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Unified Diff: Source/core/html/canvas/WebGL2RenderingContextBase.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: Created 5 years, 7 months ago
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Index: Source/core/html/canvas/WebGL2RenderingContextBase.cpp
diff --git a/Source/core/html/canvas/WebGL2RenderingContextBase.cpp b/Source/core/html/canvas/WebGL2RenderingContextBase.cpp
index b7f4c18bfc6acc0154ef08ed625f80ad26cbaa0a..498f5a7b5d67a671820ae0d6447865e77ccafb67 100644
--- a/Source/core/html/canvas/WebGL2RenderingContextBase.cpp
+++ b/Source/core/html/canvas/WebGL2RenderingContextBase.cpp
@@ -1343,6 +1343,31 @@ void WebGL2RenderingContextBase::bindFramebuffer(GLenum target, WebGLFramebuffer
setFramebuffer(target, buffer);
}
+void WebGL2RenderingContextBase::deleteFramebuffer(WebGLFramebuffer* framebuffer)
+{
+ if (!deleteObject(framebuffer))
+ return;
+ GLenum target = 0;
+ if (framebuffer == m_framebufferBinding) {
+ if (framebuffer == m_readFramebufferBinding) {
+ target = GL_FRAMEBUFFER;
+ m_framebufferBinding = nullptr;
+ m_readFramebufferBinding = nullptr;
+ } else {
+ target = GL_DRAW_FRAMEBUFFER;
+ m_framebufferBinding = nullptr;
+ }
+ } else if (framebuffer == m_readFramebufferBinding) {
+ target = GL_READ_FRAMEBUFFER;
+ m_readFramebufferBinding = nullptr;
+ }
+ if (target) {
+ drawingBuffer()->setFramebufferBinding(0, target);
+ // Have to call bindFramebuffer here to bind back to internal fbo.
bajones 2015/05/06 17:47:53 Comment doesn't match associated line. Should be /
yunchao 2015/05/22 09:54:35 Acknowledged.
+ drawingBuffer()->bind(target);
+ }
+}
+
ScriptValue WebGL2RenderingContextBase::getParameter(ScriptState* scriptState, GLenum pname)
{
if (isContextLost())
@@ -1712,4 +1737,29 @@ ScriptValue WebGL2RenderingContextBase::getTexParameter(ScriptState* scriptState
}
}
+void WebGL2RenderingContextBase::restoreCurrentFramebuffer()
+{
+ bindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebufferBinding.get());
+ bindFramebuffer(GL_READ_FRAMEBUFFER, m_readFramebufferBinding.get());
+}
+
+GLenum WebGL2RenderingContextBase::boundFramebufferColorFormat()
+{
+ GLenum colorFormat = 0, readColorFormat = 0, defaultColorFormat = GL_RGB;
+ if (m_requestedAttributes.alpha())
+ defaultColorFormat = GL_RGBA;
+ if (m_framebufferBinding && m_framebufferBinding->object())
+ colorFormat = m_framebufferBinding->colorBufferFormat();
+ if (m_readFramebufferBinding && m_readFramebufferBinding->object())
+ readColorFormat = m_readFramebufferBinding->colorBufferFormat();
+ // Both read and draw framebuffer are bound to FBO
+ if (colorFormat != 0 && readColorFormat != 0)
+ return colorFormat & readColorFormat;
Ken Russell (switch to Gerrit) 2015/05/06 21:17:33 I don't understand what this code is attempting to
yunchao 2015/05/22 09:54:35 I thought that both the read buffer and the draw b
+ // Either read or draw framebuffe is bound to FBO
+ if (colorFormat != 0 || readColorFormat != 0)
+ return colorFormat & defaultColorFormat;
+ // No framebuffer is bound to FBO
+ return defaultColorFormat;
+}
+
} // namespace blink

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