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Side by Side Diff: Source/platform/graphics/gpu/DrawingBuffer.cpp

Issue 1120953002: WebGL 2: add read/write framebuffer binding points to related APIs (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: addressed kbr@'s feedback Created 5 years, 7 months ago
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1 /* 1 /*
2 * Copyright (c) 2010, Google Inc. All rights reserved. 2 * Copyright (c) 2010, Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are 5 * modification, are permitted provided that the following conditions are
6 * met: 6 * met:
7 * 7 *
8 * * Redistributions of source code must retain the above copyright 8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above 10 * * Redistributions in binary form must reproduce the above
(...skipping 105 matching lines...) Expand 10 before | Expand all | Expand 10 after
116 PassOwnPtr<Extensions3DUtil> extensionsUtil, 116 PassOwnPtr<Extensions3DUtil> extensionsUtil,
117 bool multisampleExtensionSupported, 117 bool multisampleExtensionSupported,
118 bool packedDepthStencilExtensionSupported, 118 bool packedDepthStencilExtensionSupported,
119 bool discardFramebufferSupported, 119 bool discardFramebufferSupported,
120 PreserveDrawingBuffer preserve, 120 PreserveDrawingBuffer preserve,
121 WebGraphicsContext3D::Attributes requestedAttributes) 121 WebGraphicsContext3D::Attributes requestedAttributes)
122 : m_preserveDrawingBuffer(preserve) 122 : m_preserveDrawingBuffer(preserve)
123 , m_scissorEnabled(false) 123 , m_scissorEnabled(false)
124 , m_texture2DBinding(0) 124 , m_texture2DBinding(0)
125 , m_framebufferBinding(0) 125 , m_framebufferBinding(0)
126 , m_readFramebufferBinding(0)
126 , m_activeTextureUnit(GL_TEXTURE0) 127 , m_activeTextureUnit(GL_TEXTURE0)
127 , m_context(context) 128 , m_context(context)
128 , m_extensionsUtil(extensionsUtil) 129 , m_extensionsUtil(extensionsUtil)
129 , m_size(-1, -1) 130 , m_size(-1, -1)
130 , m_requestedAttributes(requestedAttributes) 131 , m_requestedAttributes(requestedAttributes)
131 , m_multisampleExtensionSupported(multisampleExtensionSupported) 132 , m_multisampleExtensionSupported(multisampleExtensionSupported)
132 , m_packedDepthStencilExtensionSupported(packedDepthStencilExtensionSupporte d) 133 , m_packedDepthStencilExtensionSupported(packedDepthStencilExtensionSupporte d)
133 , m_discardFramebufferSupported(discardFramebufferSupported) 134 , m_discardFramebufferSupported(discardFramebufferSupported)
134 , m_fbo(0) 135 , m_fbo(0)
135 , m_depthStencilBuffer(0) 136 , m_depthStencilBuffer(0)
(...skipping 562 matching lines...) Expand 10 before | Expand all | Expand 10 after
698 else 699 else
699 m_context->renderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX 8, size.width(), size.height()); 700 m_context->renderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX 8, size.width(), size.height());
700 m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACH MENT, GL_RENDERBUFFER, m_stencilBuffer); 701 m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACH MENT, GL_RENDERBUFFER, m_stencilBuffer);
701 } 702 }
702 } 703 }
703 m_context->bindRenderbuffer(GL_RENDERBUFFER, 0); 704 m_context->bindRenderbuffer(GL_RENDERBUFFER, 0);
704 } 705 }
705 706
706 707
707 708
708 void DrawingBuffer::clearFramebuffers(GLbitfield clearMask) 709 void DrawingBuffer::clearFramebuffers(GLenum target, GLbitfield clearMask)
Zhenyao Mo 2015/06/04 22:08:17 No need for the target, the original code is corre
yunchao 2015/06/09 10:37:55 Acknowledged.
709 { 710 {
711 ASSERT(target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER);
710 // We will clear the multisample FBO, but we also need to clear the non-mult isampled buffer. 712 // We will clear the multisample FBO, but we also need to clear the non-mult isampled buffer.
711 if (m_multisampleFBO) { 713 if (m_multisampleFBO) {
712 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_fbo); 714 m_context->bindFramebuffer(target, m_fbo);
713 m_context->clear(GL_COLOR_BUFFER_BIT); 715 m_context->clear(GL_COLOR_BUFFER_BIT);
714 } 716 }
715 717
716 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO ? m_multisampleF BO : m_fbo); 718 m_context->bindFramebuffer(target, m_multisampleFBO ? m_multisampleFBO : m_f bo);
717 m_context->clear(clearMask); 719 m_context->clear(clearMask);
718 } 720 }
719 721
720 void DrawingBuffer::setSize(const IntSize& size) 722 void DrawingBuffer::setSize(const IntSize& size)
721 { 723 {
722 if (m_size == size) 724 if (m_size == size)
723 return; 725 return;
724 726
725 m_size = size; 727 m_size = size;
726 } 728 }
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771 m_context->clearDepth(1.0f); 773 m_context->clearDepth(1.0f);
772 clearMask |= GL_DEPTH_BUFFER_BIT; 774 clearMask |= GL_DEPTH_BUFFER_BIT;
773 m_context->depthMask(true); 775 m_context->depthMask(true);
774 } 776 }
775 if (m_actualAttributes.stencil) { 777 if (m_actualAttributes.stencil) {
776 m_context->clearStencil(0); 778 m_context->clearStencil(0);
777 clearMask |= GL_STENCIL_BUFFER_BIT; 779 clearMask |= GL_STENCIL_BUFFER_BIT;
778 m_context->stencilMaskSeparate(GL_FRONT, 0xFFFFFFFF); 780 m_context->stencilMaskSeparate(GL_FRONT, 0xFFFFFFFF);
779 } 781 }
780 782
781 clearFramebuffers(clearMask); 783 clearFramebuffers(GL_FRAMEBUFFER, clearMask);
782 return true; 784 return true;
783 } 785 }
784 786
785 void DrawingBuffer::commit() 787 void DrawingBuffer::commit(GLenum target)
Zhenyao Mo 2015/06/04 22:08:17 |target| is not needed.
yunchao 2015/06/09 10:37:55 Acknowledged.
786 { 788 {
787 if (m_multisampleFBO && !m_contentsChangeCommitted) { 789 if (m_multisampleFBO && !m_contentsChangeCommitted) {
788 m_context->bindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, m_multisampleFBO); 790 m_context->bindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, m_multisampleFBO);
789 m_context->bindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, m_fbo); 791 m_context->bindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, m_fbo);
790 792
791 if (m_scissorEnabled) 793 if (m_scissorEnabled)
792 m_context->disable(GL_SCISSOR_TEST); 794 m_context->disable(GL_SCISSOR_TEST);
793 795
794 int width = m_size.width(); 796 int width = m_size.width();
795 int height = m_size.height(); 797 int height = m_size.height();
796 // Use NEAREST, because there is no scale performed during the blit. 798 // Use NEAREST, because there is no scale performed during the blit.
797 m_context->blitFramebufferCHROMIUM(0, 0, width, height, 0, 0, width, hei ght, GL_COLOR_BUFFER_BIT, GL_NEAREST); 799 m_context->blitFramebufferCHROMIUM(0, 0, width, height, 0, 0, width, hei ght, GL_COLOR_BUFFER_BIT, GL_NEAREST);
798 800
799 if (m_scissorEnabled) 801 if (m_scissorEnabled)
800 m_context->enable(GL_SCISSOR_TEST); 802 m_context->enable(GL_SCISSOR_TEST);
801 } 803 }
802 804
803 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_fbo); 805 m_context->bindFramebuffer(target, m_fbo);
Zhenyao Mo 2015/06/04 22:08:17 Instead of calling this directly, you should call
yunchao 2015/06/09 10:37:55 Acknowledged.
804 m_contentsChangeCommitted = true; 806 m_contentsChangeCommitted = true;
805 } 807 }
806 808
807 void DrawingBuffer::restoreFramebufferBinding() 809 void DrawingBuffer::restoreFramebufferBinding(GLenum target)
Zhenyao Mo 2015/06/04 22:08:17 It should not have a target, but restore both READ
yunchao 2015/06/09 10:37:55 Acknowledged.
808 { 810 {
809 if (!m_framebufferBinding) { 811 if (((target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER) && !m_frame bufferBinding)
810 bind(); 812 || (target == GL_READ_FRAMEBUFFER && !m_readFramebufferBinding)) {
813 bind(target);
811 return; 814 return;
812 } 815 }
813 m_context->bindFramebuffer(GL_FRAMEBUFFER, m_framebufferBinding); 816 m_context->bindFramebuffer(target, target == GL_READ_FRAMEBUFFER ? m_readFra mebufferBinding : m_framebufferBinding);
814 } 817 }
815 818
816 bool DrawingBuffer::multisample() const 819 bool DrawingBuffer::multisample() const
817 { 820 {
818 return m_multisampleMode != None; 821 return m_multisampleMode != None;
819 } 822 }
820 823
821 void DrawingBuffer::bind(GLenum target) 824 void DrawingBuffer::bind(GLenum target)
822 { 825 {
823 m_context->bindFramebuffer(target, m_multisampleFBO ? m_multisampleFBO : m_f bo); 826 m_context->bindFramebuffer(target, m_multisampleFBO ? m_multisampleFBO : m_f bo);
Zhenyao Mo 2015/06/04 22:08:17 I think we should get rid of the target in this fu
yunchao 2015/06/09 10:37:54 In WebGL 1.0, there may have both m_multisampleFBO
824 } 827 }
825 828
826 void DrawingBuffer::setPackAlignment(GLint param) 829 void DrawingBuffer::setPackAlignment(GLint param)
827 { 830 {
828 m_packAlignment = param; 831 m_packAlignment = param;
829 } 832 }
830 833
831 void DrawingBuffer::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer) 834 void DrawingBuffer::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer)
832 { 835 {
833 paintFramebufferToCanvas(framebuffer(), size().width(), size().height(), !m_ actualAttributes.premultipliedAlpha, imageBuffer); 836 paintFramebufferToCanvas(framebuffer(), size().width(), size().height(), !m_ actualAttributes.premultipliedAlpha, imageBuffer);
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981 void DrawingBuffer::deleteChromiumImageForTexture(TextureInfo* info) 984 void DrawingBuffer::deleteChromiumImageForTexture(TextureInfo* info)
982 { 985 {
983 if (info->imageId) { 986 if (info->imageId) {
984 m_context->releaseTexImage2DCHROMIUM(GL_TEXTURE_2D, info->imageId); 987 m_context->releaseTexImage2DCHROMIUM(GL_TEXTURE_2D, info->imageId);
985 m_context->destroyImageCHROMIUM(info->imageId); 988 m_context->destroyImageCHROMIUM(info->imageId);
986 info->imageId = 0; 989 info->imageId = 0;
987 } 990 }
988 } 991 }
989 992
990 } // namespace blink 993 } // namespace blink
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