); |
| } |
| |
| GL_SAME_METHOD_3(VertexAttrib2f, vertexAttrib2f, unsigned long, float, float) |
| |
| void GraphicsContext3D::vertexAttrib2fv(unsigned long indx, float* values) |
| { |
| makeContextCurrent(); |
| glVertexAttrib2fv(indx, values); |
| } |
| |
| GL_SAME_METHOD_4(VertexAttrib3f, vertexAttrib3f, unsigned long, float, float, float) |
| |
| void GraphicsContext3D::vertexAttrib3fv(unsigned long indx, float* values) |
| { |
| makeContextCurrent(); |
| glVertexAttrib3fv(indx, values); |
| } |
| |
| GL_SAME_METHOD_5(VertexAttrib4f, vertexAttrib4f, unsigned long, float, float, float, float) |
| |
| void GraphicsContext3D::vertexAttrib4fv(unsigned long indx, float* values) |
| { |
| makeContextCurrent(); |
| glVertexAttrib4fv(indx, values); |
| } |
| |
| void GraphicsContext3D::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, |
| unsigned long stride, unsigned long offset) |
| { |
| m_internal->vertexAttribPointer(indx, size, type, normalized, stride, offset); |
| } |
| |
| void GraphicsContext3D::viewport(long x, long y, unsigned long width, unsigned long height) |
| { |
| makeContextCurrent(); |
| m_internal->viewportImpl(x, y, width, height); |
| } |
| |
| } |
| |
| #endif // ENABLE(3D_CANVAS) |