GraphicsContext3DOpenGLES.cpp [plain text]
#include "config.h"
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#if PLATFORM(GTK)
#include "OpenGLShims.h"
#endif
namespace WebCore {
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
const int totalBytes = m_currentWidth * m_currentHeight * 4;
::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
for (int i = 0; i < totalBytes; i += 4)
std::swap(pixels[i], pixels[i + 2]); }
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat = 0, pixelDataType = 0;
if (m_attrs.alpha) {
m_internalColorFormat = GL_RGBA;
colorFormat = GL_RGBA;
pixelDataType = GL_UNSIGNED_BYTE;
} else {
m_internalColorFormat = GL_RGB;
colorFormat = GL_RGB;
pixelDataType = GL_UNSIGNED_SHORT_5_6_5;
}
bool supportPackedDepthStencilBuffer = (m_attrs.stencil || m_attrs.depth) && getExtensions()->supports("GL_OES_packed_depth_stencil");
bool mustRestoreFBO = false;
if (m_boundFBO != m_fbo) {
mustRestoreFBO = true;
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
}
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
ASSERT(!m_attrs.antialias);
if (m_attrs.stencil || m_attrs.depth) {
if (supportPackedDepthStencilBuffer) {
::glBindTexture(GL_TEXTURE_2D, m_depthStencilBuffer);
::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, width, height, 0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, 0);
if (m_attrs.stencil)
::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_depthStencilBuffer, 0);
if (m_attrs.depth)
::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthStencilBuffer, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
} else {
if (m_attrs.stencil) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_stencilBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8, width, height);
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_stencilBuffer);
}
if (m_attrs.depth) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height);
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
}
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
}
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
notImplemented();
}
return mustRestoreFBO;
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
notImplemented();
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
::glRenderbufferStorageEXT(target, internalformat, width, height);
}
void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
{
makeContextCurrent();
::glGetIntegerv(pname, value);
}
void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision)
{
ASSERT(range);
ASSERT(precision);
makeContextCurrent();
::glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
}
bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels)
{
if (width && height && !pixels) {
synthesizeGLError(INVALID_VALUE);
return false;
}
makeContextCurrent();
::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
return true;
}
}
#endif // ENABLE(WEBGL)