1 | /* |
2 | * Copyright (C) 2010, 2013 Apple Inc. All rights reserved. |
3 | * Copyright (C) 2011 Google Inc. All rights reserved. |
4 | * |
5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions |
7 | * are met: |
8 | * 1. Redistributions of source code must retain the above copyright |
9 | * notice, this list of conditions and the following disclaimer. |
10 | * 2. Redistributions in binary form must reproduce the above copyright |
11 | * notice, this list of conditions and the following disclaimer in the |
12 | * documentation and/or other materials provided with the distribution. |
13 | * |
14 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
15 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
16 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
17 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
18 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
19 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
20 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
21 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
22 | * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
23 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
24 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
25 | */ |
26 | |
27 | #include "config.h" |
28 | |
29 | #if ENABLE(GRAPHICS_CONTEXT_3D) |
30 | |
31 | #include "GraphicsContext3D.h" |
32 | |
33 | #if PLATFORM(IOS_FAMILY) |
34 | #include "GraphicsContext3DIOS.h" |
35 | #endif |
36 | #include "Extensions3DOpenGL.h" |
37 | #include "IntRect.h" |
38 | #include "IntSize.h" |
39 | #include "NotImplemented.h" |
40 | #include "TemporaryOpenGLSetting.h" |
41 | #include <algorithm> |
42 | #include <cstring> |
43 | #include <wtf/MainThread.h> |
44 | #include <wtf/text/CString.h> |
45 | |
46 | #if USE(ACCELERATE) |
47 | #include <Accelerate/Accelerate.h> |
48 | #endif |
49 | |
50 | #if PLATFORM(GTK) || PLATFORM(WIN) |
51 | #include "OpenGLShims.h" |
52 | #elif USE(OPENGL_ES) |
53 | #import <OpenGLES/ES2/glext.h> |
54 | // From <OpenGLES/glext.h> |
55 | #define GL_RGBA32F_ARB 0x8814 |
56 | #define GL_RGB32F_ARB 0x8815 |
57 | #elif USE(OPENGL) |
58 | #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
59 | #include <OpenGL/gl.h> |
60 | #include <OpenGL/gl3.h> |
61 | #undef GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED |
62 | #endif |
63 | |
64 | namespace WebCore { |
65 | |
66 | void GraphicsContext3D::releaseShaderCompiler() |
67 | { |
68 | makeContextCurrent(); |
69 | notImplemented(); |
70 | } |
71 | |
72 | #if PLATFORM(MAC) |
73 | static void wipeAlphaChannelFromPixels(int width, int height, unsigned char* pixels) |
74 | { |
75 | // We can assume this doesn't overflow because the calling functions |
76 | // use checked arithmetic. |
77 | int totalBytes = width * height * 4; |
78 | for (int i = 0; i < totalBytes; i += 4) |
79 | pixels[i + 3] = 255; |
80 | } |
81 | #endif |
82 | |
83 | void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) |
84 | { |
85 | // NVIDIA drivers have a bug where calling readPixels in BGRA can return the wrong values for the alpha channel when the alpha is off for the context. |
86 | if (!m_attrs.alpha && getExtensions().isNVIDIA()) { |
87 | ::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
88 | #if USE(ACCELERATE) |
89 | vImage_Buffer src; |
90 | src.height = height; |
91 | src.width = width; |
92 | src.rowBytes = width * 4; |
93 | src.data = pixels; |
94 | |
95 | vImage_Buffer dest; |
96 | dest.height = height; |
97 | dest.width = width; |
98 | dest.rowBytes = width * 4; |
99 | dest.data = pixels; |
100 | |
101 | // Swap pixel channels from RGBA to BGRA. |
102 | const uint8_t map[4] = { 2, 1, 0, 3 }; |
103 | vImagePermuteChannels_ARGB8888(&src, &dest, map, kvImageNoFlags); |
104 | #else |
105 | int totalBytes = width * height * 4; |
106 | for (int i = 0; i < totalBytes; i += 4) |
107 | std::swap(pixels[i], pixels[i + 2]); |
108 | #endif |
109 | } else |
110 | ::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); |
111 | |
112 | #if PLATFORM(MAC) |
113 | if (!m_attrs.alpha) |
114 | wipeAlphaChannelFromPixels(width, height, pixels); |
115 | #endif |
116 | } |
117 | |
118 | void GraphicsContext3D::validateAttributes() |
119 | { |
120 | validateDepthStencil("GL_EXT_packed_depth_stencil" ); |
121 | } |
122 | |
123 | bool GraphicsContext3D::reshapeFBOs(const IntSize& size) |
124 | { |
125 | const int width = size.width(); |
126 | const int height = size.height(); |
127 | GLuint colorFormat, internalDepthStencilFormat = 0; |
128 | if (m_attrs.alpha) { |
129 | m_internalColorFormat = GL_RGBA8; |
130 | colorFormat = GL_RGBA; |
131 | } else { |
132 | m_internalColorFormat = GL_RGB8; |
133 | colorFormat = GL_RGB; |
134 | } |
135 | if (m_attrs.stencil || m_attrs.depth) { |
136 | // We don't allow the logic where stencil is required and depth is not. |
137 | // See GraphicsContext3D::validateAttributes. |
138 | |
139 | Extensions3D& extensions = getExtensions(); |
140 | // Use a 24 bit depth buffer where we know we have it. |
141 | if (extensions.supports("GL_EXT_packed_depth_stencil" )) |
142 | internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; |
143 | else |
144 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
145 | internalDepthStencilFormat = GL_DEPTH_COMPONENT16; |
146 | #else |
147 | internalDepthStencilFormat = GL_DEPTH_COMPONENT; |
148 | #endif |
149 | } |
150 | |
151 | // Resize multisample FBO. |
152 | if (m_attrs.antialias) { |
153 | GLint maxSampleCount; |
154 | ::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); |
155 | // Using more than 4 samples is slow on some hardware and is unlikely to |
156 | // produce a significantly better result. |
157 | GLint sampleCount = std::min(4, maxSampleCount); |
158 | ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); |
159 | ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); |
160 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
161 | ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, GL_RGBA8_OES, width, height); |
162 | #else |
163 | ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height); |
164 | #endif |
165 | ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); |
166 | if (m_attrs.stencil || m_attrs.depth) { |
167 | ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
168 | ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); |
169 | if (m_attrs.stencil) |
170 | ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
171 | if (m_attrs.depth) |
172 | ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); |
173 | } |
174 | ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
175 | if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { |
176 | // FIXME: cleanup. |
177 | notImplemented(); |
178 | } |
179 | } |
180 | |
181 | // resize regular FBO |
182 | ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
183 | ASSERT(m_texture); |
184 | #if PLATFORM(COCOA) |
185 | #if USE(OPENGL_ES) |
186 | ::glBindRenderbuffer(GL_RENDERBUFFER, m_texture); |
187 | ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture); |
188 | setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight); |
189 | #else |
190 | allocateIOSurfaceBackingStore(IntSize(width, height)); |
191 | updateFramebufferTextureBackingStoreFromLayer(); |
192 | ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, m_texture, 0); |
193 | #endif // !USE(OPENGL_ES)) |
194 | #else |
195 | ::glBindTexture(GL_TEXTURE_2D, m_texture); |
196 | ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
197 | ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); |
198 | |
199 | #if USE(COORDINATED_GRAPHICS) |
200 | if (m_compositorTexture) { |
201 | ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture); |
202 | ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
203 | ::glBindTexture(GL_TEXTURE_2D, 0); |
204 | ::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture); |
205 | ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); |
206 | ::glBindTexture(GL_TEXTURE_2D, 0); |
207 | } |
208 | #endif |
209 | #endif |
210 | |
211 | attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height); |
212 | |
213 | bool mustRestoreFBO = true; |
214 | if (m_attrs.antialias) { |
215 | ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); |
216 | if (m_state.boundFBO == m_multisampleFBO) |
217 | mustRestoreFBO = false; |
218 | } else { |
219 | if (m_state.boundFBO == m_fbo) |
220 | mustRestoreFBO = false; |
221 | } |
222 | |
223 | return mustRestoreFBO; |
224 | } |
225 | |
226 | void GraphicsContext3D::attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height) |
227 | { |
228 | if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) { |
229 | ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
230 | ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); |
231 | if (m_attrs.stencil) |
232 | ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
233 | if (m_attrs.depth) |
234 | ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); |
235 | ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
236 | } |
237 | |
238 | if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { |
239 | // FIXME: cleanup |
240 | notImplemented(); |
241 | } |
242 | } |
243 | |
244 | void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) |
245 | { |
246 | TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); |
247 | TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); |
248 | TemporaryOpenGLSetting scopedDepth(GL_DEPTH_TEST, GL_FALSE); |
249 | TemporaryOpenGLSetting scopedStencil(GL_STENCIL_TEST, GL_FALSE); |
250 | |
251 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
252 | GLint boundFrameBuffer; |
253 | ::glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer); |
254 | #endif |
255 | |
256 | ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); |
257 | ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); |
258 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
259 | UNUSED_PARAM(rect); |
260 | ::glFlush(); |
261 | ::glResolveMultisampleFramebufferAPPLE(); |
262 | const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT }; |
263 | ::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards); |
264 | ::glBindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer); |
265 | #else |
266 | IntRect resolveRect = rect; |
267 | if (rect.isEmpty()) |
268 | resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight); |
269 | |
270 | ::glBlitFramebufferEXT(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR); |
271 | #endif |
272 | } |
273 | |
274 | void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) |
275 | { |
276 | makeContextCurrent(); |
277 | #if USE(OPENGL) |
278 | switch (internalformat) { |
279 | case DEPTH_STENCIL: |
280 | internalformat = GL_DEPTH24_STENCIL8_EXT; |
281 | break; |
282 | case DEPTH_COMPONENT16: |
283 | internalformat = GL_DEPTH_COMPONENT; |
284 | break; |
285 | case RGBA4: |
286 | case RGB5_A1: |
287 | internalformat = GL_RGBA; |
288 | break; |
289 | case RGB565: |
290 | internalformat = GL_RGB; |
291 | break; |
292 | } |
293 | #endif |
294 | ::glRenderbufferStorageEXT(target, internalformat, width, height); |
295 | } |
296 | |
297 | void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) |
298 | { |
299 | // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS |
300 | // because desktop GL's corresponding queries return the number of components |
301 | // whereas GLES2 return the number of vectors (each vector has 4 components). |
302 | // Therefore, the value returned by desktop GL needs to be divided by 4. |
303 | makeContextCurrent(); |
304 | switch (pname) { |
305 | #if USE(OPENGL) |
306 | case MAX_FRAGMENT_UNIFORM_VECTORS: |
307 | ::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); |
308 | *value /= 4; |
309 | break; |
310 | case MAX_VERTEX_UNIFORM_VECTORS: |
311 | ::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); |
312 | *value /= 4; |
313 | break; |
314 | case MAX_VARYING_VECTORS: |
315 | if (isGLES2Compliant()) { |
316 | ASSERT(::glGetError() == GL_NO_ERROR); |
317 | ::glGetIntegerv(GL_MAX_VARYING_VECTORS, value); |
318 | if (::glGetError() == GL_INVALID_ENUM) { |
319 | ::glGetIntegerv(GL_MAX_VARYING_COMPONENTS, value); |
320 | *value /= 4; |
321 | } |
322 | } else { |
323 | ::glGetIntegerv(GL_MAX_VARYING_FLOATS, value); |
324 | *value /= 4; |
325 | } |
326 | break; |
327 | #endif |
328 | case MAX_TEXTURE_SIZE: |
329 | ::glGetIntegerv(MAX_TEXTURE_SIZE, value); |
330 | if (getExtensions().requiresRestrictedMaximumTextureSize()) |
331 | *value = std::min(4096, *value); |
332 | break; |
333 | case MAX_CUBE_MAP_TEXTURE_SIZE: |
334 | ::glGetIntegerv(MAX_CUBE_MAP_TEXTURE_SIZE, value); |
335 | if (getExtensions().requiresRestrictedMaximumTextureSize()) |
336 | *value = std::min(1024, *value); |
337 | break; |
338 | #if PLATFORM(MAC) |
339 | // Some older hardware advertises a larger maximum than they |
340 | // can actually handle. Rather than detecting such devices, simply |
341 | // clamp the maximum to 8192, which is big enough for a 5K display. |
342 | case MAX_RENDERBUFFER_SIZE: |
343 | ::glGetIntegerv(MAX_RENDERBUFFER_SIZE, value); |
344 | *value = std::min(8192, *value); |
345 | break; |
346 | case MAX_VIEWPORT_DIMS: |
347 | ::glGetIntegerv(MAX_VIEWPORT_DIMS, value); |
348 | value[0] = std::min(8192, value[0]); |
349 | value[1] = std::min(8192, value[1]); |
350 | break; |
351 | #endif |
352 | default: |
353 | ::glGetIntegerv(pname, value); |
354 | } |
355 | } |
356 | |
357 | void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) |
358 | { |
359 | UNUSED_PARAM(shaderType); |
360 | ASSERT(range); |
361 | ASSERT(precision); |
362 | |
363 | makeContextCurrent(); |
364 | |
365 | switch (precisionType) { |
366 | case GraphicsContext3D::LOW_INT: |
367 | case GraphicsContext3D::MEDIUM_INT: |
368 | case GraphicsContext3D::HIGH_INT: |
369 | // These values are for a 32-bit twos-complement integer format. |
370 | range[0] = 31; |
371 | range[1] = 30; |
372 | precision[0] = 0; |
373 | break; |
374 | case GraphicsContext3D::LOW_FLOAT: |
375 | case GraphicsContext3D::MEDIUM_FLOAT: |
376 | case GraphicsContext3D::HIGH_FLOAT: |
377 | // These values are for an IEEE single-precision floating-point format. |
378 | range[0] = 127; |
379 | range[1] = 127; |
380 | precision[0] = 23; |
381 | break; |
382 | default: |
383 | ASSERT_NOT_REACHED(); |
384 | break; |
385 | } |
386 | } |
387 | |
388 | bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) |
389 | { |
390 | if (width && height && !pixels) { |
391 | synthesizeGLError(INVALID_VALUE); |
392 | return false; |
393 | } |
394 | |
395 | GC3Denum openGLFormat = format; |
396 | GC3Denum openGLInternalFormat = internalformat; |
397 | #if USE(OPENGL) |
398 | if (type == GL_FLOAT) { |
399 | if (format == GL_RGBA) |
400 | openGLInternalFormat = GL_RGBA32F_ARB; |
401 | else if (format == GL_RGB) |
402 | openGLInternalFormat = GL_RGB32F_ARB; |
403 | } else if (type == HALF_FLOAT_OES) { |
404 | if (format == GL_RGBA) |
405 | openGLInternalFormat = GL_RGBA16F_ARB; |
406 | else if (format == GL_RGB) |
407 | openGLInternalFormat = GL_RGB16F_ARB; |
408 | else if (format == GL_LUMINANCE) |
409 | openGLInternalFormat = GL_LUMINANCE16F_ARB; |
410 | else if (format == GL_ALPHA) |
411 | openGLInternalFormat = GL_ALPHA16F_ARB; |
412 | else if (format == GL_LUMINANCE_ALPHA) |
413 | openGLInternalFormat = GL_LUMINANCE_ALPHA16F_ARB; |
414 | type = GL_HALF_FLOAT_ARB; |
415 | } |
416 | |
417 | ASSERT(format != Extensions3D::SRGB8_ALPHA8_EXT); |
418 | if (format == Extensions3D::SRGB_ALPHA_EXT) |
419 | openGLFormat = GL_RGBA; |
420 | else if (format == Extensions3D::SRGB_EXT) |
421 | openGLFormat = GL_RGB; |
422 | #endif |
423 | |
424 | if (m_usingCoreProfile) { |
425 | // There are some format values used in WebGL that are deprecated when using a core profile, so we need |
426 | // to adapt them. |
427 | switch (openGLInternalFormat) { |
428 | case ALPHA: |
429 | // The format is a simple component containing an alpha value. It needs to be backed with a GL_RED plane. |
430 | // We change the formats to GL_RED (both need to be GL_ALPHA in WebGL) and instruct the texture to swizzle |
431 | // the red component values with the alpha component values. |
432 | openGLInternalFormat = openGLFormat = RED; |
433 | texParameteri(target, TEXTURE_SWIZZLE_A, RED); |
434 | break; |
435 | case LUMINANCE_ALPHA: |
436 | // The format has 2 components, an alpha one and a luminance one (same value for red, green and blue). |
437 | // It needs to be backed with a GL_RG plane, using the red component for the colors and the green component |
438 | // for alpha. We change the formats to GL_RG and swizzle the components. |
439 | openGLInternalFormat = openGLFormat = RG; |
440 | texParameteri(target, TEXTURE_SWIZZLE_R, RED); |
441 | texParameteri(target, TEXTURE_SWIZZLE_G, RED); |
442 | texParameteri(target, TEXTURE_SWIZZLE_B, RED); |
443 | texParameteri(target, TEXTURE_SWIZZLE_A, GREEN); |
444 | break; |
445 | default: |
446 | break; |
447 | } |
448 | } |
449 | |
450 | texImage2DDirect(target, level, openGLInternalFormat, width, height, border, openGLFormat, type, pixels); |
451 | return true; |
452 | } |
453 | |
454 | void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) |
455 | { |
456 | makeContextCurrent(); |
457 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
458 | ::glDepthRangef(static_cast<float>(zNear), static_cast<float>(zFar)); |
459 | #else |
460 | ::glDepthRange(zNear, zFar); |
461 | #endif |
462 | } |
463 | |
464 | void GraphicsContext3D::clearDepth(GC3Dclampf depth) |
465 | { |
466 | makeContextCurrent(); |
467 | #if PLATFORM(COCOA) && USE(OPENGL_ES) |
468 | ::glClearDepthf(static_cast<float>(depth)); |
469 | #else |
470 | ::glClearDepth(depth); |
471 | #endif |
472 | } |
473 | |
474 | #if !PLATFORM(GTK) |
475 | Extensions3D& GraphicsContext3D::getExtensions() |
476 | { |
477 | if (!m_extensions) |
478 | m_extensions = std::make_unique<Extensions3DOpenGL>(this, isGLES2Compliant()); |
479 | return *m_extensions; |
480 | } |
481 | #endif |
482 | |
483 | void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data) |
484 | { |
485 | // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
486 | // all previous rendering calls should be done before reading pixels. |
487 | makeContextCurrent(); |
488 | ::glFlush(); |
489 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { |
490 | resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); |
491 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
492 | ::glFlush(); |
493 | } |
494 | ::glReadPixels(x, y, width, height, format, type, data); |
495 | if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) |
496 | ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); |
497 | |
498 | #if PLATFORM(MAC) |
499 | if (!m_attrs.alpha && (format == GraphicsContext3D::RGBA || format == GraphicsContext3D::BGRA) && (m_state.boundFBO == m_fbo || (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO))) |
500 | wipeAlphaChannelFromPixels(width, height, static_cast<unsigned char*>(data)); |
501 | #endif |
502 | } |
503 | |
504 | } |
505 | |
506 | #endif // ENABLE(GRAPHICS_CONTEXT_3D) |
507 | |