| Index: Source/platform/graphics/filters/custom/FECustomFilter.cpp
|
| diff --git a/Source/platform/graphics/filters/custom/FECustomFilter.cpp b/Source/platform/graphics/filters/custom/FECustomFilter.cpp
|
| index e070977699ce4197185d44b01ae488a062efe5c3..bcce901401aee8ded62a9a714f10086019607a6e 100644
|
| --- a/Source/platform/graphics/filters/custom/FECustomFilter.cpp
|
| +++ b/Source/platform/graphics/filters/custom/FECustomFilter.cpp
|
| @@ -81,7 +81,7 @@ void FECustomFilter::deleteRenderBuffers()
|
| if (m_frameBuffer) {
|
| // Make sure to unbind any framebuffer from the context first, otherwise
|
| // some platforms might refuse to bind the same buffer id again.
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, 0);
|
| m_context->deleteFramebuffer(m_frameBuffer);
|
| m_frameBuffer = 0;
|
| }
|
| @@ -101,7 +101,7 @@ void FECustomFilter::deleteMultisampleRenderBuffers()
|
| if (m_multisampleFrameBuffer) {
|
| // Make sure to unbind any framebuffer from the context first, otherwise
|
| // some platforms might refuse to bind the same buffer id again.
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, 0);
|
| m_context->deleteFramebuffer(m_multisampleFrameBuffer);
|
| m_multisampleFrameBuffer = 0;
|
| }
|
| @@ -137,11 +137,11 @@ void FECustomFilter::clearShaderResult()
|
| void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture)
|
| {
|
| bool multisample = canUseMultisampleBuffers();
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer);
|
| m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height());
|
|
|
| m_context->clearColor(0, 0, 0, 0);
|
| - m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT);
|
| + m_context->clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
| m_customFilterRenderer->draw(inputTexture, m_contextSize);
|
|
|
| @@ -190,7 +190,7 @@ bool FECustomFilter::applyShader()
|
| drawFilterMesh(needsInputTexture ? m_inputTexture : 0);
|
|
|
| ASSERT(static_cast<size_t>(newContextSize.width() * newContextSize.height() * 4) == dstPixelArray->length());
|
| - m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, dstPixelArray->data());
|
| + m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GL_RGBA, GL_UNSIGNED_BYTE, dstPixelArray->data());
|
|
|
| return true;
|
| }
|
| @@ -204,8 +204,8 @@ bool FECustomFilter::ensureInputTexture()
|
|
|
| void FECustomFilter::uploadInputTexture(Uint8ClampedArray* srcPixelArray)
|
| {
|
| - m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_inputTexture);
|
| - m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, m_contextSize.width(), m_contextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, srcPixelArray->data());
|
| + m_context->bindTexture(GL_TEXTURE_2D, m_inputTexture);
|
| + m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_contextSize.width(), m_contextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, srcPixelArray->data());
|
| }
|
|
|
| bool FECustomFilter::ensureFrameBuffer()
|
| @@ -252,12 +252,12 @@ void FECustomFilter::resolveMultisampleBuffer()
|
| m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, m_frameBuffer);
|
|
|
| ASSERT(m_context->extensions());
|
| - m_context->extensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GraphicsContext3D::COLOR_BUFFER_BIT, GraphicsContext3D::NEAREST);
|
| + m_context->extensions()->blitFramebuffer(0, 0, m_contextSize.width(), m_contextSize.height(), 0, 0, m_contextSize.width(), m_contextSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
| m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, 0);
|
| m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, 0);
|
|
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
|
| }
|
|
|
| bool FECustomFilter::canUseMultisampleBuffers() const
|
| @@ -285,19 +285,19 @@ bool FECustomFilter::resizeMultisampleBuffers(const IntSize& newContextSize)
|
| Extensions3D* extensions = m_context->extensions();
|
| ASSERT(extensions);
|
|
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFrameBuffer);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, m_multisampleFrameBuffer);
|
|
|
| - m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer);
|
| - extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height());
|
| - m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::RENDERBUFFER, m_multisampleRenderBuffer);
|
| + m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleRenderBuffer);
|
| + extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, Extensions3D::RGBA8_OES, newContextSize.width(), newContextSize.height());
|
| + m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_multisampleRenderBuffer);
|
|
|
| - m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer);
|
| - extensions->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
|
| - m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_multisampleDepthBuffer);
|
| + m_context->bindRenderbuffer(GL_RENDERBUFFER, m_multisampleDepthBuffer);
|
| + extensions->renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
|
| + m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthBuffer);
|
|
|
| - m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
|
| + m_context->bindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
| - if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) {
|
| + if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
| deleteMultisampleRenderBuffers();
|
| return false;
|
| }
|
| @@ -313,7 +313,7 @@ bool FECustomFilter::resizeContextIfNeeded(const IntSize& newContextSize)
|
| return true;
|
|
|
| int maxTextureSize = 0;
|
| - m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &maxTextureSize);
|
| + m_context->getIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
|
| if (newContextSize.height() > maxTextureSize || newContextSize.width() > maxTextureSize)
|
| return false;
|
|
|
| @@ -324,31 +324,31 @@ bool FECustomFilter::resizeContext(const IntSize& newContextSize)
|
| {
|
| bool multisample = resizeMultisampleBuffers(newContextSize);
|
|
|
| - m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer);
|
| - m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_destTexture);
|
| + m_context->bindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer);
|
| + m_context->bindTexture(GL_TEXTURE_2D, m_destTexture);
|
| // We are going to clear the output buffer anyway, so we can safely initialize the destination texture with garbage data.
|
| // FIXME: GraphicsContext3D::texImage2DDirect is not implemented on Chromium.
|
| - m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, newContextSize.width(), newContextSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, 0);
|
| - m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, m_destTexture, 0);
|
| + m_context->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newContextSize.width(), newContextSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
| + m_context->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_destTexture, 0);
|
|
|
| // We don't need the depth buffer for the texture framebuffer, if we already
|
| // have a multisample buffer.
|
| if (!multisample) {
|
| - m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthBuffer);
|
| - m_context->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
|
| - m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBuffer);
|
| + m_context->bindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer);
|
| + m_context->renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, newContextSize.width(), newContextSize.height());
|
| + m_context->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer);
|
| }
|
|
|
| - if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE)
|
| + if (m_context->checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
| return false;
|
|
|
| if (multisample) {
|
| // Clear the framebuffer first, otherwise the first blit will fail.
|
| m_context->clearColor(0, 0, 0, 0);
|
| - m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT);
|
| + m_context->clear(GL_COLOR_BUFFER_BIT);
|
| }
|
|
|
| - m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
|
| + m_context->bindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
| m_contextSize = newContextSize;
|
| return true;
|
|
|