WebCore/html/canvas/WebGLFramebuffer.cpp
changeset 0 4f2f89ce4247
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/WebCore/html/canvas/WebGLFramebuffer.cpp	Fri Sep 17 09:02:29 2010 +0300
@@ -0,0 +1,224 @@
+/*
+ * Copyright (C) 2009 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+#include "config.h"
+
+#if ENABLE(3D_CANVAS)
+
+#include "WebGLFramebuffer.h"
+#include "WebGLRenderingContext.h"
+
+namespace WebCore {
+    
+PassRefPtr<WebGLFramebuffer> WebGLFramebuffer::create(WebGLRenderingContext* ctx)
+{
+    return adoptRef(new WebGLFramebuffer(ctx));
+}
+
+WebGLFramebuffer::WebGLFramebuffer(WebGLRenderingContext* ctx)
+    : CanvasObject(ctx)
+    , m_colorAttachment(0)
+    , m_depthAttachment(0)
+    , m_stencilAttachment(0)
+    , m_depthStencilAttachment(0)
+{
+    setObject(context()->graphicsContext3D()->createFramebuffer());
+}
+
+void WebGLFramebuffer::setAttachment(unsigned long attachment, CanvasObject* attachedObject)
+{
+    if (!object())
+        return;
+    if (attachedObject && !attachedObject->object())
+        attachedObject = 0;
+    switch (attachment) {
+    case GraphicsContext3D::COLOR_ATTACHMENT0:
+        m_colorAttachment = attachedObject;
+        break;
+    case GraphicsContext3D::DEPTH_ATTACHMENT:
+        m_depthAttachment = attachedObject;
+        break;
+    case GraphicsContext3D::STENCIL_ATTACHMENT:
+        m_stencilAttachment = attachedObject;
+        break;
+    case GraphicsContext3D::DEPTH_STENCIL_ATTACHMENT:
+        m_depthStencilAttachment = attachedObject;
+        break;
+    default:
+        return;
+    }
+    initializeRenderbuffers();
+}
+
+void WebGLFramebuffer::onBind()
+{
+    initializeRenderbuffers();
+}
+
+void WebGLFramebuffer::onAttachedObjectChange(CanvasObject* object)
+{
+    // Currently object == 0 is not considered, but this might change if the
+    // lifespan of CanvasObject changes.
+    if (object
+        && (object == m_colorAttachment || object == m_depthAttachment
+            || object == m_stencilAttachment || object == m_depthStencilAttachment))
+        initializeRenderbuffers();
+}
+
+unsigned long WebGLFramebuffer::getColorBufferFormat()
+{
+    if (object() && m_colorAttachment && m_colorAttachment->object()) {
+        if (m_colorAttachment->isRenderbuffer()) {
+            unsigned long format = (reinterpret_cast<WebGLRenderbuffer*>(m_colorAttachment))->getInternalFormat();
+            switch (format) {
+            case GraphicsContext3D::RGBA4:
+            case GraphicsContext3D::RGB5_A1:
+                return GraphicsContext3D::RGBA;
+            case GraphicsContext3D::RGB565:
+                return GraphicsContext3D::RGB;
+            }
+        } else if (m_colorAttachment->isTexture())
+            return (reinterpret_cast<WebGLTexture*>(m_colorAttachment))->getInternalFormat();
+    }
+    return 0;
+}
+
+void WebGLFramebuffer::_deleteObject(Platform3DObject object)
+{
+    context()->graphicsContext3D()->deleteFramebuffer(object);
+}
+
+bool WebGLFramebuffer::isUninitialized(CanvasObject* attachedObject)
+{
+    if (attachedObject && attachedObject->object() && attachedObject->isRenderbuffer()
+        && !(reinterpret_cast<WebGLRenderbuffer*>(attachedObject))->isInitialized())
+        return true;
+    return false;
+}
+
+void WebGLFramebuffer::setInitialized(CanvasObject* attachedObject)
+{
+    if (attachedObject && attachedObject->object() && attachedObject->isRenderbuffer())
+        (reinterpret_cast<WebGLRenderbuffer*>(attachedObject))->setInitialized();
+}
+
+void WebGLFramebuffer::initializeRenderbuffers()
+{
+    if (!object())
+        return;
+    bool initColor = false, initDepth = false, initStencil = false;
+    unsigned long mask = 0;
+    if (isUninitialized(m_colorAttachment)) {
+        initColor = true;
+        mask |= GraphicsContext3D::COLOR_BUFFER_BIT;
+    }
+    if (isUninitialized(m_depthAttachment)) {
+        initDepth = true;
+        mask |= GraphicsContext3D::DEPTH_BUFFER_BIT;
+    }
+    if (isUninitialized(m_stencilAttachment)) {
+        initStencil = true;
+        mask |= GraphicsContext3D::STENCIL_BUFFER_BIT;
+    }
+    if (isUninitialized(m_depthStencilAttachment)) {
+        initDepth = true;
+        initStencil = true;
+        mask |= (GraphicsContext3D::DEPTH_BUFFER_BIT | GraphicsContext3D::STENCIL_BUFFER_BIT);
+    }
+    if (!initColor && !initDepth && !initStencil)
+        return;
+
+    // We only clear un-initialized renderbuffers when they are ready to be
+    // read, i.e., when the framebuffer is complete.
+    GraphicsContext3D* g3d = context()->graphicsContext3D();
+    if (g3d->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE)
+        return;
+
+    float colorClearValue[] = {0, 0, 0, 0}, depthClearValue = 0;
+    int stencilClearValue = 0;
+    unsigned char colorMask[] = {1, 1, 1, 1}, depthMask = 1, stencilMask = 1;
+    bool isScissorEnabled = false;
+    bool isDitherEnabled = false;
+    if (initColor) {
+        g3d->getFloatv(GraphicsContext3D::COLOR_CLEAR_VALUE, colorClearValue);
+        g3d->getBooleanv(GraphicsContext3D::COLOR_WRITEMASK, colorMask);
+        g3d->clearColor(0, 0, 0, 0);
+        g3d->colorMask(true, true, true, true);
+    }
+    if (initDepth) {
+        g3d->getFloatv(GraphicsContext3D::DEPTH_CLEAR_VALUE, &depthClearValue);
+        g3d->getBooleanv(GraphicsContext3D::DEPTH_WRITEMASK, &depthMask);
+        g3d->clearDepth(0);
+        g3d->depthMask(true);
+    }
+    if (initStencil) {
+        g3d->getIntegerv(GraphicsContext3D::STENCIL_CLEAR_VALUE, &stencilClearValue);
+        g3d->getBooleanv(GraphicsContext3D::STENCIL_WRITEMASK, &stencilMask);
+        g3d->clearStencil(0);
+        g3d->stencilMask(true);
+    }
+    isScissorEnabled = g3d->isEnabled(GraphicsContext3D::SCISSOR_TEST);
+    g3d->disable(GraphicsContext3D::SCISSOR_TEST);
+    isDitherEnabled = g3d->isEnabled(GraphicsContext3D::DITHER);
+    g3d->disable(GraphicsContext3D::DITHER);
+
+    g3d->clear(mask);
+
+    if (initColor) {
+        g3d->clearColor(colorClearValue[0], colorClearValue[1], colorClearValue[2], colorClearValue[3]);
+        g3d->colorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
+    }
+    if (initDepth) {
+        g3d->clearDepth(depthClearValue);
+        g3d->depthMask(depthMask);
+    }
+    if (initStencil) {
+        g3d->clearStencil(stencilClearValue);
+        g3d->stencilMask(stencilMask);
+    }
+    if (isScissorEnabled)
+        g3d->enable(GraphicsContext3D::SCISSOR_TEST);
+    else
+        g3d->disable(GraphicsContext3D::SCISSOR_TEST);
+    if (isDitherEnabled)
+        g3d->enable(GraphicsContext3D::DITHER);
+    else
+        g3d->disable(GraphicsContext3D::DITHER);
+
+    if (initColor)
+        setInitialized(m_colorAttachment);
+    if (initDepth && initStencil && m_depthStencilAttachment)
+        setInitialized(m_depthStencilAttachment);
+    else {
+        if (initDepth)
+            setInitialized(m_depthAttachment);
+        if (initStencil)
+            setInitialized(m_stencilAttachment);
+    }
+}
+
+}
+
+#endif // ENABLE(3D_CANVAS)