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|    1 /* |    1 /* | 
|    2  * Copyright (C) 2013 Google Inc. All rights reserved. |    2  * Copyright (C) 2013 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 |    5  * modification, are permitted provided that the following conditions | 
|    6  * are met: |    6  * are met: | 
|    7  * |    7  * | 
|    8  * 1.  Redistributions of source code must retain the above copyright |    8  * 1.  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  * 2.  Redistributions in binary form must reproduce the above copyright |   10  * 2.  Redistributions in binary form must reproduce the above copyright | 
| (...skipping 96 matching lines...) Expand 10 before | Expand all | Expand 10 after  Loading... | 
|  107  |  107  | 
|  108     // This is called after we make sure GL_EXT_draw_buffers is supported. |  108     // This is called after we make sure GL_EXT_draw_buffers is supported. | 
|  109     GLint maxDrawBuffers = 0; |  109     GLint maxDrawBuffers = 0; | 
|  110     GLint maxColorAttachments = 0; |  110     GLint maxColorAttachments = 0; | 
|  111     context->getIntegerv(GL_MAX_DRAW_BUFFERS_EXT, &maxDrawBuffers); |  111     context->getIntegerv(GL_MAX_DRAW_BUFFERS_EXT, &maxDrawBuffers); | 
|  112     context->getIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments); |  112     context->getIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &maxColorAttachments); | 
|  113     if (maxDrawBuffers < 4 || maxColorAttachments < 4) |  113     if (maxDrawBuffers < 4 || maxColorAttachments < 4) | 
|  114         return false; |  114         return false; | 
|  115  |  115  | 
|  116     Platform3DObject fbo = context->createFramebuffer(); |  116     Platform3DObject fbo = context->createFramebuffer(); | 
|  117     context->bindFramebuffer(GL_FRAMEBUFFER, fbo); |  117     gl->BindFramebuffer(GL_FRAMEBUFFER, fbo); | 
|  118  |  118  | 
|  119     const unsigned char* buffer = 0; // Chromium doesn't allow init data for dep
     th/stencil tetxures. |  119     const unsigned char* buffer = 0; // Chromium doesn't allow init data for dep
     th/stencil tetxures. | 
|  120     bool supportsDepth = (extensionsUtil->supportsExtension("GL_CHROMIUM_depth_t
     exture") |  120     bool supportsDepth = (extensionsUtil->supportsExtension("GL_CHROMIUM_depth_t
     exture") | 
|  121         || extensionsUtil->supportsExtension("GL_OES_depth_texture") |  121         || extensionsUtil->supportsExtension("GL_OES_depth_texture") | 
|  122         || extensionsUtil->supportsExtension("GL_ARB_depth_texture")); |  122         || extensionsUtil->supportsExtension("GL_ARB_depth_texture")); | 
|  123     bool supportsDepthStencil = (extensionsUtil->supportsExtension("GL_EXT_packe
     d_depth_stencil") |  123     bool supportsDepthStencil = (extensionsUtil->supportsExtension("GL_EXT_packe
     d_depth_stencil") | 
|  124         || extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")); |  124         || extensionsUtil->supportsExtension("GL_OES_packed_depth_stencil")); | 
|  125     Platform3DObject depthStencil = 0; |  125     Platform3DObject depthStencil = 0; | 
|  126     if (supportsDepthStencil) { |  126     if (supportsDepthStencil) { | 
|  127         depthStencil = context->createTexture(); |  127         depthStencil = context->createTexture(); | 
|  128         context->bindTexture(GL_TEXTURE_2D, depthStencil); |  128         gl->BindTexture(GL_TEXTURE_2D, depthStencil); | 
|  129         context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_
     DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer); |  129         context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, 1, 1, 0, GL_
     DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, buffer); | 
|  130     } |  130     } | 
|  131     Platform3DObject depth = 0; |  131     Platform3DObject depth = 0; | 
|  132     if (supportsDepth) { |  132     if (supportsDepth) { | 
|  133         depth = context->createTexture(); |  133         depth = context->createTexture(); | 
|  134         context->bindTexture(GL_TEXTURE_2D, depth); |  134         gl->BindTexture(GL_TEXTURE_2D, depth); | 
|  135         context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DE
     PTH_COMPONENT, GL_UNSIGNED_INT, buffer); |  135         context->texImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1, 1, 0, GL_DE
     PTH_COMPONENT, GL_UNSIGNED_INT, buffer); | 
|  136     } |  136     } | 
|  137  |  137  | 
|  138     Vector<Platform3DObject> colors; |  138     Vector<Platform3DObject> colors; | 
|  139     bool ok = true; |  139     bool ok = true; | 
|  140     GLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments); |  140     GLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments); | 
|  141     for (GLint i = 0; i < maxAllowedBuffers; ++i) { |  141     for (GLint i = 0; i < maxAllowedBuffers; ++i) { | 
|  142         Platform3DObject color = context->createTexture(); |  142         Platform3DObject color = context->createTexture(); | 
|  143         colors.append(color); |  143         colors.append(color); | 
|  144         context->bindTexture(GL_TEXTURE_2D, color); |  144         gl->BindTexture(GL_TEXTURE_2D, color); | 
|  145         context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSI
     GNED_BYTE, buffer); |  145         context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSI
     GNED_BYTE, buffer); | 
|  146         gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TE
     XTURE_2D, color, 0); |  146         gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TE
     XTURE_2D, color, 0); | 
|  147         if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_CO
     MPLETE) { |  147         if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLET
     E) { | 
|  148             ok = false; |  148             ok = false; | 
|  149             break; |  149             break; | 
|  150         } |  150         } | 
|  151         if (supportsDepth) { |  151         if (supportsDepth) { | 
|  152             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, depth, 0); |  152             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, depth, 0); | 
|  153             if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFE
     R_COMPLETE) { |  153             if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COM
     PLETE) { | 
|  154                 ok = false; |  154                 ok = false; | 
|  155                 break; |  155                 break; | 
|  156             } |  156             } | 
|  157             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, 0, 0); |  157             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, 0, 0); | 
|  158         } |  158         } | 
|  159         if (supportsDepthStencil) { |  159         if (supportsDepthStencil) { | 
|  160             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, depthStencil, 0); |  160             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, depthStencil, 0); | 
|  161             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_T
     EXTURE_2D, depthStencil, 0); |  161             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_T
     EXTURE_2D, depthStencil, 0); | 
|  162             if (context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFE
     R_COMPLETE) { |  162             if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COM
     PLETE) { | 
|  163                 ok = false; |  163                 ok = false; | 
|  164                 break; |  164                 break; | 
|  165             } |  165             } | 
|  166             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, 0, 0); |  166             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEX
     TURE_2D, 0, 0); | 
|  167             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_T
     EXTURE_2D, 0, 0); |  167             gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_T
     EXTURE_2D, 0, 0); | 
|  168         } |  168         } | 
|  169     } |  169     } | 
|  170  |  170  | 
|  171     webglContext->restoreCurrentFramebuffer(); |  171     webglContext->restoreCurrentFramebuffer(); | 
|  172     context->deleteFramebuffer(fbo); |  172     context->deleteFramebuffer(fbo); | 
|  173     webglContext->restoreCurrentTexture2D(); |  173     webglContext->restoreCurrentTexture2D(); | 
|  174     if (supportsDepth) |  174     if (supportsDepth) | 
|  175         context->deleteTexture(depth); |  175         context->deleteTexture(depth); | 
|  176     if (supportsDepthStencil) |  176     if (supportsDepthStencil) | 
|  177         context->deleteTexture(depthStencil); |  177         context->deleteTexture(depthStencil); | 
|  178     for (size_t i = 0; i < colors.size(); ++i) |  178     for (size_t i = 0; i < colors.size(); ++i) | 
|  179         context->deleteTexture(colors[i]); |  179         context->deleteTexture(colors[i]); | 
|  180     return ok; |  180     return ok; | 
|  181 } |  181 } | 
|  182  |  182  | 
|  183 } // namespace blink |  183 } // namespace blink | 
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