GraphicsContext3DOpenGL.cpp [plain text]
#include "config.h"
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GraphicsContext3D.h"
#if PLATFORM(IOS)
#include "GraphicsContext3DIOS.h"
#endif
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#include "TemporaryOpenGLSetting.h"
#include <algorithm>
#include <cstring>
#include <wtf/MainThread.h>
#include <wtf/text/CString.h>
#if USE(ACCELERATE)
#include <Accelerate/Accelerate.h>
#endif
#if PLATFORM(IOS)
#import <OpenGLES/ES2/glext.h>
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#elif PLATFORM(MAC)
#include <OpenGL/gl.h>
#elif PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(WIN)
#include "OpenGLShims.h"
#endif
namespace WebCore {
void GraphicsContext3D::releaseShaderCompiler()
{
makeContextCurrent();
notImplemented();
}
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
if (!m_attrs.alpha && getExtensions()->isNVIDIA()) {
::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
#if USE(ACCELERATE)
vImage_Buffer src;
src.height = height;
src.width = width;
src.rowBytes = width * 4;
src.data = pixels;
vImage_Buffer dest;
dest.height = height;
dest.width = width;
dest.rowBytes = width * 4;
dest.data = pixels;
const uint8_t map[4] = { 2, 1, 0, 3 };
vImagePermuteChannels_ARGB8888(&src, &dest, map, kvImageNoFlags);
#else
int totalBytes = width * height * 4;
for (int i = 0; i < totalBytes; i += 4)
std::swap(pixels[i], pixels[i + 2]);
#endif
} else
::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
}
void GraphicsContext3D::validateAttributes()
{
validateDepthStencil("GL_EXT_packed_depth_stencil");
}
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat, internalDepthStencilFormat = 0;
if (m_attrs.alpha) {
m_internalColorFormat = GL_RGBA8;
colorFormat = GL_RGBA;
} else {
m_internalColorFormat = GL_RGB8;
colorFormat = GL_RGB;
}
if (m_attrs.stencil || m_attrs.depth) {
Extensions3D* extensions = getExtensions();
if (extensions->supports("GL_EXT_packed_depth_stencil"))
internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT;
else
#if PLATFORM(IOS)
internalDepthStencilFormat = GL_DEPTH_COMPONENT16;
#else
internalDepthStencilFormat = GL_DEPTH_COMPONENT;
#endif
}
if (m_attrs.antialias) {
GLint maxSampleCount;
::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
if (sampleCount > maxSampleCount)
sampleCount = maxSampleCount;
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
#if PLATFORM(IOS)
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, GL_RGBA8_OES, width, height);
#else
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height);
#endif
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
}
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
notImplemented();
}
}
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
ASSERT(m_texture);
#if PLATFORM(IOS)
::glBindRenderbuffer(GL_RENDERBUFFER, m_texture);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture);
setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight);
#else
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
if (m_compositorTexture) {
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
#if USE(COORDINATED_GRAPHICS_THREADED)
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_compositorFBO);
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_compositorTexture, 0);
attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height);
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
#endif
}
#endif
attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height);
bool mustRestoreFBO = true;
if (m_attrs.antialias) {
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
if (m_state.boundFBO == m_multisampleFBO)
mustRestoreFBO = false;
} else {
if (m_state.boundFBO == m_fbo)
mustRestoreFBO = false;
}
return mustRestoreFBO;
}
void GraphicsContext3D::attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height)
{
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
notImplemented();
}
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE);
TemporaryOpenGLSetting scopedDepth(GL_DEPTH_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedStencil(GL_STENCIL_TEST, GL_FALSE);
GLint boundFrameBuffer;
::glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer);
::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
#if PLATFORM(IOS)
UNUSED_PARAM(rect);
::glResolveMultisampleFramebufferAPPLE();
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards);
::glBindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer);
#else
IntRect resolveRect = rect;
if (rect.isEmpty())
resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight);
::glBlitFramebufferEXT(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
#endif
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
#if !PLATFORM(IOS)
switch (internalformat) {
case DEPTH_STENCIL:
internalformat = GL_DEPTH24_STENCIL8_EXT;
break;
case DEPTH_COMPONENT16:
internalformat = GL_DEPTH_COMPONENT;
break;
case RGBA4:
case RGB5_A1:
internalformat = GL_RGBA;
break;
case RGB565:
internalformat = GL_RGB;
break;
}
#endif
::glRenderbufferStorageEXT(target, internalformat, width, height);
}
void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
{
makeContextCurrent();
switch (pname) {
#if !PLATFORM(IOS)
case MAX_FRAGMENT_UNIFORM_VECTORS:
::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value);
*value /= 4;
break;
case MAX_VERTEX_UNIFORM_VECTORS:
::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value);
*value /= 4;
break;
case MAX_VARYING_VECTORS:
::glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
*value /= 4;
break;
#endif
case MAX_TEXTURE_SIZE:
::glGetIntegerv(MAX_TEXTURE_SIZE, value);
if (getExtensions()->requiresRestrictedMaximumTextureSize())
*value = std::min(4096, *value);
break;
case MAX_CUBE_MAP_TEXTURE_SIZE:
::glGetIntegerv(MAX_CUBE_MAP_TEXTURE_SIZE, value);
if (getExtensions()->requiresRestrictedMaximumTextureSize())
*value = std::min(1024, *value);
break;
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;
}
GC3Denum openGLFormat = format;
GC3Denum openGLInternalFormat = internalformat;
#if !PLATFORM(IOS)
if (type == GL_FLOAT) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA32F_ARB;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB32F_ARB;
} else if (type == HALF_FLOAT_OES) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA16F_ARB;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB16F_ARB;
else if (format == GL_LUMINANCE)
openGLInternalFormat = GL_LUMINANCE16F_ARB;
else if (format == GL_ALPHA)
openGLInternalFormat = GL_ALPHA16F_ARB;
else if (format == GL_LUMINANCE_ALPHA)
openGLInternalFormat = GL_LUMINANCE_ALPHA16F_ARB;
type = GL_HALF_FLOAT_ARB;
}
ASSERT(format != Extensions3D::SRGB8_ALPHA8_EXT);
if (format == Extensions3D::SRGB_ALPHA_EXT)
openGLFormat = GL_RGBA;
else if (format == Extensions3D::SRGB_EXT)
openGLFormat = GL_RGB;
#endif
texImage2DDirect(target, level, openGLInternalFormat, width, height, border, openGLFormat, type, pixels);
return true;
}
void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
{
makeContextCurrent();
#if PLATFORM(IOS)
::glDepthRangef(static_cast<float>(zNear), static_cast<float>(zFar));
#else
::glDepthRange(zNear, zFar);
#endif
}
void GraphicsContext3D::clearDepth(GC3Dclampf depth)
{
makeContextCurrent();
#if PLATFORM(IOS)
::glClearDepthf(static_cast<float>(depth));
#else
::glClearDepth(depth);
#endif
}
Extensions3D* GraphicsContext3D::getExtensions()
{
if (!m_extensions)
m_extensions = std::make_unique<Extensions3DOpenGL>(this);
return m_extensions.get();
}
void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data)
{
makeContextCurrent();
::glFlush();
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) {
resolveMultisamplingIfNecessary(IntRect(x, y, width, height));
::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo);
::glFlush();
}
::glReadPixels(x, y, width, height, format, type, data);
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO)
::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO);
}
}
#endif // ENABLE(GRAPHICS_CONTEXT_3D)