diff -r 000000000000 -r 4f2f89ce4247 WebKit/chromium/src/WebGraphicsContext3DDefaultImpl.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/WebKit/chromium/src/WebGraphicsContext3DDefaultImpl.cpp Fri Sep 17 09:02:29 2010 +0300 @@ -0,0 +1,1508 @@ +/* + * Copyright (C) 2010 Google 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: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * 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. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "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 THE COPYRIGHT + * OWNER 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 +#include + +#include "WebGraphicsContext3DDefaultImpl.h" + +#include "NotImplemented.h" + +#if OS(LINUX) +#include +#endif + +namespace WebKit { + +// Uncomment this to render to a separate window for debugging +// #define RENDER_TO_DEBUGGING_WINDOW + +#if OS(DARWIN) +#define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER +#endif + +bool WebGraphicsContext3DDefaultImpl::s_initializedGLEW = false; + +#if OS(LINUX) +WebGraphicsContext3DDefaultImpl::GLConnection* WebGraphicsContext3DDefaultImpl::s_gl = 0; + +WebGraphicsContext3DDefaultImpl::GLConnection* WebGraphicsContext3DDefaultImpl::GLConnection::create() +{ + Display* dpy = XOpenDisplay(0); + if (!dpy) { + printf("GraphicsContext3D: error opening X display\n"); + return 0; + } + + // We use RTLD_GLOBAL semantics so that GLEW initialization works; + // GLEW expects to be able to open the current process's handle + // and do dlsym's of GL entry points from there. + void* libGL = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL); + if (!libGL) { + XCloseDisplay(dpy); + printf("GraphicsContext3D: error opening libGL.so.1: %s\n", dlerror()); + return 0; + } + + PFNGLXCHOOSEFBCONFIGPROC chooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(libGL, "glXChooseFBConfig"); + PFNGLXCREATENEWCONTEXTPROC createNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(libGL, "glXCreateNewContext"); + PFNGLXCREATEPBUFFERPROC createPbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(libGL, "glXCreatePbuffer"); + PFNGLXDESTROYPBUFFERPROC destroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(libGL, "glXDestroyPbuffer"); + PFNGLXMAKECURRENTPROC makeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(libGL, "glXMakeCurrent"); + PFNGLXDESTROYCONTEXTPROC destroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(libGL, "glXDestroyContext"); + PFNGLXGETCURRENTCONTEXTPROC getCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(libGL, "glXGetCurrentContext"); + if (!chooseFBConfig || !createNewContext || !createPbuffer + || !destroyPbuffer || !makeCurrent || !destroyContext + || !getCurrentContext) { + XCloseDisplay(dpy); + dlclose(libGL); + printf("GraphicsContext3D: error looking up bootstrapping entry points\n"); + return 0; + } + return new GLConnection(dpy, + libGL, + chooseFBConfig, + createNewContext, + createPbuffer, + destroyPbuffer, + makeCurrent, + destroyContext, + getCurrentContext); +} + +WebGraphicsContext3DDefaultImpl::GLConnection::~GLConnection() +{ + XCloseDisplay(m_display); + dlclose(m_libGL); +} + +#endif // OS(LINUX) + +WebGraphicsContext3DDefaultImpl::VertexAttribPointerState::VertexAttribPointerState() + : enabled(false) + , buffer(0) + , indx(0) + , size(0) + , type(0) + , normalized(false) + , stride(0) + , offset(0) +{ +} + +WebGraphicsContext3DDefaultImpl::WebGraphicsContext3DDefaultImpl() + : m_initialized(false) + , m_texture(0) + , m_fbo(0) + , m_depthStencilBuffer(0) + , m_multisampleFBO(0) + , m_multisampleDepthStencilBuffer(0) + , m_multisampleColorBuffer(0) + , m_boundFBO(0) +#ifdef FLIP_FRAMEBUFFER_VERTICALLY + , m_scanline(0) +#endif + , m_boundArrayBuffer(0) +#if OS(WINDOWS) + , m_canvasWindow(0) + , m_canvasDC(0) + , m_contextObj(0) +#elif PLATFORM(CG) + , m_pbuffer(0) + , m_contextObj(0) + , m_renderOutput(0) +#elif OS(LINUX) + , m_contextObj(0) + , m_pbuffer(0) +#else +#error Must port to your platform +#endif +{ +} + +WebGraphicsContext3DDefaultImpl::~WebGraphicsContext3DDefaultImpl() +{ + if (m_initialized) { + makeContextCurrent(); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias) { + glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer); + if (m_attributes.depth || m_attributes.stencil) + glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); + glDeleteFramebuffersEXT(1, &m_multisampleFBO); + } else { + if (m_attributes.depth || m_attributes.stencil) + glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer); + } + glDeleteTextures(1, &m_texture); +#ifdef FLIP_FRAMEBUFFER_VERTICALLY + if (m_scanline) + delete[] m_scanline; +#endif + glDeleteFramebuffersEXT(1, &m_fbo); +#endif // !RENDER_TO_DEBUGGING_WINDOW +#if OS(WINDOWS) + wglewMakeCurrent(0, 0); + wglewDeleteContext(m_contextObj); + ReleaseDC(m_canvasWindow, m_canvasDC); + DestroyWindow(m_canvasWindow); +#elif PLATFORM(CG) + CGLSetCurrentContext(0); + CGLDestroyContext(m_contextObj); + CGLDestroyPBuffer(m_pbuffer); + if (m_renderOutput) + delete[] m_renderOutput; +#elif OS(LINUX) + s_gl->makeCurrent(0, 0); + s_gl->destroyContext(m_contextObj); + s_gl->destroyPbuffer(m_pbuffer); +#else +#error Must port to your platform +#endif + m_contextObj = 0; + } +} + +bool WebGraphicsContext3DDefaultImpl::initialize(WebGraphicsContext3D::Attributes attributes, WebView* webView) +{ +#if OS(WINDOWS) + if (!s_initializedGLEW) { + // Do this only the first time through. + if (!wglewInit()) { + printf("WebGraphicsContext3DDefaultImpl: wglewInit failed\n"); + return false; + } + } + + WNDCLASS wc; + if (!GetClassInfo(GetModuleHandle(0), L"CANVASGL", &wc)) { + ZeroMemory(&wc, sizeof(WNDCLASS)); + wc.style = CS_OWNDC; + wc.hInstance = GetModuleHandle(0); + wc.lpfnWndProc = DefWindowProc; + wc.lpszClassName = L"CANVASGL"; + + if (!RegisterClass(&wc)) { + printf("WebGraphicsContext3DDefaultImpl: RegisterClass failed\n"); + return false; + } + } + + m_canvasWindow = CreateWindow(L"CANVASGL", L"CANVASGL", + WS_CAPTION, + CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, + CW_USEDEFAULT, 0, 0, GetModuleHandle(0), 0); + if (!m_canvasWindow) { + printf("WebGraphicsContext3DDefaultImpl: CreateWindow failed\n"); + return false; + } + + // get the device context + m_canvasDC = GetDC(m_canvasWindow); + if (!m_canvasDC) { + printf("WebGraphicsContext3DDefaultImpl: GetDC failed\n"); + return false; + } + + // find default pixel format + PIXELFORMATDESCRIPTOR pfd; + ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR)); + pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); + pfd.nVersion = 1; +#ifdef RENDER_TO_DEBUGGING_WINDOW + pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; +#else + pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL; +#endif + int pixelformat = ChoosePixelFormat(m_canvasDC, &pfd); + + // set the pixel format for the dc + if (!SetPixelFormat(m_canvasDC, pixelformat, &pfd)) { + printf("WebGraphicsContext3DDefaultImpl: SetPixelFormat failed\n"); + return false; + } + + // create rendering context + m_contextObj = wglewCreateContext(m_canvasDC); + if (!m_contextObj) { + printf("WebGraphicsContext3DDefaultImpl: wglCreateContext failed\n"); + return false; + } + + if (!wglewMakeCurrent(m_canvasDC, m_contextObj)) { + printf("WebGraphicsContext3DDefaultImpl: wglMakeCurrent failed\n"); + return false; + } + +#ifdef RENDER_TO_DEBUGGING_WINDOW + typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval); + PFNWGLSWAPINTERVALEXTPROC setSwapInterval = 0; + setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglewGetProcAddress("wglSwapIntervalEXT"); + if (setSwapInterval) + setSwapInterval(1); +#endif // RENDER_TO_DEBUGGING_WINDOW + +#elif PLATFORM(CG) + // Create a 1x1 pbuffer and associated context to bootstrap things + CGLPixelFormatAttribute attribs[] = { + (CGLPixelFormatAttribute) kCGLPFAPBuffer, + (CGLPixelFormatAttribute) 0 + }; + CGLPixelFormatObj pixelFormat; + GLint numPixelFormats; + if (CGLChoosePixelFormat(attribs, &pixelFormat, &numPixelFormats) != kCGLNoError) { + printf("WebGraphicsContext3DDefaultImpl: error choosing pixel format\n"); + return false; + } + if (!pixelFormat) { + printf("WebGraphicsContext3DDefaultImpl: no pixel format selected\n"); + return false; + } + CGLContextObj context; + CGLError res = CGLCreateContext(pixelFormat, 0, &context); + CGLDestroyPixelFormat(pixelFormat); + if (res != kCGLNoError) { + printf("WebGraphicsContext3DDefaultImpl: error creating context\n"); + return false; + } + CGLPBufferObj pbuffer; + if (CGLCreatePBuffer(1, 1, GL_TEXTURE_2D, GL_RGBA, 0, &pbuffer) != kCGLNoError) { + CGLDestroyContext(context); + printf("WebGraphicsContext3DDefaultImpl: error creating pbuffer\n"); + return false; + } + if (CGLSetPBuffer(context, pbuffer, 0, 0, 0) != kCGLNoError) { + CGLDestroyContext(context); + CGLDestroyPBuffer(pbuffer); + printf("WebGraphicsContext3DDefaultImpl: error attaching pbuffer to context\n"); + return false; + } + if (CGLSetCurrentContext(context) != kCGLNoError) { + CGLDestroyContext(context); + CGLDestroyPBuffer(pbuffer); + printf("WebGraphicsContext3DDefaultImpl: error making context current\n"); + return false; + } + m_pbuffer = pbuffer; + m_contextObj = context; +#elif OS(LINUX) + if (!s_gl) { + s_gl = GLConnection::create(); + if (!s_gl) + return false; + } + + int configAttrs[] = { + GLX_DRAWABLE_TYPE, + GLX_PBUFFER_BIT, + GLX_RENDER_TYPE, + GLX_RGBA_BIT, + GLX_DOUBLEBUFFER, + 0, + 0 + }; + int nelements = 0; + GLXFBConfig* config = s_gl->chooseFBConfig(0, configAttrs, &nelements); + if (!config) { + printf("WebGraphicsContext3DDefaultImpl: glXChooseFBConfig failed\n"); + return false; + } + if (!nelements) { + printf("WebGraphicsContext3DDefaultImpl: glXChooseFBConfig returned 0 elements\n"); + XFree(config); + return false; + } + GLXContext context = s_gl->createNewContext(config[0], GLX_RGBA_TYPE, 0, True); + if (!context) { + printf("WebGraphicsContext3DDefaultImpl: glXCreateNewContext failed\n"); + XFree(config); + return false; + } + int pbufferAttrs[] = { + GLX_PBUFFER_WIDTH, + 1, + GLX_PBUFFER_HEIGHT, + 1, + 0 + }; + GLXPbuffer pbuffer = s_gl->createPbuffer(config[0], pbufferAttrs); + XFree(config); + if (!pbuffer) { + printf("WebGraphicsContext3DDefaultImpl: glxCreatePbuffer failed\n"); + return false; + } + if (!s_gl->makeCurrent(pbuffer, context)) { + printf("WebGraphicsContext3DDefaultImpl: glXMakeCurrent failed\n"); + return false; + } + m_contextObj = context; + m_pbuffer = pbuffer; +#else +#error Must port to your platform +#endif + + if (!s_initializedGLEW) { + // Initialize GLEW and check for GL 2.0 support by the drivers. + GLenum glewInitResult = glewInit(); + if (glewInitResult != GLEW_OK) { + printf("WebGraphicsContext3DDefaultImpl: GLEW initialization failed\n"); + return false; + } + if (!glewIsSupported("GL_VERSION_2_0")) { + printf("WebGraphicsContext3DDefaultImpl: OpenGL 2.0 not supported\n"); + return false; + } + s_initializedGLEW = true; + } + + m_attributes = attributes; + validateAttributes(); + + glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); + m_initialized = true; + return true; +} + +void WebGraphicsContext3DDefaultImpl::validateAttributes() +{ + const char* extensions = reinterpret_cast(glGetString(GL_EXTENSIONS)); + + if (m_attributes.stencil) { + if (strstr(extensions, "GL_EXT_packed_depth_stencil")) { + if (!m_attributes.depth) + m_attributes.depth = true; + } else + m_attributes.stencil = false; + } + if (m_attributes.antialias) { + bool isValidVendor = true; +#if PLATFORM(CG) + // Currently in Mac we only turn on antialias if vendor is NVIDIA. + const char* vendor = reinterpret_cast(glGetString(GL_VENDOR)); + if (!strstr(vendor, "NVIDIA")) + isValidVendor = false; +#endif + if (!isValidVendor || !strstr(extensions, "GL_EXT_framebuffer_multisample")) + m_attributes.antialias = false; + } + // FIXME: instead of enforcing premultipliedAlpha = true, implement the + // correct behavior when premultipliedAlpha = false is requested. + m_attributes.premultipliedAlpha = true; +} + +bool WebGraphicsContext3DDefaultImpl::makeContextCurrent() +{ +#if OS(WINDOWS) + if (wglewGetCurrentContext() != m_contextObj) + if (wglewMakeCurrent(m_canvasDC, m_contextObj)) + return true; +#elif PLATFORM(CG) + if (CGLGetCurrentContext() != m_contextObj) + if (CGLSetCurrentContext(m_contextObj) == kCGLNoError) + return true; +#elif OS(LINUX) + if (s_gl->getCurrentContext() != m_contextObj) + if (s_gl->makeCurrent(m_pbuffer, m_contextObj)) + return true; +#else +#error Must port to your platform +#endif + return false; +} + +int WebGraphicsContext3DDefaultImpl::width() +{ + return m_cachedWidth; +} + +int WebGraphicsContext3DDefaultImpl::height() +{ + return m_cachedHeight; +} + +int WebGraphicsContext3DDefaultImpl::sizeInBytes(int type) +{ + switch (type) { + case GL_BYTE: + return sizeof(GLbyte); + case GL_UNSIGNED_BYTE: + return sizeof(GLubyte); + case GL_SHORT: + return sizeof(GLshort); + case GL_UNSIGNED_SHORT: + return sizeof(GLushort); + case GL_INT: + return sizeof(GLint); + case GL_UNSIGNED_INT: + return sizeof(GLuint); + case GL_FLOAT: + return sizeof(GLfloat); + } + return 0; +} + +bool WebGraphicsContext3DDefaultImpl::isGLES2Compliant() +{ + return false; +} + +unsigned int WebGraphicsContext3DDefaultImpl::getPlatformTextureId() +{ + ASSERT_NOT_REACHED(); + return 0; +} + +void WebGraphicsContext3DDefaultImpl::prepareTexture() +{ + ASSERT_NOT_REACHED(); +} + +static int createTextureObject(GLenum target) +{ + GLuint texture = 0; + glGenTextures(1, &texture); + glBindTexture(target, texture); + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + return texture; +} + +void WebGraphicsContext3DDefaultImpl::reshape(int width, int height) +{ +#ifdef RENDER_TO_DEBUGGING_WINDOW + SetWindowPos(m_canvasWindow, HWND_TOP, 0, 0, width, height, + SWP_NOMOVE); + ShowWindow(m_canvasWindow, SW_SHOW); +#endif + + m_cachedWidth = width; + m_cachedHeight = height; + makeContextCurrent(); + +#ifndef RENDER_TO_DEBUGGING_WINDOW +#ifdef USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER + // GL_TEXTURE_RECTANGLE_ARB is the best supported render target on Mac OS X + GLenum target = GL_TEXTURE_RECTANGLE_ARB; +#else + GLenum target = GL_TEXTURE_2D; +#endif + if (!m_texture) { + // Generate the texture object + m_texture = createTextureObject(target); + // Generate the framebuffer object + glGenFramebuffersEXT(1, &m_fbo); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + m_boundFBO = m_fbo; + if (m_attributes.depth || m_attributes.stencil) + glGenRenderbuffersEXT(1, &m_depthStencilBuffer); + // Generate the multisample framebuffer object + if (m_attributes.antialias) { + glGenFramebuffersEXT(1, &m_multisampleFBO); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); + m_boundFBO = m_multisampleFBO; + glGenRenderbuffersEXT(1, &m_multisampleColorBuffer); + if (m_attributes.depth || m_attributes.stencil) + glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); + } + } + + GLint internalColorFormat, colorFormat, internalDepthStencilFormat = 0; + if (m_attributes.alpha) { + internalColorFormat = GL_RGBA8; + colorFormat = GL_RGBA; + } else { + internalColorFormat = GL_RGB8; + colorFormat = GL_RGB; + } + if (m_attributes.stencil || m_attributes.depth) { + // We don't allow the logic where stencil is required and depth is not. + // See GraphicsContext3DInternal constructor. + if (m_attributes.stencil && m_attributes.depth) + internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; + else + internalDepthStencilFormat = GL_DEPTH_COMPONENT; + } + + bool mustRestoreFBO = false; + + // Resize multisampling FBO + if (m_attributes.antialias) { + GLint maxSampleCount; + glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); + GLint sampleCount = std::min(8, maxSampleCount); + if (m_boundFBO != m_multisampleFBO) { + mustRestoreFBO = true; + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); + } + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalColorFormat, width, height); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); + if (m_attributes.stencil || m_attributes.depth) { + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); + if (m_attributes.stencil) + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); + if (m_attributes.depth) + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); + } + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + printf("GraphicsContext3D: multisampling framebuffer was incomplete\n"); + + // FIXME: cleanup. + notImplemented(); + } + } + + // Resize regular FBO + if (m_boundFBO != m_fbo) { + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + mustRestoreFBO = true; + } + glBindTexture(target, m_texture); + glTexImage2D(target, 0, internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_texture, 0); + glBindTexture(target, 0); + if (!m_attributes.antialias && (m_attributes.stencil || m_attributes.depth)) { + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); + if (m_attributes.stencil) + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); + if (m_attributes.depth) + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + } + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + printf("WebGraphicsContext3DDefaultImpl: framebuffer was incomplete\n"); + + // FIXME: cleanup. + notImplemented(); + } + + if (m_attributes.antialias) { + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); + if (m_boundFBO == m_multisampleFBO) + mustRestoreFBO = false; + } + + // Initialize renderbuffers to 0. + GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE, stencilMask = GL_TRUE; + GLboolean isScissorEnabled = GL_FALSE; + GLboolean isDitherEnabled = GL_FALSE; + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; + glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + if (m_attributes.depth) { + glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); + glDepthMask(GL_TRUE); + clearMask |= GL_DEPTH_BUFFER_BIT; + } + if (m_attributes.stencil) { + glGetBooleanv(GL_STENCIL_WRITEMASK, &stencilMask); + glStencilMask(GL_TRUE); + clearMask |= GL_STENCIL_BUFFER_BIT; + } + isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST); + glDisable(GL_SCISSOR_TEST); + isDitherEnabled = glIsEnabled(GL_DITHER); + glDisable(GL_DITHER); + + glClear(clearMask); + + glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); + if (m_attributes.depth) + glDepthMask(depthMask); + if (m_attributes.stencil) + glStencilMask(stencilMask); + if (isScissorEnabled) + glEnable(GL_SCISSOR_TEST); + else + glDisable(GL_SCISSOR_TEST); + if (isDitherEnabled) + glEnable(GL_DITHER); + else + glDisable(GL_DITHER); + + if (mustRestoreFBO) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); +#endif // RENDER_TO_DEBUGGING_WINDOW + +#ifdef FLIP_FRAMEBUFFER_VERTICALLY + if (m_scanline) { + delete[] m_scanline; + m_scanline = 0; + } + m_scanline = new unsigned char[width * 4]; +#endif // FLIP_FRAMEBUFFER_VERTICALLY +} + +#ifdef FLIP_FRAMEBUFFER_VERTICALLY +void WebGraphicsContext3DDefaultImpl::flipVertically(unsigned char* framebuffer, + unsigned int width, + unsigned int height) +{ + unsigned char* scanline = m_scanline; + if (!scanline) + return; + unsigned int rowBytes = width * 4; + unsigned int count = height / 2; + for (unsigned int i = 0; i < count; i++) { + unsigned char* rowA = framebuffer + i * rowBytes; + unsigned char* rowB = framebuffer + (height - i - 1) * rowBytes; + // FIXME: this is where the multiplication of the alpha + // channel into the color buffer will need to occur if the + // user specifies the "premultiplyAlpha" flag in the context + // creation attributes. + memcpy(scanline, rowB, rowBytes); + memcpy(rowB, rowA, rowBytes); + memcpy(rowA, scanline, rowBytes); + } +} +#endif + +bool WebGraphicsContext3DDefaultImpl::readBackFramebuffer(unsigned char* pixels, size_t bufferSize) +{ + if (bufferSize != static_cast(4 * width() * height())) + return false; + + makeContextCurrent(); + +#ifdef RENDER_TO_DEBUGGING_WINDOW + SwapBuffers(m_canvasDC); +#else + // Earlier versions of this code used the GPU to flip the + // framebuffer vertically before reading it back for compositing + // via software. This code was quite complicated, used a lot of + // GPU memory, and didn't provide an obvious speedup. Since this + // vertical flip is only a temporary solution anyway until Chrome + // is fully GPU composited, it wasn't worth the complexity. + + bool mustRestoreFBO = false; + if (m_attributes.antialias) { + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); + glBlitFramebufferEXT(0, 0, m_cachedWidth, m_cachedHeight, 0, 0, m_cachedWidth, m_cachedHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + mustRestoreFBO = true; + } else { + if (m_boundFBO != m_fbo) { + mustRestoreFBO = true; + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + } + } + + GLint packAlignment = 4; + bool mustRestorePackAlignment = false; + glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); + if (packAlignment > 4) { + glPixelStorei(GL_PACK_ALIGNMENT, 4); + mustRestorePackAlignment = true; + } + +#if PLATFORM(SKIA) + glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels); +#elif PLATFORM(CG) + glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); +#else +#error Must port to your platform +#endif + + if (mustRestorePackAlignment) + glPixelStorei(GL_PACK_ALIGNMENT, packAlignment); + + if (mustRestoreFBO) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); + +#ifdef FLIP_FRAMEBUFFER_VERTICALLY + if (pixels) + flipVertically(pixels, m_cachedWidth, m_cachedHeight); +#endif + +#endif // RENDER_TO_DEBUGGING_WINDOW + return true; +} + +void WebGraphicsContext3DDefaultImpl::synthesizeGLError(unsigned long error) +{ + m_syntheticErrors.add(error); +} + +// Helper macros to reduce the amount of code. + +#define DELEGATE_TO_GL(name, glname) \ +void WebGraphicsContext3DDefaultImpl::name() \ +{ \ + makeContextCurrent(); \ + gl##glname(); \ +} + +#define DELEGATE_TO_GL_1(name, glname, t1) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1); \ +} + +#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ +rt WebGraphicsContext3DDefaultImpl::name(t1 a1) \ +{ \ + makeContextCurrent(); \ + return gl##glname(a1); \ +} + +#define DELEGATE_TO_GL_2(name, glname, t1, t2) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2); \ +} + +#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ +rt WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \ +{ \ + makeContextCurrent(); \ + return gl##glname(a1, a2); \ +} + +#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3); \ +} + +#define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4); \ +} + +#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4, a5); \ +} + +#define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4, a5, a6); \ +} + +#define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4, a5, a6, a7); \ +} + +#define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \ +} + +#define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ +void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ +{ \ + makeContextCurrent(); \ + gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ +} + +void WebGraphicsContext3DDefaultImpl::activeTexture(unsigned long texture) +{ + // FIXME: query number of textures available. + if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32) + // FIXME: raise exception. + return; + + makeContextCurrent(); + glActiveTexture(texture); +} + +DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId) + +DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, WebGLId, unsigned long, const char*) + +void WebGraphicsContext3DDefaultImpl::bindBuffer(unsigned long target, WebGLId buffer) +{ + makeContextCurrent(); + if (target == GL_ARRAY_BUFFER) + m_boundArrayBuffer = buffer; + glBindBuffer(target, buffer); +} + +void WebGraphicsContext3DDefaultImpl::bindFramebuffer(unsigned long target, WebGLId framebuffer) +{ + makeContextCurrent(); + if (!framebuffer) + framebuffer = (m_attributes.antialias ? m_multisampleFBO : m_fbo); + if (framebuffer != m_boundFBO) { + glBindFramebufferEXT(target, framebuffer); + m_boundFBO = framebuffer; + } +} + +DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, unsigned long, WebGLId) + +DELEGATE_TO_GL_2(bindTexture, BindTexture, unsigned long, WebGLId) + +DELEGATE_TO_GL_4(blendColor, BlendColor, double, double, double, double) + +DELEGATE_TO_GL_1(blendEquation, BlendEquation, unsigned long) + +DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate, unsigned long, unsigned long) + +DELEGATE_TO_GL_2(blendFunc, BlendFunc, unsigned long, unsigned long) + +DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +DELEGATE_TO_GL_4(bufferData, BufferData, unsigned long, int, const void*, unsigned long) + +DELEGATE_TO_GL_4(bufferSubData, BufferSubData, unsigned long, long, int, const void*) + +DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatusEXT, unsigned long, unsigned long) + +DELEGATE_TO_GL_1(clear, Clear, unsigned long) + +DELEGATE_TO_GL_4(clearColor, ClearColor, double, double, double, double) + +DELEGATE_TO_GL_1(clearDepth, ClearDepth, double) + +DELEGATE_TO_GL_1(clearStencil, ClearStencil, long) + +DELEGATE_TO_GL_4(colorMask, ColorMask, bool, bool, bool, bool) + +DELEGATE_TO_GL_1(compileShader, CompileShader, WebGLId) + +void WebGraphicsContext3DDefaultImpl::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, + long x, long y, unsigned long width, unsigned long height, long border) +{ + makeContextCurrent(); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); + glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + } +#endif + glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); +#endif +} + +void WebGraphicsContext3DDefaultImpl::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, + long x, long y, unsigned long width, unsigned long height) +{ + makeContextCurrent(); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); + glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + } +#endif + glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); +#endif +} + +DELEGATE_TO_GL_1(cullFace, CullFace, unsigned long) + +DELEGATE_TO_GL_1(depthFunc, DepthFunc, unsigned long) + +DELEGATE_TO_GL_1(depthMask, DepthMask, bool) + +DELEGATE_TO_GL_2(depthRange, DepthRange, double, double) + +DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId) + +DELEGATE_TO_GL_1(disable, Disable, unsigned long) + +void WebGraphicsContext3DDefaultImpl::disableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + if (index < NumTrackedPointerStates) + m_vertexAttribPointerState[index].enabled = false; + glDisableVertexAttribArray(index); +} + +DELEGATE_TO_GL_3(drawArrays, DrawArrays, unsigned long, long, long) + +void WebGraphicsContext3DDefaultImpl::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) +{ + makeContextCurrent(); + glDrawElements(mode, count, type, + reinterpret_cast(static_cast(offset))); +} + +DELEGATE_TO_GL_1(enable, Enable, unsigned long) + +void WebGraphicsContext3DDefaultImpl::enableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + if (index < NumTrackedPointerStates) + m_vertexAttribPointerState[index].enabled = true; + glEnableVertexAttribArray(index); +} + +DELEGATE_TO_GL(finish, Finish) + +DELEGATE_TO_GL(flush, Flush) + +void WebGraphicsContext3DDefaultImpl::framebufferRenderbuffer(unsigned long target, unsigned long attachment, + unsigned long renderbuffertarget, WebGLId buffer) +{ + makeContextCurrent(); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { + glFramebufferRenderbufferEXT(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, buffer); + glFramebufferRenderbufferEXT(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, buffer); + } else + glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer); +} + +DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT, unsigned long, unsigned long, unsigned long, WebGLId, long) + +DELEGATE_TO_GL_1(frontFace, FrontFace, unsigned long) + +void WebGraphicsContext3DDefaultImpl::generateMipmap(unsigned long target) +{ + makeContextCurrent(); + if (glGenerateMipmapEXT) + glGenerateMipmapEXT(target); + // FIXME: provide alternative code path? This will be unpleasant + // to implement if glGenerateMipmapEXT is not available -- it will + // require a texture readback and re-upload. +} + +bool WebGraphicsContext3DDefaultImpl::getActiveAttrib(WebGLId program, unsigned long index, ActiveInfo& info) +{ + makeContextCurrent(); + if (!program) { + synthesizeGLError(GL_INVALID_VALUE); + return false; + } + GLint maxNameLength = -1; + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength); + if (maxNameLength < 0) + return false; + GLchar* name = 0; + if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { + synthesizeGLError(GL_OUT_OF_MEMORY); + return false; + } + GLsizei length = 0; + GLint size = -1; + GLenum type = 0; + glGetActiveAttrib(program, index, maxNameLength, + &length, &size, &type, name); + if (size < 0) { + fastFree(name); + return false; + } + info.name = WebString::fromUTF8(name, length); + info.type = type; + info.size = size; + fastFree(name); + return true; +} + +bool WebGraphicsContext3DDefaultImpl::getActiveUniform(WebGLId program, unsigned long index, ActiveInfo& info) +{ + makeContextCurrent(); + GLint maxNameLength = -1; + glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength); + if (maxNameLength < 0) + return false; + GLchar* name = 0; + if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { + synthesizeGLError(GL_OUT_OF_MEMORY); + return false; + } + GLsizei length = 0; + GLint size = -1; + GLenum type = 0; + glGetActiveUniform(program, index, maxNameLength, + &length, &size, &type, name); + if (size < 0) { + fastFree(name); + return false; + } + info.name = WebString::fromUTF8(name, length); + info.type = type; + info.size = size; + fastFree(name); + return true; +} + +DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders, WebGLId, int, int*, unsigned int*) + +DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation, WebGLId, const char*, int) + +DELEGATE_TO_GL_2(getBooleanv, GetBooleanv, unsigned long, unsigned char*) + +DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv, unsigned long, unsigned long, int*) + +WebGraphicsContext3D::Attributes WebGraphicsContext3DDefaultImpl::getContextAttributes() +{ + return m_attributes; +} + +unsigned long WebGraphicsContext3DDefaultImpl::getError() +{ + if (m_syntheticErrors.size() > 0) { + ListHashSet::iterator iter = m_syntheticErrors.begin(); + unsigned long err = *iter; + m_syntheticErrors.remove(iter); + return err; + } + + makeContextCurrent(); + return glGetError(); +} + +DELEGATE_TO_GL_2(getFloatv, GetFloatv, unsigned long, float*) + +void WebGraphicsContext3DDefaultImpl::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, + unsigned long pname, int* value) +{ + makeContextCurrent(); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) + attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT, either works. + glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); +} + +void WebGraphicsContext3DDefaultImpl::getIntegerv(unsigned long pname, int* value) +{ + // Need to emulate IMPLEMENTATION_COLOR_READ_FORMAT/TYPE for GL. Any valid + // combination should work, but GL_RGB/GL_UNSIGNED_BYTE might be the most + // useful for desktop WebGL users. + // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS + // because desktop GL's corresponding queries return the number of components + // whereas GLES2 return the number of vectors (each vector has 4 components). + // Therefore, the value returned by desktop GL needs to be divided by 4. + makeContextCurrent(); + switch (pname) { + case 0x8B9B: // IMPLEMENTATION_COLOR_READ_FORMAT + *value = GL_RGB; + break; + case 0x8B9A: // IMPLEMENTATION_COLOR_READ_TYPE + *value = GL_UNSIGNED_BYTE; + break; + case 0x8DFD: // MAX_FRAGMENT_UNIFORM_VECTORS + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); + *value /= 4; + break; + case 0x8DFB: // MAX_VERTEX_UNIFORM_VECTORS + glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); + *value /= 4; + break; + case 0x8DFC: // MAX_VARYING_VECTORS + glGetIntegerv(GL_MAX_VARYING_FLOATS, value); + *value /= 4; + break; + default: + glGetIntegerv(pname, value); + } +} + +DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, unsigned long, int*) + +WebString WebGraphicsContext3DDefaultImpl::getProgramInfoLog(WebGLId program) +{ + makeContextCurrent(); + GLint logLength; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); + if (!logLength) + return WebString(); + GLchar* log = 0; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return WebString(); + GLsizei returnedLogLength; + glGetProgramInfoLog(program, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + WebString res = WebString::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT, unsigned long, unsigned long, int*) + +DELEGATE_TO_GL_3(getShaderiv, GetShaderiv, WebGLId, unsigned long, int*) + +WebString WebGraphicsContext3DDefaultImpl::getShaderInfoLog(WebGLId shader) +{ + makeContextCurrent(); + GLint logLength; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); + if (!logLength) + return WebString(); + GLchar* log = 0; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return WebString(); + GLsizei returnedLogLength; + glGetShaderInfoLog(shader, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + WebString res = WebString::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +WebString WebGraphicsContext3DDefaultImpl::getShaderSource(WebGLId shader) +{ + makeContextCurrent(); + GLint logLength; + glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &logLength); + if (!logLength) + return WebString(); + GLchar* log = 0; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return WebString(); + GLsizei returnedLogLength; + glGetShaderSource(shader, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + WebString res = WebString::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +WebString WebGraphicsContext3DDefaultImpl::getString(unsigned long name) +{ + makeContextCurrent(); + return WebString::fromUTF8(reinterpret_cast(glGetString(name))); +} + +DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv, unsigned long, unsigned long, float*) + +DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv, unsigned long, unsigned long, int*) + +DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, long, float*) + +DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, long, int*) + +DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation, WebGLId, const char*, long) + +DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv, unsigned long, unsigned long, float*) + +DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv, unsigned long, unsigned long, int*) + +long WebGraphicsContext3DDefaultImpl::getVertexAttribOffset(unsigned long index, unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return 0; +} + +DELEGATE_TO_GL_2(hint, Hint, unsigned long, unsigned long) + +DELEGATE_TO_GL_1R(isBuffer, IsBuffer, WebGLId, bool) + +DELEGATE_TO_GL_1R(isEnabled, IsEnabled, unsigned long, bool) + +DELEGATE_TO_GL_1R(isFramebuffer, IsFramebuffer, WebGLId, bool) + +DELEGATE_TO_GL_1R(isProgram, IsProgram, WebGLId, bool) + +DELEGATE_TO_GL_1R(isRenderbuffer, IsRenderbuffer, WebGLId, bool) + +DELEGATE_TO_GL_1R(isShader, IsShader, WebGLId, bool) + +DELEGATE_TO_GL_1R(isTexture, IsTexture, WebGLId, bool) + +DELEGATE_TO_GL_1(lineWidth, LineWidth, double) + +DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId) + +DELEGATE_TO_GL_2(pixelStorei, PixelStorei, unsigned long, long) + +DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, double, double) + +void WebGraphicsContext3DDefaultImpl::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* pixels) +{ + makeContextCurrent(); + // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., + // all previous rendering calls should be done before reading pixels. + glFlush(); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); + glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); + glFlush(); + } +#endif + glReadPixels(x, y, width, height, format, type, pixels); +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); +#endif +} + +void WebGraphicsContext3DDefaultImpl::releaseShaderCompiler() +{ +} + +void WebGraphicsContext3DDefaultImpl::renderbufferStorage(unsigned long target, + unsigned long internalformat, + unsigned long width, + unsigned long height) +{ + makeContextCurrent(); + switch (internalformat) { + case GL_DEPTH_STENCIL: + internalformat = GL_DEPTH24_STENCIL8_EXT; + break; + case GL_DEPTH_COMPONENT16: + internalformat = GL_DEPTH_COMPONENT; + break; + case GL_RGBA4: + case GL_RGB5_A1: + internalformat = GL_RGBA; + break; + case 0x8D62: // GL_RGB565 + internalformat = GL_RGB; + break; + } + glRenderbufferStorageEXT(target, internalformat, width, height); +} + +DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, double, bool) + +DELEGATE_TO_GL_4(scissor, Scissor, long, long, unsigned long, unsigned long) + +void WebGraphicsContext3DDefaultImpl::shaderSource(WebGLId shader, const char* string) +{ + makeContextCurrent(); + GLint length = strlen(string); + glShaderSource(shader, 1, &string, &length); +} + +DELEGATE_TO_GL_3(stencilFunc, StencilFunc, unsigned long, long, unsigned long) + +DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate, unsigned long, unsigned long, long, unsigned long) + +DELEGATE_TO_GL_1(stencilMask, StencilMask, unsigned long) + +DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate, unsigned long, unsigned long) + +DELEGATE_TO_GL_3(stencilOp, StencilOp, unsigned long, unsigned long, unsigned long) + +DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long) + +DELEGATE_TO_GL_9(texImage2D, TexImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, const void*) + +DELEGATE_TO_GL_3(texParameterf, TexParameterf, unsigned, unsigned, float); + +DELEGATE_TO_GL_3(texParameteri, TexParameteri, unsigned, unsigned, int); + +DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, unsigned, const void*) + +DELEGATE_TO_GL_2(uniform1f, Uniform1f, long, float) + +DELEGATE_TO_GL_3(uniform1fv, Uniform1fv, long, int, float*) + +DELEGATE_TO_GL_2(uniform1i, Uniform1i, long, int) + +DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, long, int, int*) + +DELEGATE_TO_GL_3(uniform2f, Uniform2f, long, float, float) + +DELEGATE_TO_GL_3(uniform2fv, Uniform2fv, long, int, float*) + +DELEGATE_TO_GL_3(uniform2i, Uniform2i, long, int, int) + +DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, long, int, int*) + +DELEGATE_TO_GL_4(uniform3f, Uniform3f, long, float, float, float) + +DELEGATE_TO_GL_3(uniform3fv, Uniform3fv, long, int, float*) + +DELEGATE_TO_GL_4(uniform3i, Uniform3i, long, int, int, int) + +DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, long, int, int*) + +DELEGATE_TO_GL_5(uniform4f, Uniform4f, long, float, float, float, float) + +DELEGATE_TO_GL_3(uniform4fv, Uniform4fv, long, int, float*) + +DELEGATE_TO_GL_5(uniform4i, Uniform4i, long, int, int, int, int) + +DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, long, int, int*) + +DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv, long, int, bool, const float*) + +DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv, long, int, bool, const float*) + +DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv, long, int, bool, const float*) + +DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId) + +DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId) + +DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, unsigned long, float) + +DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, unsigned long, const float*) + +DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f, unsigned long, float, float) + +DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, unsigned long, const float*) + +DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f, unsigned long, float, float, float) + +DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, unsigned long, const float*) + +DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f, unsigned long, float, float, float, float) + +DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, unsigned long, const float*) + +void WebGraphicsContext3DDefaultImpl::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, + unsigned long stride, unsigned long offset) +{ + makeContextCurrent(); + + if (m_boundArrayBuffer <= 0) { + // FIXME: raise exception. + // LogMessagef(("bufferData: no buffer bound")); + return; + } + + if (indx < NumTrackedPointerStates) { + VertexAttribPointerState& state = m_vertexAttribPointerState[indx]; + state.buffer = m_boundArrayBuffer; + state.indx = indx; + state.size = size; + state.type = type; + state.normalized = normalized; + state.stride = stride; + state.offset = offset; + } + + glVertexAttribPointer(indx, size, type, normalized, stride, + reinterpret_cast(static_cast(offset))); +} + +DELEGATE_TO_GL_4(viewport, Viewport, long, long, unsigned long, unsigned long) + +unsigned WebGraphicsContext3DDefaultImpl::createBuffer() +{ + makeContextCurrent(); + GLuint o; + glGenBuffers(1, &o); + return o; +} + +unsigned WebGraphicsContext3DDefaultImpl::createFramebuffer() +{ + makeContextCurrent(); + GLuint o = 0; + glGenFramebuffersEXT(1, &o); + return o; +} + +unsigned WebGraphicsContext3DDefaultImpl::createProgram() +{ + makeContextCurrent(); + return glCreateProgram(); +} + +unsigned WebGraphicsContext3DDefaultImpl::createRenderbuffer() +{ + makeContextCurrent(); + GLuint o; + glGenRenderbuffersEXT(1, &o); + return o; +} + +DELEGATE_TO_GL_1R(createShader, CreateShader, unsigned long, unsigned); + +unsigned WebGraphicsContext3DDefaultImpl::createTexture() +{ + makeContextCurrent(); + GLuint o; + glGenTextures(1, &o); + return o; +} + +void WebGraphicsContext3DDefaultImpl::deleteBuffer(unsigned buffer) +{ + makeContextCurrent(); + glDeleteBuffers(1, &buffer); +} + +void WebGraphicsContext3DDefaultImpl::deleteFramebuffer(unsigned framebuffer) +{ + makeContextCurrent(); + glDeleteFramebuffersEXT(1, &framebuffer); +} + +void WebGraphicsContext3DDefaultImpl::deleteProgram(unsigned program) +{ + makeContextCurrent(); + glDeleteProgram(program); +} + +void WebGraphicsContext3DDefaultImpl::deleteRenderbuffer(unsigned renderbuffer) +{ + makeContextCurrent(); + glDeleteRenderbuffersEXT(1, &renderbuffer); +} + +void WebGraphicsContext3DDefaultImpl::deleteShader(unsigned shader) +{ + makeContextCurrent(); + glDeleteShader(shader); +} + +void WebGraphicsContext3DDefaultImpl::deleteTexture(unsigned texture) +{ + makeContextCurrent(); + glDeleteTextures(1, &texture); +} + +} // namespace WebKit + +#endif // ENABLE(3D_CANVAS)