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Unified Diff: webkit/api/src/GraphicsContext3D.cpp

Issue 219001: Incorporated initial WebGL implementation for Chrome, currently... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 11 years, 3 months ago
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Index: webkit/api/src/GraphicsContext3D.cpp
===================================================================
--- webkit/api/src/GraphicsContext3D.cpp (revision 0)
+++ webkit/api/src/GraphicsContext3D.cpp (revision 0)
@@ -0,0 +1,2012 @@
+/*
+ * 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 "CanvasBuffer.h"
+#include "CanvasByteArray.h"
+#include "CanvasFloatArray.h"
+#include "CanvasFramebuffer.h"
+#include "CanvasIntArray.h"
+#include "CanvasObject.h"
+#include "CanvasProgram.h"
+#include "CanvasRenderbuffer.h"
+#include "CanvasRenderingContext3D.h"
+#include "CanvasShader.h"
+#include "CanvasTexture.h"
+#include "CanvasUnsignedByteArray.h"
+#include "CString.h"
+#include "HTMLCanvasElement.h"
+#include "HTMLImageElement.h"
+#include "ImageBuffer.h"
+#include "ImageData.h"
+#include "NotImplemented.h"
+#include <wtf/FastMalloc.h>
+
+#include <stdio.h>
+
+#if PLATFORM(WIN_OS)
+#include <windows.h>
+#endif
+
+#include "GL/glew.h"
+
+#include "NativeImageSkia.h"
+
+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 == NULL ? 0 : val->object())
+
+class GraphicsContext3DInternal {
+public:
+ GraphicsContext3DInternal();
+ ~GraphicsContext3DInternal();
+
+ void checkError() const;
+ bool makeContextCurrent();
+
+ PlatformGraphicsContext3D platformGraphicsContext3D() const;
+ Platform3DObject platformTexture() const;
+
+ void reshape(int width, int height);
+
+ void beginPaint(CanvasRenderingContext3D* context);
+
+ bool validateTextureTarget(int target);
+ bool validateTextureParameter(int param);
+
+ void activeTexture(unsigned long texture);
+ void bindBuffer(unsigned long target,
+ CanvasBuffer* buffer);
+ void bindTexture(unsigned long target,
+ CanvasTexture* texture);
+ void bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage);
+ void colorMask(bool red, bool green, bool blue, bool alpha);
+ void depthMask(bool flag);
+ void disable(unsigned long cap);
+ void disableVertexAttribArray(unsigned long index);
+ void enable(unsigned long cap);
+ void enableVertexAttribArray(unsigned long index);
+ void useProgram(CanvasProgram* program);
+ 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);
+
+private:
+ unsigned int m_texture;
+ unsigned int m_fbo;
+ unsigned int m_depthBuffer;
+
+ // Objects for flipping the render output vertically
+ unsigned int m_altTexture;
+ unsigned int m_quadVBO;
+ unsigned int m_quadProgram;
+ unsigned int m_quadTexLocation;
+
+ // Storage for saving/restoring buffer, vertex attribute,
+ // blending, and program state when drawing flipped quad
+ unsigned int m_currentProgram;
+ bool m_blendEnabled;
+ bool m_depthTestEnabled;
+ bool m_depthMaskEnabled;
+ bool m_colorMask[4];
+ 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;
+ };
+ VertexAttribPointerState m_vertexAttribPointerState[1];
+ unsigned int m_activeTextureUnit;
+ class TextureUnitState {
+ public:
+ TextureUnitState();
+
+ unsigned long target;
+ unsigned int texture;
+ };
+ TextureUnitState m_textureUnitState[1];
+ int m_viewport[4];
+
+#if PLATFORM(WIN_OS)
+ HWND m_canvasWindow;
+ HDC m_canvasDC;
+ HGLRC m_contextObj;
+#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)
+{
+}
+
+GraphicsContext3DInternal::TextureUnitState::TextureUnitState()
+ : target(0)
+ , texture(0)
+{
+}
+
+GraphicsContext3DInternal::GraphicsContext3DInternal()
+ : m_texture(0)
+ , m_fbo(0)
+ , m_depthBuffer(0)
+ , m_altTexture(0)
+ , m_quadVBO(0)
+ , m_quadProgram(0)
+ , m_quadTexLocation(0)
+ , m_currentProgram(0)
+ , m_blendEnabled(false)
+ , m_depthTestEnabled(false)
+ , m_depthMaskEnabled(true)
+ , m_boundArrayBuffer(0)
+ , m_activeTextureUnit(0)
+#if PLATFORM(WIN_OS)
+ , m_canvasWindow(NULL)
+ , m_canvasDC(NULL)
+ , m_contextObj(NULL)
+#else
+#error Must port to your platform
+#endif
+{
+ for (int i = 0; i < 4; i++) {
+ m_viewport[i] = 0;
+ m_colorMask[i] = true;
+ }
+#if PLATFORM(WIN_OS)
+ WNDCLASS wc;
+ if (!GetClassInfo(GetModuleHandle(NULL), L"CANVASGL", &wc)) {
+ ZeroMemory(&wc, sizeof(WNDCLASS));
+ wc.style = CS_OWNDC;
+ wc.hInstance = GetModuleHandle(NULL);
+ 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, NULL, NULL, GetModuleHandle(NULL), NULL);
+ 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 = NULL;
+ setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
+ if (setSwapInterval != NULL)
+ setSwapInterval(1);
+#endif // RENDER_TO_DEBUGGING_WINDOW
+
+#else
+#error Must port to your platform
+#endif
+
+ // Initialize GLEW and check for GL 2.0 support by the drivers.
+ GLenum glewInitResult = glewInit();
+ if (!glewIsSupported("GL_VERSION_2_0")) {
+ printf("GraphicsContext3D: OpenGL 2.0 not supported\n");
+ return;
+ }
+}
+
+GraphicsContext3DInternal::~GraphicsContext3DInternal()
+{
+ makeContextCurrent();
+#ifndef RENDER_TO_DEBUGGING_WINDOW
+ glDeleteRenderbuffersEXT(1, &m_depthBuffer);
+ glDeleteTextures(1, &m_texture);
+ glDeleteTextures(1, &m_altTexture);
+ glDeleteFramebuffersEXT(1, &m_fbo);
+#endif // !RENDER_TO_DEBUGGING_WINDOW
+#if PLATFORM(WIN_OS)
+ wglMakeCurrent(NULL, NULL);
+ wglDeleteContext(m_contextObj);
+ ReleaseDC(m_canvasWindow, m_canvasDC);
+ DestroyWindow(m_canvasWindow);
+#else
+#error Must port to your platform
+#endif
+ m_contextObj = NULL;
+}
+
+void GraphicsContext3DInternal::checkError() const
+{
+ // FIXME: This needs to only be done in the debug context. It
+ // will need to throw an exception on error.
+ GLenum error = glGetError();
+ if (error != GL_NO_ERROR) {
+ printf("GL Error : %x\n", error);
+ notImplemented();
+ }
+}
+
+bool GraphicsContext3DInternal::makeContextCurrent()
+{
+#if PLATFORM(WIN_OS)
+ if (wglGetCurrentContext() != m_contextObj)
+ if (wglMakeCurrent(m_canvasDC, 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()
+{
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, 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
+
+ makeContextCurrent();
+
+#ifndef RENDER_TO_DEBUGGING_WINDOW
+ if (m_texture == 0) {
+ // Generate the texture objects
+ m_texture = createTextureObject();
+ m_altTexture = createTextureObject();
+
+ // Generate the framebuffer object
+ glGenFramebuffersEXT(1, &m_fbo);
+
+ // Generate the depth buffer
+ glGenRenderbuffersEXT(1, &m_depthBuffer);
+
+ checkError();
+ }
+
+ // Reallocate the color and depth buffers
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glBindTexture(GL_TEXTURE_2D, m_altTexture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glBindTexture(GL_TEXTURE_2D, 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, GL_TEXTURE_2D, 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
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ viewportImpl(0, 0, width, height);
+}
+
+void GraphicsContext3DInternal::beginPaint(CanvasRenderingContext3D* context)
+{
+ makeContextCurrent();
+
+#ifdef RENDER_TO_DEBUGGING_WINDOW
+ SwapBuffers(m_canvasDC);
+#else
+ if (m_quadVBO == 0) {
+ // Prepare necessary objects for rendering.
+ glGenBuffers(1, &m_quadVBO);
+ GLfloat vertices[] = {-1.0f, -1.0f,
+ 1.0f, -1.0f,
+ 1.0f, 1.0f,
+ -1.0f, -1.0f,
+ 1.0f, 1.0f,
+ -1.0f, 1.0f};
+ glBindBuffer(GL_ARRAY_BUFFER, m_quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ // Vertex shader does vertical flip.
+ const GLchar* vertexShaderSrc =
+ "attribute vec2 g_Position;\n"
+ "varying vec2 texCoord;\n"
+ "void main()\n"
+ "{\n"
+ " texCoord = vec2((g_Position.x + 1.0) * 0.5,\n"
+ " (1.0 - g_Position.y) * 0.5);\n"
+ " gl_Position = vec4(g_Position, 0.0, 1.0);\n"
+ "}\n";
+ // Fragment shader does optional premultiplication of alpha
+ // into color channels.
+ const GLchar* fragmentShaderNoPremultSrc =
+ "varying vec2 texCoord;\n"
+ "uniform sampler2D texSampler;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(texSampler, texCoord);\n"
+ "}\n";
+ const GLchar* fragmentShaderPremultSrc =
+ "varying vec2 texCoord;\n"
+ "uniform sampler2D texSampler;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 color = texture2D(texSampler, texCoord);\n"
+ " gl_FragColor = vec4(color.r * color.a,\n"
+ " color.g * color.a,\n"
+ " color.b * color.a,\n"
+ " color.a);\n"
+ "}\n";
+ GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertexShader, 1, &vertexShaderSrc, NULL);
+ checkError();
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ // FIXME: hook up fragmentShaderPremultSrc based on canvas
+ // context attributes.
+ glShaderSource(fragmentShader, 1, &fragmentShaderNoPremultSrc, NULL);
+ checkError();
+ m_quadProgram = glCreateProgram();
+ glAttachShader(m_quadProgram, vertexShader);
+ glAttachShader(m_quadProgram, fragmentShader);
+ glBindAttribLocation(m_quadProgram, 0, "g_Position");
+ glLinkProgram(m_quadProgram);
+ checkError();
+ glDeleteShader(vertexShader);
+ glDeleteShader(fragmentShader);
+ m_quadTexLocation = glGetUniformLocation(m_quadProgram, "texSampler");
+ checkError();
+ }
+
+ // We've just rendered a frame into m_texture. Bind m_altTexture
+ // as the framebuffer texture, and draw m_texture on to a quad,
+ // flipping it vertically and performing alpha premultiplication
+ // and color channel swizzling. Then read back the FBO.
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_altTexture, 0);
+ glUseProgram(m_quadProgram);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ glUniform1i(m_quadTexLocation, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, m_quadVBO);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+ glEnableVertexAttribArray(0);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ glDepthMask(false);
+ glColorMask(true, true, true, true);
+
+ HTMLCanvasElement* canvas = context->canvas();
+ ImageBuffer* imageBuffer = canvas->buffer();
+ const SkBitmap& bitmap = *imageBuffer->context()->platformContext()->bitmap();
+ ASSERT(bitmap.config() == SkBitmap::kARGB_8888_Config);
+ glViewport(0, 0, bitmap.width(), bitmap.height());
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ // Read back the frame buffer.
+ SkAutoLockPixels bitmapLock(bitmap);
+ glReadPixels(0, 0, bitmap.width(), bitmap.height(), GL_BGRA, GL_UNSIGNED_BYTE, bitmap.getPixels());
+
+ // Restore the previous FBO state.
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
+
+ // Restore the user's OpenGL state.
+ glUseProgram(m_currentProgram);
+ const VertexAttribPointerState& state = m_vertexAttribPointerState[0];
+ if (state.buffer) {
+ glBindBuffer(GL_ARRAY_BUFFER, state.buffer);
+ glVertexAttribPointer(state.indx, state.size, state.type, state.normalized,
+ state.stride, reinterpret_cast<void*>(static_cast<intptr_t>(state.offset)));
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, m_boundArrayBuffer);
+ if (state.enabled)
+ glEnableVertexAttribArray(0);
+ else
+ glDisableVertexAttribArray(0);
+ const TextureUnitState& texState = m_textureUnitState[0];
+ glBindTexture(texState.target, texState.texture);
+ glActiveTexture(m_activeTextureUnit);
+ if (m_blendEnabled)
+ glEnable(GL_BLEND);
+ if (m_depthTestEnabled)
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(m_depthMaskEnabled);
+ glColorMask(m_colorMask[0], m_colorMask[1], m_colorMask[2], m_colorMask[3]);
+ glViewport(m_viewport[0], m_viewport[1],
+ m_viewport[2], m_viewport[3]);
+#endif // RENDER_TO_DEBUGGING_WINDOW
+}
+
+bool GraphicsContext3DInternal::validateTextureTarget(int target)
+{
+ return (target == GL_TEXTURE_2D ||
+ target == GL_TEXTURE_CUBE_MAP);
+}
+
+bool GraphicsContext3DInternal::validateTextureParameter(int param)
+{
+ return (param == GL_TEXTURE_MAG_FILTER ||
+ param == GL_TEXTURE_MIN_FILTER ||
+ param == GL_TEXTURE_WRAP_S ||
+ param == GL_TEXTURE_WRAP_T);
+}
+
+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();
+ m_activeTextureUnit = texture;
+ glActiveTexture(texture);
+}
+
+void GraphicsContext3DInternal::bindBuffer(unsigned long target,
+ CanvasBuffer* 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, CanvasTexture*)
+void GraphicsContext3DInternal::bindTexture(unsigned long target,
+ CanvasTexture* texture)
+{
+ makeContextCurrent();
+ unsigned int textureObject = EXTRACT(texture);
+
+ if (m_activeTextureUnit == 0) {
+ TextureUnitState& state = m_textureUnitState[m_activeTextureUnit];
+ state.target = target;
+ state.texture = textureObject;
+ }
+
+ 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 != NULL) {
+ 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::colorMask(bool red, bool green, bool blue, bool alpha)
+{
+ makeContextCurrent();
+ m_colorMask[0] = red;
+ m_colorMask[1] = green;
+ m_colorMask[2] = blue;
+ m_colorMask[3] = alpha;
+ glColorMask(red, green, blue, alpha);
+}
+
+void GraphicsContext3DInternal::depthMask(bool flag)
+{
+ makeContextCurrent();
+ m_depthMaskEnabled = flag;
+ glDepthMask(flag);
+}
+
+void GraphicsContext3DInternal::disable(unsigned long cap)
+{
+ makeContextCurrent();
+ switch (cap) {
+ case GL_BLEND:
+ m_blendEnabled = false;
+ case GL_DEPTH_TEST:
+ m_depthTestEnabled = false;
+ default:
+ break;
+ }
+ glDisable(cap);
+}
+
+void GraphicsContext3DInternal::disableVertexAttribArray(unsigned long index)
+{
+ makeContextCurrent();
+ if (index == 0) {
+ m_vertexAttribPointerState[0].enabled = false;
+ }
+ glDisableVertexAttribArray(index);
+}
+
+void GraphicsContext3DInternal::enable(unsigned long cap)
+{
+ makeContextCurrent();
+ switch (cap) {
+ case GL_BLEND:
+ m_blendEnabled = true;
+ case GL_DEPTH_TEST:
+ m_depthTestEnabled = true;
+ default:
+ break;
+ }
+ glEnable(cap);
+}
+
+void GraphicsContext3DInternal::enableVertexAttribArray(unsigned long index)
+{
+ makeContextCurrent();
+ if (index == 0)
+ m_vertexAttribPointerState[0].enabled = true;
+ glEnableVertexAttribArray(index);
+}
+
+void GraphicsContext3DInternal::useProgram(CanvasProgram* program)
+{
+ makeContextCurrent();
+ m_currentProgram = EXTRACT(program);
+ glUseProgram(m_currentProgram);
+}
+
+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 == 0) {
+ VertexAttribPointerState& state = m_vertexAttribPointerState[0];
+ 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)
+{
+ m_viewport[0] = x;
+ m_viewport[1] = y;
+ m_viewport[2] = width;
+ m_viewport[3] = height;
+ glViewport(x, y, width, height);
+}
+
+// GraphicsContext3D -----------------------------------------------------
+
+#define GRAPHICS_CONTEXT_NAME 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 GRAPHICS_CONTEXT_NAME::##name() \
+{ \
+ makeContextCurrent(); gl##glname(); \
+}
+
+#define GL_SAME_METHOD_1(glname, name, t1) \
+void GRAPHICS_CONTEXT_NAME::##name(t1 a1) \
+{ \
+ makeContextCurrent(); gl##glname(a1); \
+}
+
+#define GL_SAME_METHOD_1_X(glname, name, t1) \
+void GRAPHICS_CONTEXT_NAME::##name(t1 a1) \
+{ \
+ makeContextCurrent(); gl##glname(EXTRACT(a1)); \
+}
+
+#define GL_SAME_METHOD_2(glname, name, t1, t2) \
+void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); gl##glname(a1,a2); \
+}
+
+#define GL_SAME_METHOD_2_X12(glname, name, t1, t2) \
+void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); gl##glname(EXTRACT(a1),EXTRACT(a2)); \
+}
+
+#define GL_SAME_METHOD_2_X2(glname, name, t1, t2) \
+void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); gl##glname(a1,EXTRACT(a2)); \
+}
+
+#define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \
+void GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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); \
+}
+
+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::checkError() const
+{
+ m_internal->checkError();
+}
+
+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(CanvasRenderingContext3D* 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:
+ return 0;
+ }
+}
+
+unsigned GraphicsContext3D::createBuffer()
+{
+ makeContextCurrent();
+ GLuint o;
+ glGenBuffers(1, &o);
+ return o;
+}
+
+unsigned GraphicsContext3D::createFramebuffer()
+{
+ makeContextCurrent();
+ GLuint o;
+ glGenFramebuffers(1, &o);
+ return o;
+}
+
+unsigned GraphicsContext3D::createProgram()
+{
+ makeContextCurrent();
+ return glCreateProgram();
+}
+
+unsigned GraphicsContext3D::createRenderbuffer()
+{
+ makeContextCurrent();
+ GLuint o;
+ glGenRenderbuffers(1, &o);
+ return o;
+}
+
+unsigned GraphicsContext3D::createShader(ShaderType 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();
+ glDeleteFramebuffers(1, &framebuffer);
+}
+
+void GraphicsContext3D::deleteProgram(unsigned program)
+{
+ makeContextCurrent();
+ glDeleteProgram(program);
+}
+
+void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer)
+{
+ makeContextCurrent();
+ glDeleteRenderbuffers(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, CanvasProgram*, CanvasShader*)
+
+void GraphicsContext3D::bindAttribLocation(CanvasProgram* program,
+ unsigned long index,
+ const String& name)
+{
+ if (!program)
+ return;
+ makeContextCurrent();
+ glBindAttribLocation(EXTRACT(program), index, name.utf8().data());
+}
+
+void GraphicsContext3D::bindBuffer(unsigned long target,
+ CanvasBuffer* buffer)
+{
+ m_internal->bindBuffer(target, buffer);
+}
+
+GL_SAME_METHOD_2_X2(BindFramebuffer, bindFramebuffer, unsigned long, CanvasFramebuffer*)
+
+GL_SAME_METHOD_2_X2(BindRenderbuffer, bindRenderbuffer, unsigned long, CanvasRenderbuffer*)
+
+// 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, CanvasTexture*)
+void GraphicsContext3D::bindTexture(unsigned long target,
+ CanvasTexture* 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, NULL, usage);
+}
+
+void GraphicsContext3D::bufferData(unsigned long target, CanvasArray* array, unsigned long usage)
+{
+ m_internal->bufferDataImpl(target, array->sizeInBytes(), array->baseAddress(), usage);
+}
+
+void GraphicsContext3D::bufferSubData(unsigned long target, long offset, CanvasArray* 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->sizeInBytes(), array->baseAddress());
+}
+
+unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target)
+{
+ makeContextCurrent();
+ return glCheckFramebufferStatus(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)
+
+void GraphicsContext3D::colorMask(bool red, bool green, bool blue, bool alpha)
+{
+ m_internal->colorMask(red, green, blue, alpha);
+}
+
+GL_SAME_METHOD_1_X(CompileShader, compileShader, CanvasShader*)
+
+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)
+
+void GraphicsContext3D::depthMask(bool flag)
+{
+ m_internal->depthMask(flag);
+}
+
+GL_SAME_METHOD_2(DepthRange, depthRange, double, double)
+
+void GraphicsContext3D::detachShader(CanvasProgram* program, CanvasShader* shader)
+{
+ if (!program || !shader)
+ return;
+
+ makeContextCurrent();
+ glDetachShader(EXTRACT(program), EXTRACT(shader));
+}
+
+void GraphicsContext3D::disable(unsigned long cap)
+{
+ m_internal->disable(cap);
+}
+
+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: 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)));
+}
+
+void GraphicsContext3D::enable(unsigned long cap)
+{
+ m_internal->enable(cap);
+}
+
+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(FramebufferRenderbuffer, framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, CanvasRenderbuffer*)
+
+GL_SAME_METHOD_5_X4(FramebufferTexture2D, framebufferTexture2D, unsigned long, unsigned long, unsigned long, CanvasTexture*, 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.
+}
+
+int GraphicsContext3D::getAttribLocation(CanvasProgram* program, const String& name)
+{
+ if (!program)
+ return -1;
+
+ makeContextCurrent();
+ return glGetAttribLocation(EXTRACT(program), name.utf8().data());
+}
+
+bool GraphicsContext3D::getBoolean(unsigned long pname)
+{
+ makeContextCurrent();
+ GLboolean val;
+ // FIXME: validate pname to ensure it returns only a single value.
+ glGetBooleanv(pname, &val);
+ return static_cast<bool>(val);
+}
+
+PassRefPtr<CanvasUnsignedByteArray> GraphicsContext3D::getBooleanv(unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getBufferParameteri(unsigned long target, unsigned long pname)
+{
+ makeContextCurrent();
+ GLint data;
+ glGetBufferParameteriv(target, pname, &data);
+ return static_cast<int>(data);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+unsigned long GraphicsContext3D::getError()
+{
+ makeContextCurrent();
+ return glGetError();
+}
+
+float GraphicsContext3D::getFloat(unsigned long pname)
+{
+ makeContextCurrent();
+ GLfloat val;
+ // FIXME: validate pname to ensure it returns only a single value.
+ glGetFloatv(pname, &val);
+ return static_cast<float>(val);
+}
+
+PassRefPtr<CanvasFloatArray> GraphicsContext3D::getFloatv(unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getFramebufferAttachmentParameteri(unsigned long target,
+ unsigned long attachment,
+ unsigned long pname)
+{
+ makeContextCurrent();
+ GLint data;
+ glGetFramebufferAttachmentParameteriv(target, attachment, pname, &data);
+ return static_cast<int>(data);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target,
+ unsigned long attachment,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getInteger(unsigned long pname)
+{
+ makeContextCurrent();
+ GLint val;
+ // FIXME: validate pname to ensure it returns only a single value.
+ glGetIntegerv(pname, &val);
+ return static_cast<int>(val);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getIntegerv(unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getProgrami(CanvasProgram* program,
+ unsigned long pname)
+{
+ makeContextCurrent();
+ GLint param;
+ glGetProgramiv(EXTRACT(program), pname, &param);
+ return static_cast<int>(param);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getProgramiv(CanvasProgram* program,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+String GraphicsContext3D::getProgramInfoLog(CanvasProgram* program)
+{
+ makeContextCurrent();
+ GLuint programID = EXTRACT(program);
+ GLint logLength;
+ glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
+ if (logLength == 0)
+ return String();
+ GLchar* log = NULL;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetProgramInfoLog(programID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String::fromUTF8(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+int GraphicsContext3D::getRenderbufferParameteri(unsigned long target,
+ unsigned long pname)
+{
+ makeContextCurrent();
+ GLint param;
+ glGetRenderbufferParameteriv(target, pname, &param);
+ return static_cast<int>(param);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getRenderbufferParameteriv(unsigned long target,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getShaderi(CanvasShader* shader,
+ unsigned long pname)
+{
+ makeContextCurrent();
+ GLint param;
+ glGetShaderiv(EXTRACT(shader), pname, &param);
+ return static_cast<int>(param);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getShaderiv(CanvasShader* shader,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+String GraphicsContext3D::getShaderInfoLog(CanvasShader* shader)
+{
+ makeContextCurrent();
+ GLuint shaderID = EXTRACT(shader);
+ GLint logLength;
+ glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
+ if (logLength == 0)
+ return String();
+ GLchar* log = NULL;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetShaderInfoLog(shaderID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String::fromUTF8(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+String GraphicsContext3D::getShaderSource(CanvasShader* shader)
+{
+ makeContextCurrent();
+ GLuint shaderID = EXTRACT(shader);
+ GLint logLength;
+ glGetShaderiv(shaderID, GL_SHADER_SOURCE_LENGTH, &logLength);
+ if (logLength == 0)
+ return String();
+ GLchar* log = NULL;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetShaderSource(shaderID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String::fromUTF8(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+String GraphicsContext3D::getString(unsigned long name)
+{
+ makeContextCurrent();
+ return String::fromUTF8(reinterpret_cast<const char*>(glGetString(name)));
+}
+
+float GraphicsContext3D::getTexParameterf(unsigned long target, unsigned long pname)
+{
+ makeContextCurrent();
+ if (!m_internal->validateTextureTarget(target)) {
+ // FIXME: throw exception.
+ return 0;
+ }
+
+ if (!m_internal->validateTextureParameter(pname)) {
+ // FIXME: throw exception.
+ return 0;
+ }
+
+ GLfloat param;
+ glGetTexParameterfv(target, pname, &param);
+ return static_cast<float>(param);
+}
+
+PassRefPtr<CanvasFloatArray> GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getTexParameteri(unsigned long target, unsigned long pname)
+{
+ makeContextCurrent();
+ if (!m_internal->validateTextureTarget(target)) {
+ // FIXME: throw exception.
+ return 0;
+ }
+
+ if (!m_internal->validateTextureParameter(pname)) {
+ // FIXME: throw exception.
+ return 0;
+ }
+
+ GLint param;
+ glGetTexParameteriv(target, pname, &param);
+ return static_cast<int>(param);
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+float GraphicsContext3D::getUniformf(CanvasProgram* program, long location)
+{
+ // FIXME: implement.
+ notImplemented();
+ return 0;
+}
+
+PassRefPtr<CanvasFloatArray> GraphicsContext3D::getUniformfv(CanvasProgram* program, long location)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getUniformi(CanvasProgram* program, long location)
+{
+ // FIXME: implement.
+ notImplemented();
+ return 0;
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getUniformiv(CanvasProgram* program, long location)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+long GraphicsContext3D::getUniformLocation(CanvasProgram* program, const String& name)
+{
+ if (!program)
+ return -1;
+
+ makeContextCurrent();
+ return glGetUniformLocation(EXTRACT(program), name.utf8().data());
+}
+
+float GraphicsContext3D::getVertexAttribf(unsigned long index,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return 0;
+}
+
+PassRefPtr<CanvasFloatArray> GraphicsContext3D::getVertexAttribfv(unsigned long index,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+int GraphicsContext3D::getVertexAttribi(unsigned long index,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+PassRefPtr<CanvasIntArray> GraphicsContext3D::getVertexAttribiv(unsigned long index,
+ unsigned long pname)
+{
+ // FIXME: implement.
+ notImplemented();
+ return NULL;
+}
+
+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(CanvasBuffer* buffer)
+{
+ makeContextCurrent();
+ return glIsBuffer(EXTRACT(buffer));
+}
+
+bool GraphicsContext3D::isEnabled(unsigned long cap)
+{
+ makeContextCurrent();
+ return glIsEnabled(cap);
+}
+
+bool GraphicsContext3D::isFramebuffer(CanvasFramebuffer* framebuffer)
+{
+ makeContextCurrent();
+ return glIsFramebuffer(EXTRACT(framebuffer));
+}
+
+bool GraphicsContext3D::isProgram(CanvasProgram* program)
+{
+ makeContextCurrent();
+ return glIsProgram(EXTRACT(program));
+}
+
+bool GraphicsContext3D::isRenderbuffer(CanvasRenderbuffer* renderbuffer)
+{
+ makeContextCurrent();
+ return glIsRenderbuffer(EXTRACT(renderbuffer));
+}
+
+bool GraphicsContext3D::isShader(CanvasShader* shader)
+{
+ makeContextCurrent();
+ return glIsShader(EXTRACT(shader));
+}
+
+bool GraphicsContext3D::isTexture(CanvasTexture* texture)
+{
+ makeContextCurrent();
+ return glIsTexture(EXTRACT(texture));
+}
+
+GL_SAME_METHOD_1(LineWidth, lineWidth, double)
+
+GL_SAME_METHOD_1_X(LinkProgram, linkProgram, CanvasProgram*)
+
+void GraphicsContext3D::pixelStorei(unsigned long pname, long param)
+{
+ if (pname != GL_PACK_ALIGNMENT &&
+ pname != GL_UNPACK_ALIGNMENT) {
+ // FIXME: force fake GL error to be produced and throw
+ // exception.
+ return;
+ }
+
+ makeContextCurrent();
+ glPixelStorei(pname, param);
+}
+
+GL_SAME_METHOD_2(PolygonOffset, polygonOffset, double, double)
+
+void GraphicsContext3D::releaseShaderCompiler()
+{
+}
+
+GL_SAME_METHOD_4(RenderbufferStorage, 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(CanvasShader* 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)
+
+int GraphicsContext3D::texImage2D(unsigned target,
+ unsigned level,
+ unsigned internalformat,
+ unsigned width,
+ unsigned height,
+ unsigned border,
+ unsigned format,
+ unsigned type,
+ CanvasArray* 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);
+ }
+ }
+}
+
+int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLImageElement* image,
+ bool flipY, bool premultiplyAlpha)
+{
+ CachedImage* cachedImage = image->cachedImage();
+ if (cachedImage == NULL) {
+ ASSERT_NOT_REACHED();
+ return -1;
+ }
+ Image* img = cachedImage->image();
+ NativeImageSkia* skiaImage = img->nativeImageForCurrentFrame();
+ if (skiaImage == NULL) {
+ 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();
+ 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, GL_RGBA8,
+ width,
+ height,
+ 0,
+ GL_BGRA,
+ GL_UNSIGNED_BYTE,
+ NULL);
+ unsigned char* pixels =
+ reinterpret_cast<unsigned char*>(skiaImage->getPixels());
+ int rowBytes = skiaImage->rowBytes();
+
+ unsigned char* row = NULL;
+ 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,
+ GL_BGRA,
+ 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, GL_RGBA8,
+ width,
+ height,
+ 0,
+ GL_BGRA,
+ GL_UNSIGNED_BYTE,
+ skiaImage->getPixels());
+ else {
+ glTexImage2D(target, level, GL_RGBA8,
+ width,
+ height,
+ 0,
+ GL_BGRA,
+ GL_UNSIGNED_BYTE,
+ NULL);
+ unsigned char* pixels =
+ reinterpret_cast<unsigned char*>(skiaImage->getPixels());
+ int rowBytes = skiaImage->rowBytes();
+ 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,
+ GL_BGRA,
+ GL_UNSIGNED_BYTE,
+ row);
+ }
+ delete[] row;
+ }
+ }
+ return 0;
+}
+
+int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas,
+ bool flipY, bool premultiplyAlpha)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+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,
+ CanvasArray* 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,
+ HTMLImageElement* 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,
+ HTMLCanvasElement* canvas,
+ 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);
+}
+
+void GraphicsContext3D::useProgram(CanvasProgram* program)
+{
+ m_internal->useProgram(program);
+}
+
+GL_SAME_METHOD_1_X(ValidateProgram, validateProgram, CanvasProgram*)
+
+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)
Property changes on: webkit\api\src\GraphicsContext3D.cpp
___________________________________________________________________
Added: svn:eol-style
+ LF
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