Index: Source/platform/graphics/filters/custom/FECustomFilter.cpp |
diff --git a/Source/platform/graphics/filters/custom/FECustomFilter.cpp b/Source/platform/graphics/filters/custom/FECustomFilter.cpp |
index e070977699ce4197185d44b01ae488a062efe5c3..bcce901401aee8ded62a9a714f10086019607a6e 100644 |
--- a/Source/platform/graphics/filters/custom/FECustomFilter.cpp |
+++ b/Source/platform/graphics/filters/custom/FECustomFilter.cpp |
@@ -81,7 +81,7 @@ void FECustomFilter::deleteRenderBuffers() |
if (m_frameBuffer) { |
// Make sure to unbind any framebuffer from the context first, otherwise |
// some platforms might refuse to bind the same buffer id again. |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, 0); |
m_context->deleteFramebuffer(m_frameBuffer); |
m_frameBuffer = 0; |
} |
@@ -101,7 +101,7 @@ void FECustomFilter::deleteMultisampleRenderBuffers() |
if (m_multisampleFrameBuffer) { |
// Make sure to unbind any framebuffer from the context first, otherwise |
// some platforms might refuse to bind the same buffer id again. |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, 0); |
m_context->deleteFramebuffer(m_multisampleFrameBuffer); |
m_multisampleFrameBuffer = 0; |
} |
@@ -137,11 +137,11 @@ void FECustomFilter::clearShaderResult() |
void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture) |
{ |
bool multisample = canUseMultisampleBuffers(); |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); |
m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height()); |
m_context->clearColor(0, 0, 0, 0); |
- m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); |
+ m_context->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
m_customFilterRenderer->draw(inputTexture, m_contextSize); |
@@ -190,7 +190,7 @@ bool FECustomFilter::applyShader() |
drawFilterMesh(needsInputTexture ? m_inputTexture : 0); |
ASSERT(static_cast<size_t>(newContextSize.width() * newContextSize.height() * 4) == dstPixelArray->length()); |
- m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, dstPixelArray->data()); |
+ m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GL_RGBA, GL_UNSIGNED_BYTE, dstPixelArray->data()); |
return true; |
} |
@@ -204,8 +204,8 @@ bool FECustomFilter::ensureInputTexture() |
void FECustomFilter::uploadInputTexture(Uint8ClampedArray* srcPixelArray) |
{ |
- m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_inputTexture); |
- m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, m_contextSize.width(), m_contextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, srcPixelArray->data()); |
+ m_context->bindTexture(GL_TEXTURE_2D, m_inputTexture); |
+ m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_contextSize.width(), m_contextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, srcPixelArray->data()); |
} |
bool FECustomFilter::ensureFrameBuffer() |
@@ -252,12 +252,12 @@ void FECustomFilter::resolveMultisampleBuffer() |
m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, m_frameBuffer); |
ASSERT(m_context->extensions()); |
- m_context->extensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GraphicsContext3D::COLOR_BUFFER_BIT, GraphicsContext3D::NEAREST); |
+ m_context->extensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST); |
m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, 0); |
m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, 0); |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer); |
} |
bool FECustomFilter::canUseMultisampleBuffers() const |
@@ -285,19 +285,19 @@ bool FECustomFilter::resizeMultisampleBuffers(const IntSize& newContextSize) |
Extensions3D* extensions = m_context->extensions(); |
ASSERT(extensions); |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFrameBuffer); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, m_multisampleFrameBuffer); |
- m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer); |
- extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height()); |
- m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer); |
+ m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleRenderBuffer); |
+ extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height()); |
+ m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_multisampleRenderBuffer); |
- m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer); |
- extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); |
- m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer); |
+ m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleDepthBuffer); |
+ extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); |
+ m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthBuffer); |
- m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); |
+ m_context->bindRenderbuffer(GL_RENDERBUFFER, 0); |
- if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { |
+ if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { |
deleteMultisampleRenderBuffers(); |
return false; |
} |
@@ -313,7 +313,7 @@ bool FECustomFilter::resizeContextIfNeeded(const IntSize& newContextSize) |
return true; |
int maxTextureSize = 0; |
- m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &maxTextureSize); |
+ m_context->getIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); |
if (newContextSize.height() > maxTextureSize || newContextSize.width() > maxTextureSize) |
return false; |
@@ -324,31 +324,31 @@ bool FECustomFilter::resizeContext(const IntSize& newContextSize) |
{ |
bool multisample = resizeMultisampleBuffers(newContextSize); |
- m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer); |
- m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_destTexture); |
+ m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer); |
+ m_context->bindTexture(GL_TEXTURE_2D, m_destTexture); |
// We are going to clear the output buffer anyway, so we can safely initialize the destination texture with garbage data. |
// FIXME: GraphicsContext3D::texImage2DDirect is not implemented on Chromium. |
- m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, newContextSize.width(), newContextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0); |
- m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_destTexture, 0); |
+ m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newContextSize.width(), newContextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); |
+ m_context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_destTexture, 0); |
// We don't need the depth buffer for the texture framebuffer, if we already |
// have a multisample buffer. |
if (!multisample) { |
- m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthBuffer); |
- m_context->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); |
- m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBuffer); |
+ m_context->bindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer); |
+ m_context->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height()); |
+ m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer); |
} |
- if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) |
+ if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) |
return false; |
if (multisample) { |
// Clear the framebuffer first, otherwise the first blit will fail. |
m_context->clearColor(0, 0, 0, 0); |
- m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT); |
+ m_context->clear(GL_COLOR_BUFFER_BIT); |
} |
- m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); |
+ m_context->bindRenderbuffer(GL_RENDERBUFFER, 0); |
m_contextSize = newContextSize; |
return true; |