blob: 0863ec81635ecdcb59e1e63ea0dec68aa854be42 [file] [log] [blame]
/*
* Copyright (C) 2010 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 <stdio.h>
#include <string.h>
#include "WebGraphicsContext3DDefaultImpl.h"
#include "NotImplemented.h"
#if OS(LINUX)
#include <dlfcn.h>
#endif
namespace WebKit {
// Uncomment this to render to a separate window for debugging
// #define RENDER_TO_DEBUGGING_WINDOW
#if OS(DARWIN)
#define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER
#endif
bool WebGraphicsContext3DDefaultImpl::s_initializedGLEW = false;
#if OS(LINUX)
WebGraphicsContext3DDefaultImpl::GLConnection* WebGraphicsContext3DDefaultImpl::s_gl = 0;
WebGraphicsContext3DDefaultImpl::GLConnection* WebGraphicsContext3DDefaultImpl::GLConnection::create()
{
Display* dpy = XOpenDisplay(0);
if (!dpy) {
printf("GraphicsContext3D: error opening X display\n");
return 0;
}
// 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.
void* libGL = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL);
if (!libGL) {
XCloseDisplay(dpy);
printf("GraphicsContext3D: error opening libGL.so.1: %s\n", dlerror());
return 0;
}
PFNGLXCHOOSEFBCONFIGPROC chooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(libGL, "glXChooseFBConfig");
PFNGLXCREATENEWCONTEXTPROC createNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(libGL, "glXCreateNewContext");
PFNGLXCREATEPBUFFERPROC createPbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(libGL, "glXCreatePbuffer");
PFNGLXDESTROYPBUFFERPROC destroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(libGL, "glXDestroyPbuffer");
PFNGLXMAKECURRENTPROC makeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(libGL, "glXMakeCurrent");
PFNGLXDESTROYCONTEXTPROC destroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(libGL, "glXDestroyContext");
PFNGLXGETCURRENTCONTEXTPROC getCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(libGL, "glXGetCurrentContext");
if (!chooseFBConfig || !createNewContext || !createPbuffer
|| !destroyPbuffer || !makeCurrent || !destroyContext
|| !getCurrentContext) {
XCloseDisplay(dpy);
dlclose(libGL);
printf("GraphicsContext3D: error looking up bootstrapping entry points\n");
return 0;
}
return new GLConnection(dpy,
libGL,
chooseFBConfig,
createNewContext,
createPbuffer,
destroyPbuffer,
makeCurrent,
destroyContext,
getCurrentContext);
}
WebGraphicsContext3DDefaultImpl::GLConnection::~GLConnection()
{
XCloseDisplay(m_display);
dlclose(m_libGL);
}
#endif // OS(LINUX)
WebGraphicsContext3DDefaultImpl::VertexAttribPointerState::VertexAttribPointerState()
: enabled(false)
, buffer(0)
, indx(0)
, size(0)
, type(0)
, normalized(false)
, stride(0)
, offset(0)
{
}
WebGraphicsContext3DDefaultImpl::WebGraphicsContext3DDefaultImpl()
: m_initialized(false)
, m_texture(0)
, m_fbo(0)
, m_depthStencilBuffer(0)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
, m_boundFBO(0)
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
, m_scanline(0)
#endif
, m_boundArrayBuffer(0)
#if OS(WINDOWS)
, m_canvasWindow(0)
, m_canvasDC(0)
, m_contextObj(0)
#elif PLATFORM(CG)
, m_pbuffer(0)
, m_contextObj(0)
, m_renderOutput(0)
#elif OS(LINUX)
, m_contextObj(0)
, m_pbuffer(0)
#else
#error Must port to your platform
#endif
{
}
WebGraphicsContext3DDefaultImpl::~WebGraphicsContext3DDefaultImpl()
{
if (m_initialized) {
makeContextCurrent();
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias) {
glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer);
if (m_attributes.depth || m_attributes.stencil)
glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
glDeleteFramebuffersEXT(1, &m_multisampleFBO);
} else {
if (m_attributes.depth || m_attributes.stencil)
glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer);
}
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 OS(WINDOWS)
wglewMakeCurrent(0, 0);
wglewDeleteContext(m_contextObj);
ReleaseDC(m_canvasWindow, m_canvasDC);
DestroyWindow(m_canvasWindow);
#elif PLATFORM(CG)
CGLSetCurrentContext(0);
CGLDestroyContext(m_contextObj);
CGLDestroyPBuffer(m_pbuffer);
if (m_renderOutput)
delete[] m_renderOutput;
#elif OS(LINUX)
s_gl->makeCurrent(0, 0);
s_gl->destroyContext(m_contextObj);
s_gl->destroyPbuffer(m_pbuffer);
#else
#error Must port to your platform
#endif
m_contextObj = 0;
}
}
bool WebGraphicsContext3DDefaultImpl::initialize(WebGraphicsContext3D::Attributes attributes, WebView* webView)
{
#if OS(WINDOWS)
if (!s_initializedGLEW) {
// Do this only the first time through.
if (!wglewInit()) {
printf("WebGraphicsContext3DDefaultImpl: wglewInit failed\n");
return false;
}
}
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("WebGraphicsContext3DDefaultImpl: RegisterClass failed\n");
return false;
}
}
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("WebGraphicsContext3DDefaultImpl: CreateWindow failed\n");
return false;
}
// get the device context
m_canvasDC = GetDC(m_canvasWindow);
if (!m_canvasDC) {
printf("WebGraphicsContext3DDefaultImpl: GetDC failed\n");
return false;
}
// find default pixel format
PIXELFORMATDESCRIPTOR pfd;
ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
#ifdef RENDER_TO_DEBUGGING_WINDOW
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
#else
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
#endif
int pixelformat = ChoosePixelFormat(m_canvasDC, &pfd);
// set the pixel format for the dc
if (!SetPixelFormat(m_canvasDC, pixelformat, &pfd)) {
printf("WebGraphicsContext3DDefaultImpl: SetPixelFormat failed\n");
return false;
}
// create rendering context
m_contextObj = wglewCreateContext(m_canvasDC);
if (!m_contextObj) {
printf("WebGraphicsContext3DDefaultImpl: wglCreateContext failed\n");
return false;
}
if (!wglewMakeCurrent(m_canvasDC, m_contextObj)) {
printf("WebGraphicsContext3DDefaultImpl: wglMakeCurrent failed\n");
return false;
}
#ifdef RENDER_TO_DEBUGGING_WINDOW
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
PFNWGLSWAPINTERVALEXTPROC setSwapInterval = 0;
setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglewGetProcAddress("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("WebGraphicsContext3DDefaultImpl: error choosing pixel format\n");
return false;
}
if (!pixelFormat) {
printf("WebGraphicsContext3DDefaultImpl: no pixel format selected\n");
return false;
}
CGLContextObj context;
CGLError res = CGLCreateContext(pixelFormat, 0, &context);
CGLDestroyPixelFormat(pixelFormat);
if (res != kCGLNoError) {
printf("WebGraphicsContext3DDefaultImpl: error creating context\n");
return false;
}
CGLPBufferObj pbuffer;
if (CGLCreatePBuffer(1, 1, GL_TEXTURE_2D, GL_RGBA, 0, &pbuffer) != kCGLNoError) {
CGLDestroyContext(context);
printf("WebGraphicsContext3DDefaultImpl: error creating pbuffer\n");
return false;
}
if (CGLSetPBuffer(context, pbuffer, 0, 0, 0) != kCGLNoError) {
CGLDestroyContext(context);
CGLDestroyPBuffer(pbuffer);
printf("WebGraphicsContext3DDefaultImpl: error attaching pbuffer to context\n");
return false;
}
if (CGLSetCurrentContext(context) != kCGLNoError) {
CGLDestroyContext(context);
CGLDestroyPBuffer(pbuffer);
printf("WebGraphicsContext3DDefaultImpl: error making context current\n");
return false;
}
m_pbuffer = pbuffer;
m_contextObj = context;
#elif OS(LINUX)
if (!s_gl) {
s_gl = GLConnection::create();
if (!s_gl)
return false;
}
int configAttrs[] = {
GLX_DRAWABLE_TYPE,
GLX_PBUFFER_BIT,
GLX_RENDER_TYPE,
GLX_RGBA_BIT,
GLX_DOUBLEBUFFER,
0,
0
};
int nelements = 0;
GLXFBConfig* config = s_gl->chooseFBConfig(0, configAttrs, &nelements);
if (!config) {
printf("WebGraphicsContext3DDefaultImpl: glXChooseFBConfig failed\n");
return false;
}
if (!nelements) {
printf("WebGraphicsContext3DDefaultImpl: glXChooseFBConfig returned 0 elements\n");
XFree(config);
return false;
}
GLXContext context = s_gl->createNewContext(config[0], GLX_RGBA_TYPE, 0, True);
if (!context) {
printf("WebGraphicsContext3DDefaultImpl: glXCreateNewContext failed\n");
XFree(config);
return false;
}
int pbufferAttrs[] = {
GLX_PBUFFER_WIDTH,
1,
GLX_PBUFFER_HEIGHT,
1,
0
};
GLXPbuffer pbuffer = s_gl->createPbuffer(config[0], pbufferAttrs);
XFree(config);
if (!pbuffer) {
printf("WebGraphicsContext3DDefaultImpl: glxCreatePbuffer failed\n");
return false;
}
if (!s_gl->makeCurrent(pbuffer, context)) {
printf("WebGraphicsContext3DDefaultImpl: glXMakeCurrent failed\n");
return false;
}
m_contextObj = context;
m_pbuffer = pbuffer;
#else
#error Must port to your platform
#endif
if (!s_initializedGLEW) {
// Initialize GLEW and check for GL 2.0 support by the drivers.
GLenum glewInitResult = glewInit();
if (glewInitResult != GLEW_OK) {
printf("WebGraphicsContext3DDefaultImpl: GLEW initialization failed\n");
return false;
}
if (!glewIsSupported("GL_VERSION_2_0")) {
printf("WebGraphicsContext3DDefaultImpl: OpenGL 2.0 not supported\n");
return false;
}
s_initializedGLEW = true;
}
m_attributes = attributes;
validateAttributes();
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
m_initialized = true;
return true;
}
void WebGraphicsContext3DDefaultImpl::validateAttributes()
{
const char* extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
if (m_attributes.stencil) {
if (strstr(extensions, "GL_EXT_packed_depth_stencil")) {
if (!m_attributes.depth)
m_attributes.depth = true;
} else
m_attributes.stencil = false;
}
if (m_attributes.antialias) {
bool isValidVendor = true;
#if PLATFORM(CG)
// Currently in Mac we only turn on antialias if vendor is NVIDIA.
const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
if (!strstr(vendor, "NVIDIA"))
isValidVendor = false;
#endif
if (!isValidVendor || !strstr(extensions, "GL_EXT_framebuffer_multisample"))
m_attributes.antialias = false;
}
// FIXME: instead of enforcing premultipliedAlpha = true, implement the
// correct behavior when premultipliedAlpha = false is requested.
m_attributes.premultipliedAlpha = true;
}
bool WebGraphicsContext3DDefaultImpl::makeContextCurrent()
{
#if OS(WINDOWS)
if (wglewGetCurrentContext() != m_contextObj)
if (wglewMakeCurrent(m_canvasDC, m_contextObj))
return true;
#elif PLATFORM(CG)
if (CGLGetCurrentContext() != m_contextObj)
if (CGLSetCurrentContext(m_contextObj) == kCGLNoError)
return true;
#elif OS(LINUX)
if (s_gl->getCurrentContext() != m_contextObj)
if (s_gl->makeCurrent(m_pbuffer, m_contextObj))
return true;
#else
#error Must port to your platform
#endif
return false;
}
int WebGraphicsContext3DDefaultImpl::width()
{
return m_cachedWidth;
}
int WebGraphicsContext3DDefaultImpl::height()
{
return m_cachedHeight;
}
int WebGraphicsContext3DDefaultImpl::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);
}
return 0;
}
bool WebGraphicsContext3DDefaultImpl::isGLES2Compliant()
{
return false;
}
unsigned int WebGraphicsContext3DDefaultImpl::getPlatformTextureId()
{
ASSERT_NOT_REACHED();
return 0;
}
void WebGraphicsContext3DDefaultImpl::prepareTexture()
{
ASSERT_NOT_REACHED();
}
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 WebGraphicsContext3DDefaultImpl::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);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
m_boundFBO = m_fbo;
if (m_attributes.depth || m_attributes.stencil)
glGenRenderbuffersEXT(1, &m_depthStencilBuffer);
// Generate the multisample framebuffer object
if (m_attributes.antialias) {
glGenFramebuffersEXT(1, &m_multisampleFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
m_boundFBO = m_multisampleFBO;
glGenRenderbuffersEXT(1, &m_multisampleColorBuffer);
if (m_attributes.depth || m_attributes.stencil)
glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
}
}
GLint internalColorFormat, colorFormat, internalDepthStencilFormat = 0;
if (m_attributes.alpha) {
internalColorFormat = GL_RGBA8;
colorFormat = GL_RGBA;
} else {
internalColorFormat = GL_RGB8;
colorFormat = GL_RGB;
}
if (m_attributes.stencil || m_attributes.depth) {
// We don't allow the logic where stencil is required and depth is not.
// See GraphicsContext3DInternal constructor.
if (m_attributes.stencil && m_attributes.depth)
internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT;
else
internalDepthStencilFormat = GL_DEPTH_COMPONENT;
}
bool mustRestoreFBO = false;
// Resize multisampling FBO
if (m_attributes.antialias) {
GLint maxSampleCount;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
if (m_boundFBO != m_multisampleFBO) {
mustRestoreFBO = true;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalColorFormat, width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
if (m_attributes.stencil || m_attributes.depth) {
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height);
if (m_attributes.stencil)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
if (m_attributes.depth)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
}
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
printf("GraphicsContext3D: multisampling framebuffer was incomplete\n");
// FIXME: cleanup.
notImplemented();
}
}
// Resize regular FBO
if (m_boundFBO != m_fbo) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
mustRestoreFBO = true;
}
glBindTexture(target, m_texture);
glTexImage2D(target, 0, internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_texture, 0);
glBindTexture(target, 0);
if (!m_attributes.antialias && (m_attributes.stencil || m_attributes.depth)) {
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height);
if (m_attributes.stencil)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
if (m_attributes.depth)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
printf("WebGraphicsContext3DDefaultImpl: framebuffer was incomplete\n");
// FIXME: cleanup.
notImplemented();
}
if (m_attributes.antialias) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
if (m_boundFBO == m_multisampleFBO)
mustRestoreFBO = false;
}
// Initialize renderbuffers to 0.
GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE, stencilMask = GL_TRUE;
GLboolean isScissorEnabled = GL_FALSE;
GLboolean isDitherEnabled = GL_FALSE;
GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (m_attributes.depth) {
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
glDepthMask(GL_TRUE);
clearMask |= GL_DEPTH_BUFFER_BIT;
}
if (m_attributes.stencil) {
glGetBooleanv(GL_STENCIL_WRITEMASK, &stencilMask);
glStencilMask(GL_TRUE);
clearMask |= GL_STENCIL_BUFFER_BIT;
}
isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
isDitherEnabled = glIsEnabled(GL_DITHER);
glDisable(GL_DITHER);
glClear(clearMask);
glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
if (m_attributes.depth)
glDepthMask(depthMask);
if (m_attributes.stencil)
glStencilMask(stencilMask);
if (isScissorEnabled)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
if (isDitherEnabled)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
if (mustRestoreFBO)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
#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
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
void WebGraphicsContext3DDefaultImpl::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
bool WebGraphicsContext3DDefaultImpl::readBackFramebuffer(unsigned char* pixels, size_t bufferSize)
{
if (bufferSize != static_cast<size_t>(4 * width() * height()))
return false;
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.
bool mustRestoreFBO;
if (m_attributes.antialias) {
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
glBlitFramebufferEXT(0, 0, m_cachedWidth, m_cachedHeight, 0, 0, m_cachedWidth, m_cachedHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
mustRestoreFBO = true;
} else {
if (m_boundFBO != m_fbo) {
mustRestoreFBO = true;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
}
}
GLint packAlignment = 4;
bool mustRestorePackAlignment = false;
glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment);
if (packAlignment > 4) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
mustRestorePackAlignment = true;
}
#if PLATFORM(SKIA)
glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
#elif PLATFORM(CG)
glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
#else
#error Must port to your platform
#endif
if (mustRestorePackAlignment)
glPixelStorei(GL_PACK_ALIGNMENT, packAlignment);
if (mustRestoreFBO)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
if (pixels)
flipVertically(pixels, m_cachedWidth, m_cachedHeight);
#endif
#endif // RENDER_TO_DEBUGGING_WINDOW
return true;
}
void WebGraphicsContext3DDefaultImpl::synthesizeGLError(unsigned long error)
{
m_syntheticErrors.add(error);
}
// Helper macros to reduce the amount of code.
#define DELEGATE_TO_GL(name, glname) \
void WebGraphicsContext3DDefaultImpl::name() \
{ \
makeContextCurrent(); \
gl##glname(); \
}
#define DELEGATE_TO_GL_1(name, glname, t1) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1) \
{ \
makeContextCurrent(); \
gl##glname(a1); \
}
#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \
rt WebGraphicsContext3DDefaultImpl::name(t1 a1) \
{ \
makeContextCurrent(); \
return gl##glname(a1); \
}
#define DELEGATE_TO_GL_2(name, glname, t1, t2) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2); \
}
#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \
rt WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \
{ \
makeContextCurrent(); \
return gl##glname(a1, a2); \
}
#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3); \
}
#define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4); \
}
#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4, a5); \
}
#define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4, a5, a6, a7); \
}
#define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \
void WebGraphicsContext3DDefaultImpl::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); \
}
#define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \
void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \
{ \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
}
void WebGraphicsContext3DDefaultImpl::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);
}
DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, WebGLId, unsigned long, const char*)
void WebGraphicsContext3DDefaultImpl::bindBuffer(unsigned long target, WebGLId buffer)
{
makeContextCurrent();
if (target == GL_ARRAY_BUFFER)
m_boundArrayBuffer = buffer;
glBindBuffer(target, buffer);
}
void WebGraphicsContext3DDefaultImpl::bindFramebuffer(unsigned long target, WebGLId framebuffer)
{
makeContextCurrent();
if (!framebuffer)
framebuffer = (m_attributes.antialias ? m_multisampleFBO : m_fbo);
if (framebuffer != m_boundFBO) {
glBindFramebufferEXT(target, framebuffer);
m_boundFBO = framebuffer;
}
}
DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, unsigned long, WebGLId)
DELEGATE_TO_GL_2(bindTexture, BindTexture, unsigned long, WebGLId)
DELEGATE_TO_GL_4(blendColor, BlendColor, double, double, double, double)
DELEGATE_TO_GL_1(blendEquation, BlendEquation, unsigned long)
DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate, unsigned long, unsigned long)
DELEGATE_TO_GL_2(blendFunc, BlendFunc, unsigned long, unsigned long)
DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_4(bufferData, BufferData, unsigned long, int, const void*, unsigned long)
DELEGATE_TO_GL_4(bufferSubData, BufferSubData, unsigned long, long, int, const void*)
DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatusEXT, unsigned long, unsigned long)
DELEGATE_TO_GL_1(clear, Clear, unsigned long)
DELEGATE_TO_GL_4(clearColor, ClearColor, double, double, double, double)
DELEGATE_TO_GL_1(clearDepth, ClearDepth, double)
DELEGATE_TO_GL_1(clearStencil, ClearStencil, long)
DELEGATE_TO_GL_4(colorMask, ColorMask, bool, bool, bool, bool)
DELEGATE_TO_GL_1(compileShader, CompileShader, WebGLId)
void WebGraphicsContext3DDefaultImpl::copyTexImage2D(unsigned long target, long level, unsigned long internalformat,
long x, long y, unsigned long width, unsigned long height, long border)
{
makeContextCurrent();
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) {
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
}
#endif
glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
#endif
}
void WebGraphicsContext3DDefaultImpl::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
long x, long y, unsigned long width, unsigned long height)
{
makeContextCurrent();
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) {
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
}
#endif
glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
#endif
}
DELEGATE_TO_GL_1(cullFace, CullFace, unsigned long)
DELEGATE_TO_GL_1(depthFunc, DepthFunc, unsigned long)
DELEGATE_TO_GL_1(depthMask, DepthMask, bool)
DELEGATE_TO_GL_2(depthRange, DepthRange, double, double)
DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_1(disable, Disable, unsigned long)
void WebGraphicsContext3DDefaultImpl::disableVertexAttribArray(unsigned long index)
{
makeContextCurrent();
if (index < NumTrackedPointerStates)
m_vertexAttribPointerState[index].enabled = false;
glDisableVertexAttribArray(index);
}
DELEGATE_TO_GL_3(drawArrays, DrawArrays, unsigned long, long, long)
void WebGraphicsContext3DDefaultImpl::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset)
{
makeContextCurrent();
glDrawElements(mode, count, type,
reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
}
DELEGATE_TO_GL_1(enable, Enable, unsigned long)
void WebGraphicsContext3DDefaultImpl::enableVertexAttribArray(unsigned long index)
{
makeContextCurrent();
if (index < NumTrackedPointerStates)
m_vertexAttribPointerState[index].enabled = true;
glEnableVertexAttribArray(index);
}
DELEGATE_TO_GL(finish, Finish)
DELEGATE_TO_GL(flush, Flush)
void WebGraphicsContext3DDefaultImpl::framebufferRenderbuffer(unsigned long target, unsigned long attachment,
unsigned long renderbuffertarget, WebGLId buffer)
{
makeContextCurrent();
if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
glFramebufferRenderbufferEXT(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, buffer);
glFramebufferRenderbufferEXT(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, buffer);
} else
glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer);
}
DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT, unsigned long, unsigned long, unsigned long, WebGLId, long)
DELEGATE_TO_GL_1(frontFace, FrontFace, unsigned long)
void WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::getActiveAttrib(WebGLId program, unsigned long index, ActiveInfo& info)
{
makeContextCurrent();
if (!program) {
synthesizeGLError(GL_INVALID_VALUE);
return false;
}
GLint maxNameLength = -1;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength);
if (maxNameLength < 0)
return false;
GLchar* name = 0;
if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
GLsizei length = 0;
GLint size = -1;
GLenum type = 0;
glGetActiveAttrib(program, index, maxNameLength,
&length, &size, &type, name);
if (size < 0) {
fastFree(name);
return false;
}
info.name = WebString::fromUTF8(name, length);
info.type = type;
info.size = size;
fastFree(name);
return true;
}
bool WebGraphicsContext3DDefaultImpl::getActiveUniform(WebGLId program, unsigned long index, ActiveInfo& info)
{
makeContextCurrent();
GLint maxNameLength = -1;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
if (maxNameLength < 0)
return false;
GLchar* name = 0;
if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
GLsizei length = 0;
GLint size = -1;
GLenum type = 0;
glGetActiveUniform(program, index, maxNameLength,
&length, &size, &type, name);
if (size < 0) {
fastFree(name);
return false;
}
info.name = WebString::fromUTF8(name, length);
info.type = type;
info.size = size;
fastFree(name);
return true;
}
DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders, WebGLId, int, int*, unsigned int*)
DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation, WebGLId, const char*, int)
DELEGATE_TO_GL_2(getBooleanv, GetBooleanv, unsigned long, unsigned char*)
DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv, unsigned long, unsigned long, int*)
WebGraphicsContext3D::Attributes WebGraphicsContext3DDefaultImpl::getContextAttributes()
{
return m_attributes;
}
unsigned long WebGraphicsContext3DDefaultImpl::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();
}
DELEGATE_TO_GL_2(getFloatv, GetFloatv, unsigned long, float*)
void WebGraphicsContext3DDefaultImpl::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment,
unsigned long pname, int* value)
{
makeContextCurrent();
if (attachment == GL_DEPTH_STENCIL_ATTACHMENT)
attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT, either works.
glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
}
void WebGraphicsContext3DDefaultImpl::getIntegerv(unsigned long pname, int* value)
{
// Need to emulate IMPLEMENTATION_COLOR_READ_FORMAT/TYPE for GL. Any valid
// combination should work, but GL_RGB/GL_UNSIGNED_BYTE might be the most
// useful for desktop WebGL users.
makeContextCurrent();
switch (pname) {
case 0x8B9B: // IMPLEMENTATION_COLOR_READ_FORMAT
*value = GL_RGB;
break;
case 0x8B9A: // IMPLEMENTATION_COLOR_READ_TYPE
*value = GL_UNSIGNED_BYTE;
break;
default:
glGetIntegerv(pname, value);
}
}
DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, unsigned long, int*)
WebString WebGraphicsContext3DDefaultImpl::getProgramInfoLog(WebGLId program)
{
makeContextCurrent();
GLint logLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (!logLength)
return WebString();
GLchar* log = 0;
if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
return WebString();
GLsizei returnedLogLength;
glGetProgramInfoLog(program, logLength, &returnedLogLength, log);
ASSERT(logLength == returnedLogLength + 1);
WebString res = WebString::fromUTF8(log, returnedLogLength);
fastFree(log);
return res;
}
DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT, unsigned long, unsigned long, int*)
DELEGATE_TO_GL_3(getShaderiv, GetShaderiv, WebGLId, unsigned long, int*)
WebString WebGraphicsContext3DDefaultImpl::getShaderInfoLog(WebGLId shader)
{
makeContextCurrent();
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (!logLength)
return WebString();
GLchar* log = 0;
if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
return WebString();
GLsizei returnedLogLength;
glGetShaderInfoLog(shader, logLength, &returnedLogLength, log);
ASSERT(logLength == returnedLogLength + 1);
WebString res = WebString::fromUTF8(log, returnedLogLength);
fastFree(log);
return res;
}
WebString WebGraphicsContext3DDefaultImpl::getShaderSource(WebGLId shader)
{
makeContextCurrent();
GLint logLength;
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &logLength);
if (!logLength)
return WebString();
GLchar* log = 0;
if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
return WebString();
GLsizei returnedLogLength;
glGetShaderSource(shader, logLength, &returnedLogLength, log);
ASSERT(logLength == returnedLogLength + 1);
WebString res = WebString::fromUTF8(log, returnedLogLength);
fastFree(log);
return res;
}
WebString WebGraphicsContext3DDefaultImpl::getString(unsigned long name)
{
makeContextCurrent();
return WebString::fromUTF8(reinterpret_cast<const char*>(glGetString(name)));
}
DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv, unsigned long, unsigned long, float*)
DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv, unsigned long, unsigned long, int*)
DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, long, float*)
DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, long, int*)
DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation, WebGLId, const char*, long)
DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv, unsigned long, unsigned long, float*)
DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv, unsigned long, unsigned long, int*)
long WebGraphicsContext3DDefaultImpl::getVertexAttribOffset(unsigned long index, unsigned long pname)
{
// FIXME: implement.
notImplemented();
return 0;
}
DELEGATE_TO_GL_2(hint, Hint, unsigned long, unsigned long)
DELEGATE_TO_GL_1R(isBuffer, IsBuffer, WebGLId, bool)
DELEGATE_TO_GL_1R(isEnabled, IsEnabled, unsigned long, bool)
DELEGATE_TO_GL_1R(isFramebuffer, IsFramebuffer, WebGLId, bool)
DELEGATE_TO_GL_1R(isProgram, IsProgram, WebGLId, bool)
DELEGATE_TO_GL_1R(isRenderbuffer, IsRenderbuffer, WebGLId, bool)
DELEGATE_TO_GL_1R(isShader, IsShader, WebGLId, bool)
DELEGATE_TO_GL_1R(isTexture, IsTexture, WebGLId, bool)
DELEGATE_TO_GL_1(lineWidth, LineWidth, double)
DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId)
DELEGATE_TO_GL_2(pixelStorei, PixelStorei, unsigned long, long)
DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, double, double)
void WebGraphicsContext3DDefaultImpl::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* pixels)
{
makeContextCurrent();
// 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();
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) {
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
glFlush();
}
#endif
glReadPixels(x, y, width, height, format, type, pixels);
#ifndef RENDER_TO_DEBUGGING_WINDOW
if (m_attributes.antialias && m_boundFBO == m_multisampleFBO)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
#endif
}
void WebGraphicsContext3DDefaultImpl::releaseShaderCompiler()
{
}
void WebGraphicsContext3DDefaultImpl::renderbufferStorage(unsigned long target,
unsigned long internalformat,
unsigned long width,
unsigned long height)
{
makeContextCurrent();
switch (internalformat) {
case GL_DEPTH_STENCIL:
internalformat = GL_DEPTH24_STENCIL8_EXT;
break;
case GL_DEPTH_COMPONENT16:
internalformat = GL_DEPTH_COMPONENT;
break;
case GL_RGBA4:
case GL_RGB5_A1:
internalformat = GL_RGBA;
break;
case 0x8D62: // GL_RGB565
internalformat = GL_RGB;
break;
}
glRenderbufferStorageEXT(target, internalformat, width, height);
}
DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, double, bool)
DELEGATE_TO_GL_4(scissor, Scissor, long, long, unsigned long, unsigned long)
void WebGraphicsContext3DDefaultImpl::shaderSource(WebGLId shader, const char* string)
{
makeContextCurrent();
GLint length = strlen(string);
glShaderSource(shader, 1, &string, &length);
}
DELEGATE_TO_GL_3(stencilFunc, StencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_GL_1(stencilMask, StencilMask, unsigned long)
DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate, unsigned long, unsigned long)
DELEGATE_TO_GL_3(stencilOp, StencilOp, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_9(texImage2D, TexImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, const void*)
DELEGATE_TO_GL_3(texParameterf, TexParameterf, unsigned, unsigned, float);
DELEGATE_TO_GL_3(texParameteri, TexParameteri, unsigned, unsigned, int);
DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, const void*)
DELEGATE_TO_GL_2(uniform1f, Uniform1f, long, float)
DELEGATE_TO_GL_3(uniform1fv, Uniform1fv, long, int, float*)
DELEGATE_TO_GL_2(uniform1i, Uniform1i, long, int)
DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, long, int, int*)
DELEGATE_TO_GL_3(uniform2f, Uniform2f, long, float, float)
DELEGATE_TO_GL_3(uniform2fv, Uniform2fv, long, int, float*)
DELEGATE_TO_GL_3(uniform2i, Uniform2i, long, int, int)
DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, long, int, int*)
DELEGATE_TO_GL_4(uniform3f, Uniform3f, long, float, float, float)
DELEGATE_TO_GL_3(uniform3fv, Uniform3fv, long, int, float*)
DELEGATE_TO_GL_4(uniform3i, Uniform3i, long, int, int, int)
DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, long, int, int*)
DELEGATE_TO_GL_5(uniform4f, Uniform4f, long, float, float, float, float)
DELEGATE_TO_GL_3(uniform4fv, Uniform4fv, long, int, float*)
DELEGATE_TO_GL_5(uniform4i, Uniform4i, long, int, int, int, int)
DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, long, int, int*)
DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv, long, int, bool, const float*)
DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv, long, int, bool, const float*)
DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv, long, int, bool, const float*)
DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId)
DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId)
DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, unsigned long, float)
DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, unsigned long, const float*)
DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, unsigned long, const float*)
DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f, unsigned long, float, float, float)
DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, unsigned long, const float*)
DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f, unsigned long, float, float, float, float)
DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, unsigned long, const float*)
void WebGraphicsContext3DDefaultImpl::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)));
}
DELEGATE_TO_GL_4(viewport, Viewport, long, long, unsigned long, unsigned long)
unsigned WebGraphicsContext3DDefaultImpl::createBuffer()
{
makeContextCurrent();
GLuint o;
glGenBuffers(1, &o);
return o;
}
unsigned WebGraphicsContext3DDefaultImpl::createFramebuffer()
{
makeContextCurrent();
GLuint o = 0;
glGenFramebuffersEXT(1, &o);
return o;
}
unsigned WebGraphicsContext3DDefaultImpl::createProgram()
{
makeContextCurrent();
return glCreateProgram();
}
unsigned WebGraphicsContext3DDefaultImpl::createRenderbuffer()
{
makeContextCurrent();
GLuint o;
glGenRenderbuffersEXT(1, &o);
return o;
}
DELEGATE_TO_GL_1R(createShader, CreateShader, unsigned long, unsigned);
unsigned WebGraphicsContext3DDefaultImpl::createTexture()
{
makeContextCurrent();
GLuint o;
glGenTextures(1, &o);
return o;
}
void WebGraphicsContext3DDefaultImpl::deleteBuffer(unsigned buffer)
{
makeContextCurrent();
glDeleteBuffers(1, &buffer);
}
void WebGraphicsContext3DDefaultImpl::deleteFramebuffer(unsigned framebuffer)
{
makeContextCurrent();
glDeleteFramebuffersEXT(1, &framebuffer);
}
void WebGraphicsContext3DDefaultImpl::deleteProgram(unsigned program)
{
makeContextCurrent();
glDeleteProgram(program);
}
void WebGraphicsContext3DDefaultImpl::deleteRenderbuffer(unsigned renderbuffer)
{
makeContextCurrent();
glDeleteRenderbuffersEXT(1, &renderbuffer);
}
void WebGraphicsContext3DDefaultImpl::deleteShader(unsigned shader)
{
makeContextCurrent();
glDeleteShader(shader);
}
void WebGraphicsContext3DDefaultImpl::deleteTexture(unsigned texture)
{
makeContextCurrent();
glDeleteTextures(1, &texture);
}
} // namespace WebKit
#endif // ENABLE(3D_CANVAS)