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Side by Side Diff: third_party/WebKit/Source/modules/webgl/WebGLDrawBuffers.cpp

Issue 1807103002: Move simple methods [A-E] from WebGraphicsContext3D to GLES2Interface. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@work
Patch Set: bindFoo: ALLthetests Created 4 years, 9 months ago
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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
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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