GraphicsContext3DOpenGL.cpp [plain text]
#include "config.h"
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#include "GraphicsContext3DIOS.h"
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#import <OpenGLES/ES2/glext.h>
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
namespace WebCore {
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
}
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat, internalDepthStencilFormat = 0;
if (m_attrs.alpha) {
m_internalColorFormat = GL_RGBA8;
colorFormat = GL_RGBA;
} else {
m_internalColorFormat = GL_RGB8;
colorFormat = GL_RGB;
}
if (m_attrs.stencil || m_attrs.depth) {
Extensions3D* extensions = getExtensions();
if (extensions->supports("GL_EXT_packed_depth_stencil"))
internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT;
else
internalDepthStencilFormat = GL_DEPTH_COMPONENT16;
}
bool mustRestoreFBO = false;
if (m_attrs.antialias) {
GLint maxSampleCount;
::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
if (sampleCount > maxSampleCount)
sampleCount = maxSampleCount;
if (m_boundFBO != m_multisampleFBO) {
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
mustRestoreFBO = true;
}
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height);
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
}
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
ASSERT_NOT_REACHED();
}
}
if (m_boundFBO != m_fbo) {
mustRestoreFBO = true;
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
}
::glBindRenderbuffer(GL_RENDERBUFFER, m_texture);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture);
setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight);
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
ASSERT_NOT_REACHED();
}
if (m_attrs.antialias) {
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
if (m_boundFBO == m_multisampleFBO)
mustRestoreFBO = false;
}
return mustRestoreFBO;
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
UNUSED_PARAM(rect);
::glResolveMultisampleFramebufferAPPLE();
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
::glRenderbufferStorageEXT(target, internalformat, width, height);
}
void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
{
makeContextCurrent();
switch (pname) {
default:
::glGetIntegerv(pname, value);
}
}
void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision)
{
UNUSED_PARAM(shaderType);
ASSERT(range);
ASSERT(precision);
makeContextCurrent();
switch (precisionType) {
case GraphicsContext3D::LOW_INT:
case GraphicsContext3D::MEDIUM_INT:
case GraphicsContext3D::HIGH_INT:
range[0] = 31;
range[1] = 30;
precision[0] = 0;
break;
case GraphicsContext3D::LOW_FLOAT:
case GraphicsContext3D::MEDIUM_FLOAT:
case GraphicsContext3D::HIGH_FLOAT:
range[0] = 127;
range[1] = 127;
precision[0] = 23;
break;
default:
ASSERT_NOT_REACHED();
break;
}
}
bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels)
{
if (width && height && !pixels) {
synthesizeGLError(INVALID_VALUE);
return false;
}
makeContextCurrent();
GC3Denum openGLInternalFormat = internalformat;
if (type == GL_FLOAT) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA32F_ARB;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB32F_ARB;
}
::glTexImage2D(target, level, openGLInternalFormat, width, height, border, format, type, pixels);
return true;
}
}
#endif // ENABLE(WEBGL)