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

Issue 385057: Deleted webkit/api which now lives in webkit.org (Closed)
Patch Set: Created 11 years, 1 month ago
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Index: webkit/api/src/GraphicsContext3D.cpp
diff --git a/webkit/api/src/GraphicsContext3D.cpp b/webkit/api/src/GraphicsContext3D.cpp
deleted file mode 100644
index 465656ac2fc4127f42e9f07e6c8efe59c0ff44ea..0000000000000000000000000000000000000000
--- a/webkit/api/src/GraphicsContext3D.cpp
+++ /dev/null
@@ -1,2287 +0,0 @@
-/*
- * 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 "CString.h"
-#include "HTMLCanvasElement.h"
-#include "HTMLImageElement.h"
-#include "ImageBuffer.h"
-#include "ImageData.h"
-#include "NotImplemented.h"
-#include "WebGLBuffer.h"
-#include "WebGLByteArray.h"
-#include "WebGLFloatArray.h"
-#include "WebGLFramebuffer.h"
-#include "WebGLIntArray.h"
-#include "WebGLProgram.h"
-#include "WebGLRenderbuffer.h"
-#include "WebGLRenderingContext.h"
-#include "WebGLShader.h"
-#include "WebGLTexture.h"
-#include "WebGLUnsignedByteArray.h"
-
-#include <stdio.h>
-#include <wtf/FastMalloc.h>
-
-#if PLATFORM(WIN_OS)
-#include <windows.h>
-#endif
-
-#include "GL/glew.h"
-
-#if PLATFORM(CG)
-#include "GraphicsContext.h"
-#include <CoreGraphics/CGContext.h>
-#include <CoreGraphics/CGBitmapContext.h>
-#include <CoreGraphics/CGImage.h>
-#include <OpenGL/OpenGL.h>
-#else
-#define FLIP_FRAMEBUFFER_VERTICALLY
-#endif
-
-#if PLATFORM(SKIA)
-#include "NativeImageSkia.h"
-#endif
-
-#if PLATFORM(DARWIN)
-#define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER
-#endif
-
-#if PLATFORM(LINUX)
-#include <dlfcn.h>
-#include "GL/glxew.h"
-#endif
-
-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 ? 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(WebGLRenderingContext* context);
-
- bool validateTextureTarget(int target);
- bool validateTextureParameter(int param);
-
- void activeTexture(unsigned long texture);
- void bindBuffer(unsigned long target,
- WebGLBuffer* buffer);
- void bindTexture(unsigned long target,
- WebGLTexture* texture);
- void bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage);
- void disableVertexAttribArray(unsigned long index);
- void enableVertexAttribArray(unsigned long index);
- 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;
- unsigned int m_cachedWidth, m_cachedHeight;
-
-#ifdef FLIP_FRAMEBUFFER_VERTICALLY
- unsigned char* m_scanline;
- void flipVertically(unsigned char* framebuffer,
- unsigned int width,
- unsigned int height);
-#endif
-
- // Note: we aren't currently using this information, but we will
- // need to in order to verify that all enabled vertex arrays have
- // a valid buffer bound -- to avoid crashes on certain cards.
- 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;
- };
-
- enum {
- NumTrackedPointerStates = 2
- };
- VertexAttribPointerState m_vertexAttribPointerState[NumTrackedPointerStates];
-
-#if PLATFORM(SKIA)
- // If the width and height of the Canvas's backing store don't
- // match those that we were given in the most recent call to
- // reshape(), then we need an intermediate bitmap to read back the
- // frame buffer into. This seems to happen when CSS styles are
- // used to resize the Canvas.
- SkBitmap* m_resizingBitmap;
-#endif
-
-#if PLATFORM(WIN_OS)
- HWND m_canvasWindow;
- HDC m_canvasDC;
- HGLRC m_contextObj;
-#elif PLATFORM(CG)
- CGLPBufferObj m_pbuffer;
- CGLContextObj m_contextObj;
- unsigned char* m_renderOutput;
- CGContextRef m_cgContext;
-#elif PLATFORM(LINUX)
- Display* m_display;
- GLXContext m_contextObj;
- GLXPbuffer m_pbuffer;
- // In order to avoid problems caused by linking against libGL, we
- // dynamically look up all the symbols we need.
- // http://code.google.com/p/chromium/issues/detail?id=16800
- void* m_libGL;
- PFNGLXCHOOSEFBCONFIGPROC m_glXChooseFBConfig;
- PFNGLXCREATENEWCONTEXTPROC m_glXCreateNewContext;
- PFNGLXCREATEPBUFFERPROC m_glXCreatePbuffer;
- PFNGLXDESTROYPBUFFERPROC m_glXDestroyPbuffer;
- typedef Bool (* PFNGLXMAKECURRENTPROC)(Display* dpy, GLXDrawable drawable, GLXContext ctx);
- PFNGLXMAKECURRENTPROC m_glXMakeCurrent;
- typedef void (* PFNGLXDESTROYCONTEXTPROC)(Display* dpy, GLXContext ctx);
- PFNGLXDESTROYCONTEXTPROC m_glXDestroyContext;
- typedef GLXContext (* PFNGLXGETCURRENTCONTEXTPROC)(void);
- PFNGLXGETCURRENTCONTEXTPROC m_glXGetCurrentContext;
-#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)
-{
-}
-
-#if PLATFORM(LINUX)
-static void* tryLoad(const char* libName)
-{
- // 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.
- return dlopen(libName, RTLD_LAZY | RTLD_GLOBAL);
-}
-#endif
-
-GraphicsContext3DInternal::GraphicsContext3DInternal()
- : m_texture(0)
- , m_fbo(0)
- , m_depthBuffer(0)
-#ifdef FLIP_FRAMEBUFFER_VERTICALLY
- , m_scanline(0)
-#endif
- , m_boundArrayBuffer(0)
-#if PLATFORM(SKIA)
- , m_resizingBitmap(0)
-#endif
-#if PLATFORM(WIN_OS)
- , m_canvasWindow(0)
- , m_canvasDC(0)
- , m_contextObj(0)
-#elif PLATFORM(CG)
- , m_pbuffer(0)
- , m_contextObj(0)
- , m_renderOutput(0)
- , m_cgContext(0)
-#elif PLATFORM(LINUX)
- , m_display(0)
- , m_contextObj(0)
- , m_pbuffer(0)
- , m_glXChooseFBConfig(0)
- , m_glXCreateNewContext(0)
- , m_glXCreatePbuffer(0)
- , m_glXDestroyPbuffer(0)
- , m_glXMakeCurrent(0)
- , m_glXDestroyContext(0)
- , m_glXGetCurrentContext(0)
-#else
-#error Must port to your platform
-#endif
-{
-#if PLATFORM(WIN_OS)
- 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("GraphicsContext3D: RegisterClass failed\n");
- return;
- }
- }
-
- 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("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 = 0;
- setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("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("GraphicsContext3D: error choosing pixel format\n");
- return;
- }
- if (!pixelFormat) {
- printf("GraphicsContext3D: no pixel format selected\n");
- return;
- }
- CGLContextObj context;
- CGLError res = CGLCreateContext(pixelFormat, 0, &context);
- CGLDestroyPixelFormat(pixelFormat);
- if (res != kCGLNoError) {
- printf("GraphicsContext3D: error creating context\n");
- return;
- }
- CGLPBufferObj pbuffer;
- if (CGLCreatePBuffer(1, 1, GL_TEXTURE_2D, GL_RGBA, 0, &pbuffer) != kCGLNoError) {
- CGLDestroyContext(context);
- printf("GraphicsContext3D: error creating pbuffer\n");
- return;
- }
- if (CGLSetPBuffer(context, pbuffer, 0, 0, 0) != kCGLNoError) {
- CGLDestroyContext(context);
- CGLDestroyPBuffer(pbuffer);
- printf("GraphicsContext3D: error attaching pbuffer to context\n");
- return;
- }
- if (CGLSetCurrentContext(context) != kCGLNoError) {
- CGLDestroyContext(context);
- CGLDestroyPBuffer(pbuffer);
- printf("GraphicsContext3D: error making context current\n");
- return;
- }
- m_pbuffer = pbuffer;
- m_contextObj = context;
-#elif PLATFORM(LINUX)
- m_display = XOpenDisplay(0);
- if (!m_display) {
- printf("GraphicsContext3D: error opening X display\n");
- return;
- }
-
- const char* libNames[] = {
- "/usr/lib/libGL.so.1",
- "/usr/lib32/libGL.so.1",
- "/usr/lib64/libGL.so.1",
- };
- for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++) {
- m_libGL = tryLoad(libNames[i]);
- if (m_libGL)
- break;
- }
- if (!m_libGL) {
- printf("GraphicsContext3D: error opening libGL.so.1\n");
- printf("GraphicsContext3D: tried:");
- for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++)
- printf(" %s", libNames[i]);
- return;
- }
- m_glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(m_libGL, "glXChooseFBConfig");
- m_glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(m_libGL, "glXCreateNewContext");
- m_glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(m_libGL, "glXCreatePbuffer");
- m_glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(m_libGL, "glXDestroyPbuffer");
- m_glXMakeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(m_libGL, "glXMakeCurrent");
- m_glXDestroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(m_libGL, "glXDestroyContext");
- m_glXGetCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(m_libGL, "glXGetCurrentContext");
- if (!m_glXChooseFBConfig || !m_glXCreateNewContext || !m_glXCreatePbuffer
- || !m_glXDestroyPbuffer || !m_glXMakeCurrent || !m_glXDestroyContext
- || !m_glXGetCurrentContext) {
- printf("GraphicsContext3D: error looking up bootstrapping entry points\n");
- return;
- }
- int configAttrs[] = {
- GLX_DRAWABLE_TYPE,
- GLX_PBUFFER_BIT,
- GLX_RENDER_TYPE,
- GLX_RGBA_BIT,
- GLX_DOUBLEBUFFER,
- 0,
- 0
- };
- int nelements = 0;
- GLXFBConfig* config = m_glXChooseFBConfig(m_display, 0, configAttrs, &nelements);
- if (!config) {
- printf("GraphicsContext3D: glXChooseFBConfig failed\n");
- return;
- }
- if (!nelements) {
- printf("GraphicsContext3D: glXChooseFBConfig returned 0 elements\n");
- XFree(config);
- return;
- }
- GLXContext context = m_glXCreateNewContext(m_display, config[0], GLX_RGBA_TYPE, 0, True);
- if (!context) {
- printf("GraphicsContext3D: glXCreateNewContext failed\n");
- XFree(config);
- return;
- }
- int pbufferAttrs[] = {
- GLX_PBUFFER_WIDTH,
- 1,
- GLX_PBUFFER_HEIGHT,
- 1,
- 0
- };
- GLXPbuffer pbuffer = m_glXCreatePbuffer(m_display, config[0], pbufferAttrs);
- XFree(config);
- if (!pbuffer) {
- printf("GraphicsContext3D: glxCreatePbuffer failed\n");
- return;
- }
- if (!m_glXMakeCurrent(m_display, pbuffer, context)) {
- printf("GraphicsContext3D: glXMakeCurrent failed\n");
- return;
- }
- m_contextObj = context;
- m_pbuffer = pbuffer;
-#else
-#error Must port to your platform
-#endif
-
- static bool initializedGLEW = false;
- if (!initializedGLEW) {
- // Initialize GLEW and check for GL 2.0 support by the drivers.
- GLenum glewInitResult = glewInit();
- if (glewInitResult != GLEW_OK) {
- printf("GraphicsContext3D: GLEW initialization failed\n");
- return;
- }
- if (!glewIsSupported("GL_VERSION_2_0")) {
- printf("GraphicsContext3D: OpenGL 2.0 not supported\n");
- return;
- }
- initializedGLEW = true;
- }
-}
-
-GraphicsContext3DInternal::~GraphicsContext3DInternal()
-{
- makeContextCurrent();
-#ifndef RENDER_TO_DEBUGGING_WINDOW
- glDeleteRenderbuffersEXT(1, &m_depthBuffer);
- 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 PLATFORM(SKIA)
- if (m_resizingBitmap)
- delete m_resizingBitmap;
-#endif
-#if PLATFORM(WIN_OS)
- wglMakeCurrent(0, 0);
- wglDeleteContext(m_contextObj);
- ReleaseDC(m_canvasWindow, m_canvasDC);
- DestroyWindow(m_canvasWindow);
-#elif PLATFORM(CG)
- CGLSetCurrentContext(0);
- CGLDestroyContext(m_contextObj);
- CGLDestroyPBuffer(m_pbuffer);
- if (m_cgContext)
- CGContextRelease(m_cgContext);
- if (m_renderOutput)
- delete[] m_renderOutput;
-#elif PLATFORM(LINUX)
- m_glXMakeCurrent(m_display, 0, 0);
- m_glXDestroyContext(m_display, m_contextObj);
- m_glXDestroyPbuffer(m_display, m_pbuffer);
- XCloseDisplay(m_display);
- dlclose(m_libGL);
-#else
-#error Must port to your platform
-#endif
- m_contextObj = 0;
-}
-
-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("GraphicsContext3DInternal: 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;
-#elif PLATFORM(CG)
- if (CGLGetCurrentContext() != m_contextObj)
- if (CGLSetCurrentContext(m_contextObj) == kCGLNoError)
- return true;
-#elif PLATFORM(LINUX)
- if (m_glXGetCurrentContext() != m_contextObj)
- if (m_glXMakeCurrent(m_display, m_pbuffer, 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(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 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
-
- 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);
- // Generate the depth buffer
- glGenRenderbuffersEXT(1, &m_depthBuffer);
- checkError();
- }
-
- // Reallocate the color and depth buffers
- glBindTexture(target, m_texture);
- glTexImage2D(target, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- glBindTexture(target, 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, target, 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
-
-#ifdef FLIP_FRAMEBUFFER_VERTICALLY
- if (m_scanline) {
- delete[] m_scanline;
- m_scanline = 0;
- }
- m_scanline = new unsigned char[width * 4];
-#endif // FLIP_FRAMEBUFFER_VERTICALLY
-
- glClear(GL_COLOR_BUFFER_BIT);
- viewportImpl(0, 0, width, height);
-
-#if PLATFORM(CG)
- // Need to reallocate the client-side backing store.
- // FIXME: make this more efficient.
- if (m_cgContext) {
- CGContextRelease(m_cgContext);
- m_cgContext = 0;
- }
- if (m_renderOutput) {
- delete[] m_renderOutput;
- m_renderOutput = 0;
- }
- int rowBytes = width * 4;
- m_renderOutput = new unsigned char[height * rowBytes];
- CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
- m_cgContext = CGBitmapContextCreate(m_renderOutput, width, height, 8, rowBytes,
- colorSpace, kCGImageAlphaPremultipliedLast);
- CGColorSpaceRelease(colorSpace);
-#endif // PLATFORM(CG)
-}
-
-#ifdef FLIP_FRAMEBUFFER_VERTICALLY
-void GraphicsContext3DInternal::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
-
-void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context)
-{
- 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.
-
- HTMLCanvasElement* canvas = context->canvas();
- ImageBuffer* imageBuffer = canvas->buffer();
- unsigned char* pixels = 0;
-#if PLATFORM(SKIA)
- const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap();
- const SkBitmap* readbackBitmap = 0;
- ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config);
- if (canvasBitmap->width() == m_cachedWidth && canvasBitmap->height() == m_cachedHeight) {
- // This is the fastest and most common case. We read back
- // directly into the canvas's backing store.
- readbackBitmap = canvasBitmap;
- if (m_resizingBitmap) {
- delete m_resizingBitmap;
- m_resizingBitmap = 0;
- }
- } else {
- // We need to allocate a temporary bitmap for reading back the
- // pixel data. We will then use Skia to rescale this bitmap to
- // the size of the canvas's backing store.
- if (m_resizingBitmap && (m_resizingBitmap->width() != m_cachedWidth || m_resizingBitmap->height() != m_cachedHeight)) {
- delete m_resizingBitmap;
- m_resizingBitmap = 0;
- }
- if (!m_resizingBitmap) {
- m_resizingBitmap = new SkBitmap();
- m_resizingBitmap->setConfig(SkBitmap::kARGB_8888_Config,
- m_cachedWidth,
- m_cachedHeight);
- if (!m_resizingBitmap->allocPixels()) {
- delete m_resizingBitmap;
- m_resizingBitmap = 0;
- return;
- }
- }
- readbackBitmap = m_resizingBitmap;
- }
-
- // Read back the frame buffer.
- SkAutoLockPixels bitmapLock(*readbackBitmap);
- pixels = static_cast<unsigned char*>(readbackBitmap->getPixels());
- glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
-#elif PLATFORM(CG)
- if (m_renderOutput) {
- ASSERT(CGBitmapContextGetWidth(m_cgContext) == m_cachedWidth);
- ASSERT(CGBitmapContextGetHeight(m_cgContext) == m_cachedHeight);
- pixels = m_renderOutput;
- glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- }
-#else
-#error Must port to your platform
-#endif
-
-#ifdef FLIP_FRAMEBUFFER_VERTICALLY
- if (pixels)
- flipVertically(pixels, m_cachedWidth, m_cachedHeight);
-#endif
-
-#if PLATFORM(SKIA)
- if (m_resizingBitmap) {
- // We need to draw the resizing bitmap into the canvas's backing store.
- SkCanvas canvas(*canvasBitmap);
- SkRect dst;
- dst.set(0, 0, canvasBitmap->width(), canvasBitmap->height());
- canvas.drawBitmapRect(*m_resizingBitmap, 0, dst);
- }
-#elif PLATFORM(CG)
- if (m_renderOutput) {
- CGImageRef cgImage = CGBitmapContextCreateImage(m_cgContext);
- // CSS styling may cause the canvas's content to be resized on
- // the page. Go back to the Canvas to figure out the correct
- // width and height to draw.
- CGRect rect = CGRectMake(0, 0,
- context->canvas()->width(),
- context->canvas()->height());
- // We want to completely overwrite the previous frame's
- // rendering results.
- CGContextSetBlendMode(imageBuffer->context()->platformContext(),
- kCGBlendModeCopy);
- CGContextDrawImage(imageBuffer->context()->platformContext(),
- rect, cgImage);
- CGImageRelease(cgImage);
- }
-#else
-#error Must port to your platform
-#endif
-
-#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();
- glActiveTexture(texture);
-}
-
-void GraphicsContext3DInternal::bindBuffer(unsigned long target,
- WebGLBuffer* 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, WebGLTexture*)
-void GraphicsContext3DInternal::bindTexture(unsigned long target,
- WebGLTexture* texture)
-{
- makeContextCurrent();
- unsigned int textureObject = EXTRACT(texture);
-
- 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) {
- 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::disableVertexAttribArray(unsigned long index)
-{
- makeContextCurrent();
- if (index < NumTrackedPointerStates)
- m_vertexAttribPointerState[index].enabled = false;
- glDisableVertexAttribArray(index);
-}
-
-void GraphicsContext3DInternal::enableVertexAttribArray(unsigned long index)
-{
- makeContextCurrent();
- if (index < NumTrackedPointerStates)
- m_vertexAttribPointerState[index].enabled = true;
- glEnableVertexAttribArray(index);
-}
-
-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 < 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)));
-}
-
-void GraphicsContext3DInternal::viewportImpl(long x, long y, unsigned long width, unsigned long height)
-{
- glViewport(x, y, width, height);
-}
-
-// 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 GraphicsContext3D::name() \
-{ \
- makeContextCurrent(); \
- gl##glname(); \
-}
-
-#define GL_SAME_METHOD_1(glname, name, t1) \
-void GraphicsContext3D::name(t1 a1) \
-{ \
- makeContextCurrent(); \
- gl##glname(a1); \
-}
-
-#define GL_SAME_METHOD_1_X(glname, name, t1) \
-void GraphicsContext3D::name(t1 a1) \
-{ \
- makeContextCurrent(); \
- gl##glname(EXTRACT(a1)); \
-}
-
-#define GL_SAME_METHOD_2(glname, name, t1, t2) \
-void GraphicsContext3D::name(t1 a1, t2 a2) \
-{ \
- makeContextCurrent(); \
- gl##glname(a1, a2); \
-}
-
-#define GL_SAME_METHOD_2_X12(glname, name, t1, t2) \
-void GraphicsContext3D::name(t1 a1, t2 a2) \
-{ \
- makeContextCurrent(); \
- gl##glname(EXTRACT(a1), EXTRACT(a2)); \
-}
-
-#define GL_SAME_METHOD_2_X2(glname, name, t1, t2) \
-void GraphicsContext3D::name(t1 a1, t2 a2) \
-{ \
- makeContextCurrent(); \
- gl##glname(a1, EXTRACT(a2)); \
-}
-
-#define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \
-void GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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 GraphicsContext3D::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); \
-}
-
-PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create()
-{
- PassOwnPtr<GraphicsContext3D> context = new GraphicsContext3D();
- // FIXME: add error checking
- return context;
-}
-
-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(WebGLRenderingContext* 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: // FIXME: default cases are discouraged in WebKit.
- 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, WebGLProgram*, WebGLShader*)
-
-void GraphicsContext3D::bindAttribLocation(WebGLProgram* program,
- unsigned long index,
- const String& name)
-{
- if (!program)
- return;
- makeContextCurrent();
- glBindAttribLocation(EXTRACT(program), index, name.utf8().data());
-}
-
-void GraphicsContext3D::bindBuffer(unsigned long target,
- WebGLBuffer* buffer)
-{
- m_internal->bindBuffer(target, buffer);
-}
-
-GL_SAME_METHOD_2_X2(BindFramebuffer, bindFramebuffer, unsigned long, WebGLFramebuffer*)
-
-GL_SAME_METHOD_2_X2(BindRenderbuffer, bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
-
-// 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, WebGLTexture*)
-void GraphicsContext3D::bindTexture(unsigned long target,
- WebGLTexture* 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, 0, usage);
-}
-
-void GraphicsContext3D::bufferData(unsigned long target, WebGLArray* array, unsigned long usage)
-{
- m_internal->bufferDataImpl(target, array->sizeInBytes(), array->baseAddress(), usage);
-}
-
-void GraphicsContext3D::bufferSubData(unsigned long target, long offset, WebGLArray* 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)
-
-GL_SAME_METHOD_4(ColorMask, colorMask, bool, bool, bool, bool)
-
-GL_SAME_METHOD_1_X(CompileShader, compileShader, WebGLShader*)
-
-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)
-
-GL_SAME_METHOD_1(DepthMask, depthMask, bool)
-
-GL_SAME_METHOD_2(DepthRange, depthRange, double, double)
-
-void GraphicsContext3D::detachShader(WebGLProgram* program, WebGLShader* shader)
-{
- if (!program || !shader)
- return;
-
- makeContextCurrent();
- glDetachShader(EXTRACT(program), EXTRACT(shader));
-}
-
-GL_SAME_METHOD_1(Disable, disable, unsigned long)
-
-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: default cases are discouraged in WebKit.
- // 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)));
-}
-
-GL_SAME_METHOD_1(Enable, enable, unsigned long)
-
-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, WebGLRenderbuffer*)
-
-GL_SAME_METHOD_5_X4(FramebufferTexture2D, framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, 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.
-}
-
-bool GraphicsContext3D::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info)
-{
- if (!program)
- return false;
- GLint maxNameLength = -1;
- glGetProgramiv(EXTRACT(program), GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength);
- if (maxNameLength < 0)
- return false;
- GLchar* name = 0;
- if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name))
- return false;
- GLsizei length = 0;
- GLint size = -1;
- GLenum type = 0;
- glGetActiveAttrib(EXTRACT(program), index, maxNameLength,
- &length, &size, &type, name);
- if (size < 0) {
- fastFree(name);
- return false;
- }
- info.name = String(name, length);
- info.type = type;
- info.size = size;
- fastFree(name);
- return true;
-}
-
-bool GraphicsContext3D::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info)
-{
- if (!program)
- return false;
- GLint maxNameLength = -1;
- glGetProgramiv(EXTRACT(program), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
- if (maxNameLength < 0)
- return false;
- GLchar* name = 0;
- if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name))
- return false;
- GLsizei length = 0;
- GLint size = -1;
- GLenum type = 0;
- glGetActiveUniform(EXTRACT(program), index, maxNameLength,
- &length, &size, &type, name);
- if (size < 0) {
- fastFree(name);
- return false;
- }
- info.name = String(name, length);
- info.type = type;
- info.size = size;
- fastFree(name);
- return true;
-}
-
-int GraphicsContext3D::getAttribLocation(WebGLProgram* 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<WebGLUnsignedByteArray> GraphicsContext3D::getBooleanv(unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-int GraphicsContext3D::getBufferParameteri(unsigned long target, unsigned long pname)
-{
- makeContextCurrent();
- GLint data;
- glGetBufferParameteriv(target, pname, &data);
- return static_cast<int>(data);
-}
-
-PassRefPtr<WebGLIntArray> GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-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<WebGLFloatArray> GraphicsContext3D::getFloatv(unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-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<WebGLIntArray> GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target,
- unsigned long attachment,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-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<WebGLIntArray> GraphicsContext3D::getIntegerv(unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-int GraphicsContext3D::getProgrami(WebGLProgram* program,
- unsigned long pname)
-{
- makeContextCurrent();
- GLint param;
- glGetProgramiv(EXTRACT(program), pname, &param);
- return static_cast<int>(param);
-}
-
-PassRefPtr<WebGLIntArray> GraphicsContext3D::getProgramiv(WebGLProgram* program,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-String GraphicsContext3D::getProgramInfoLog(WebGLProgram* program)
-{
- makeContextCurrent();
- GLuint programID = EXTRACT(program);
- GLint logLength;
- glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
- if (!logLength)
- return String();
- GLchar* log = 0;
- if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
- return String();
- GLsizei returnedLogLength;
- glGetProgramInfoLog(programID, logLength, &returnedLogLength, log);
- ASSERT(logLength == returnedLogLength + 1);
- String res = String(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<WebGLIntArray> GraphicsContext3D::getRenderbufferParameteriv(unsigned long target,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-int GraphicsContext3D::getShaderi(WebGLShader* shader,
- unsigned long pname)
-{
- makeContextCurrent();
- GLint param;
- glGetShaderiv(EXTRACT(shader), pname, &param);
- return static_cast<int>(param);
-}
-
-PassRefPtr<WebGLIntArray> GraphicsContext3D::getShaderiv(WebGLShader* shader,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-String GraphicsContext3D::getShaderInfoLog(WebGLShader* shader)
-{
- makeContextCurrent();
- GLuint shaderID = EXTRACT(shader);
- GLint logLength;
- glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
- if (!logLength)
- return String();
- GLchar* log = 0;
- if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
- return String();
- GLsizei returnedLogLength;
- glGetShaderInfoLog(shaderID, logLength, &returnedLogLength, log);
- ASSERT(logLength == returnedLogLength + 1);
- String res = String(log, returnedLogLength);
- fastFree(log);
- return res;
-}
-
-String GraphicsContext3D::getShaderSource(WebGLShader* shader)
-{
- makeContextCurrent();
- GLuint shaderID = EXTRACT(shader);
- GLint logLength;
- glGetShaderiv(shaderID, GL_SHADER_SOURCE_LENGTH, &logLength);
- if (!logLength)
- return String();
- GLchar* log = 0;
- if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
- return String();
- GLsizei returnedLogLength;
- glGetShaderSource(shaderID, logLength, &returnedLogLength, log);
- ASSERT(logLength == returnedLogLength + 1);
- String res = String(log, returnedLogLength);
- fastFree(log);
- return res;
-}
-
-String GraphicsContext3D::getString(unsigned long name)
-{
- makeContextCurrent();
- return String(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<WebGLFloatArray> GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-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<WebGLIntArray> GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-float GraphicsContext3D::getUniformf(WebGLProgram* program, long location)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-PassRefPtr<WebGLFloatArray> GraphicsContext3D::getUniformfv(WebGLProgram* program, long location)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-int GraphicsContext3D::getUniformi(WebGLProgram* program, long location)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-PassRefPtr<WebGLIntArray> GraphicsContext3D::getUniformiv(WebGLProgram* program, long location)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-long GraphicsContext3D::getUniformLocation(WebGLProgram* 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<WebGLFloatArray> GraphicsContext3D::getVertexAttribfv(unsigned long index,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-int GraphicsContext3D::getVertexAttribi(unsigned long index,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-PassRefPtr<WebGLIntArray> GraphicsContext3D::getVertexAttribiv(unsigned long index,
- unsigned long pname)
-{
- // FIXME: implement.
- notImplemented();
- return 0;
-}
-
-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(WebGLBuffer* buffer)
-{
- makeContextCurrent();
- return glIsBuffer(EXTRACT(buffer));
-}
-
-bool GraphicsContext3D::isEnabled(unsigned long cap)
-{
- makeContextCurrent();
- return glIsEnabled(cap);
-}
-
-bool GraphicsContext3D::isFramebuffer(WebGLFramebuffer* framebuffer)
-{
- makeContextCurrent();
- return glIsFramebuffer(EXTRACT(framebuffer));
-}
-
-bool GraphicsContext3D::isProgram(WebGLProgram* program)
-{
- makeContextCurrent();
- return glIsProgram(EXTRACT(program));
-}
-
-bool GraphicsContext3D::isRenderbuffer(WebGLRenderbuffer* renderbuffer)
-{
- makeContextCurrent();
- return glIsRenderbuffer(EXTRACT(renderbuffer));
-}
-
-bool GraphicsContext3D::isShader(WebGLShader* shader)
-{
- makeContextCurrent();
- return glIsShader(EXTRACT(shader));
-}
-
-bool GraphicsContext3D::isTexture(WebGLTexture* texture)
-{
- makeContextCurrent();
- return glIsTexture(EXTRACT(texture));
-}
-
-GL_SAME_METHOD_1(LineWidth, lineWidth, double)
-
-GL_SAME_METHOD_1_X(LinkProgram, linkProgram, WebGLProgram*)
-
-void GraphicsContext3D::pixelStorei(unsigned long pname, long param)
-{
- if (pname != GL_PACK_ALIGNMENT && pname != GL_UNPACK_ALIGNMENT) {
- // FIXME: Create a fake GL error and throw an exception.
- return;
- }
-
- makeContextCurrent();
- glPixelStorei(pname, param);
-}
-
-GL_SAME_METHOD_2(PolygonOffset, polygonOffset, double, double)
-
-PassRefPtr<WebGLArray> GraphicsContext3D::readPixels(long x, long y,
- unsigned long width, unsigned long height,
- unsigned long format, unsigned long type) {
- // FIXME: support more pixel formats and types.
- if (!((format == GL_RGBA) && (type == GL_UNSIGNED_BYTE)))
- return 0;
-
- // FIXME: take into account pack alignment.
- RefPtr<WebGLUnsignedByteArray> array = WebGLUnsignedByteArray::create(width * height * 4);
- glReadPixels(x, y, width, height, format, type, array->baseAddress());
- return array;
-}
-
-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(WebGLShader* 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,
- WebGLArray* 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);
- }
- }
-}
-
-// FIXME: this must be changed to refer to the original image data
-// rather than unmultiplying the alpha channel.
-static int texImage2DHelper(unsigned target, unsigned level,
- int width, int height,
- int rowBytes,
- bool flipY,
- bool premultiplyAlpha,
- GLenum format,
- bool skipAlpha,
- unsigned char* pixels)
-{
- ASSERT(format == GL_RGBA || format == GL_BGRA);
- GLint internalFormat = GL_RGBA8;
- if (skipAlpha) {
- internalFormat = GL_RGB8;
- // Ignore the alpha channel
- premultiplyAlpha = true;
- }
- 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, internalFormat,
- width,
- height,
- 0,
- format,
- GL_UNSIGNED_BYTE,
- 0);
- unsigned char* row = 0;
- 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,
- format,
- 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, internalFormat,
- width,
- height,
- 0,
- format,
- GL_UNSIGNED_BYTE,
- pixels);
- else {
- glTexImage2D(target, level, internalFormat,
- width,
- height,
- 0,
- format,
- GL_UNSIGNED_BYTE,
- 0);
- 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,
- format,
- GL_UNSIGNED_BYTE,
- row);
- }
- delete[] row;
- }
- }
- return 0;
-}
-
-int GraphicsContext3D::texImage2D(unsigned target, unsigned level, Image* image,
- bool flipY, bool premultiplyAlpha)
-{
- ASSERT(image);
-
- int res = -1;
-#if PLATFORM(SKIA)
- NativeImageSkia* skiaImage = image->nativeImageForCurrentFrame();
- if (!skiaImage) {
- 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();
- unsigned char* pixels =
- reinterpret_cast<unsigned char*>(skiaImage->getPixels());
- int rowBytes = skiaImage->rowBytes();
- res = texImage2DHelper(target, level,
- width, height,
- rowBytes,
- flipY, premultiplyAlpha,
- GL_BGRA,
- false,
- pixels);
-#elif PLATFORM(CG)
- CGImageRef cgImage = image->nativeImageForCurrentFrame();
- if (!cgImage) {
- ASSERT_NOT_REACHED();
- return -1;
- }
- int width = CGImageGetWidth(cgImage);
- int height = CGImageGetHeight(cgImage);
- int rowBytes = width * 4;
- CGImageAlphaInfo info = CGImageGetAlphaInfo(cgImage);
- bool skipAlpha = (info == kCGImageAlphaNone
- || info == kCGImageAlphaNoneSkipLast
- || info == kCGImageAlphaNoneSkipFirst);
- unsigned char* imageData = new unsigned char[height * rowBytes];
- CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
- CGContextRef tmpContext = CGBitmapContextCreate(imageData, width, height, 8, rowBytes,
- colorSpace,
- kCGImageAlphaPremultipliedLast);
- CGColorSpaceRelease(colorSpace);
- CGContextDrawImage(tmpContext,
- CGRectMake(0, 0, static_cast<CGFloat>(width), static_cast<CGFloat>(height)),
- cgImage);
- CGContextRelease(tmpContext);
- res = texImage2DHelper(target, level, width, height, rowBytes,
- flipY, premultiplyAlpha, GL_RGBA, skipAlpha, imageData);
- delete[] imageData;
-#else
-#error Must port to your platform
-#endif
- return res;
-}
-
-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,
- WebGLArray* 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,
- Image* 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,
- 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);
-}
-
-GL_SAME_METHOD_1_X(UseProgram, useProgram, WebGLProgram*)
-
-GL_SAME_METHOD_1_X(ValidateProgram, validateProgram, WebGLProgram*)
-
-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)
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