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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple 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 | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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2414 } | 2414 } |
2415 break; | 2415 break; |
2416 default: | 2416 default: |
2417 webContext()->framebufferRenderbuffer(target, attachment, renderbufferta
rget, bufferObject); | 2417 webContext()->framebufferRenderbuffer(target, attachment, renderbufferta
rget, bufferObject); |
2418 } | 2418 } |
2419 if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) { | 2419 if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) { |
2420 // On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMEN
T + STENCIL_ATTACHMENT. | 2420 // On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMEN
T + STENCIL_ATTACHMENT. |
2421 // We divide it here so in WebGLFramebuffer, we don't have to handle DEP
TH_STENCIL_ATTACHMENT in WebGL 2. | 2421 // We divide it here so in WebGLFramebuffer, we don't have to handle DEP
TH_STENCIL_ATTACHMENT in WebGL 2. |
2422 framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_AT
TACHMENT, buffer); | 2422 framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_DEPTH_AT
TACHMENT, buffer); |
2423 framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_
ATTACHMENT, buffer); | 2423 framebufferBinding->setAttachmentForBoundFramebuffer(target, GL_STENCIL_
ATTACHMENT, buffer); |
| 2424 preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_
DEPTH_ATTACHMENT, buffer); |
| 2425 preserveObjectWrapper(scriptState, framebufferBinding, "attachment", GL_
STENCIL_ATTACHMENT, buffer); |
2424 } else { | 2426 } else { |
2425 framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment,
buffer); | 2427 framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment,
buffer); |
| 2428 preserveObjectWrapper(scriptState, framebufferBinding, "attachment", att
achment, buffer); |
2426 } | 2429 } |
2427 applyStencilTest(); | 2430 applyStencilTest(); |
2428 preserveObjectWrapper(scriptState, framebufferBinding, "renderbuffer", attac
hment, buffer); | |
2429 } | 2431 } |
2430 | 2432 |
2431 void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, G
Lenum target, GLenum attachment, GLenum textarget, WebGLTexture* texture, GLint
level) | 2433 void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, G
Lenum target, GLenum attachment, GLenum textarget, WebGLTexture* texture, GLint
level) |
2432 { | 2434 { |
2433 if (isContextLost() || !validateFramebufferFuncParameters("framebufferTextur
e2D", target, attachment)) | 2435 if (isContextLost() || !validateFramebufferFuncParameters("framebufferTextur
e2D", target, attachment)) |
2434 return; | 2436 return; |
2435 if (isWebGL2OrHigher()) { | 2437 if (isWebGL2OrHigher()) { |
2436 if (!validateTexFuncLevel("framebufferTexture2D", textarget, level)) | 2438 if (!validateTexFuncLevel("framebufferTexture2D", textarget, level)) |
2437 return; | 2439 return; |
2438 } else if (level) { | 2440 } else if (level) { |
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2461 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); | 2463 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); |
2462 break; | 2464 break; |
2463 case GL_STENCIL_ATTACHMENT: | 2465 case GL_STENCIL_ATTACHMENT: |
2464 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); | 2466 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); |
2465 break; | 2467 break; |
2466 default: | 2468 default: |
2467 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); | 2469 webContext()->framebufferTexture2D(target, attachment, textarget, textur
eObject, level); |
2468 } | 2470 } |
2469 framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, tex
target, texture, level); | 2471 framebufferBinding->setAttachmentForBoundFramebuffer(target, attachment, tex
target, texture, level); |
2470 applyStencilTest(); | 2472 applyStencilTest(); |
2471 preserveObjectWrapper(scriptState, framebufferBinding, "texture2d", attachme
nt, texture); | 2473 preserveObjectWrapper(scriptState, framebufferBinding, "attachment", attachm
ent, texture); |
2472 } | 2474 } |
2473 | 2475 |
2474 void WebGLRenderingContextBase::frontFace(GLenum mode) | 2476 void WebGLRenderingContextBase::frontFace(GLenum mode) |
2475 { | 2477 { |
2476 if (isContextLost()) | 2478 if (isContextLost()) |
2477 return; | 2479 return; |
2478 switch (mode) { | 2480 switch (mode) { |
2479 case GL_CW: | 2481 case GL_CW: |
2480 case GL_CCW: | 2482 case GL_CCW: |
2481 break; | 2483 break; |
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6904 | 6906 |
6905 return totalBytesPerPixel; | 6907 return totalBytesPerPixel; |
6906 } | 6908 } |
6907 | 6909 |
6908 DrawingBuffer* WebGLRenderingContextBase::drawingBuffer() const | 6910 DrawingBuffer* WebGLRenderingContextBase::drawingBuffer() const |
6909 { | 6911 { |
6910 return m_drawingBuffer.get(); | 6912 return m_drawingBuffer.get(); |
6911 } | 6913 } |
6912 | 6914 |
6913 } // namespace blink | 6915 } // namespace blink |
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