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authorSteve Block <steveblock@google.com>2011-05-06 11:45:16 +0100
committerSteve Block <steveblock@google.com>2011-05-12 13:44:10 +0100
commitcad810f21b803229eb11403f9209855525a25d57 (patch)
tree29a6fd0279be608e0fe9ffe9841f722f0f4e4269 /Source/WebCore/platform/graphics/opengl
parent121b0cf4517156d0ac5111caf9830c51b69bae8f (diff)
downloadexternal_webkit-cad810f21b803229eb11403f9209855525a25d57.zip
external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.gz
external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.bz2
Merge WebKit at r75315: Initial merge by git.
Change-Id: I570314b346ce101c935ed22a626b48c2af266b84
Diffstat (limited to 'Source/WebCore/platform/graphics/opengl')
-rw-r--r--Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.cpp110
-rw-r--r--Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.h59
-rw-r--r--Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp1476
-rw-r--r--Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp663
-rw-r--r--Source/WebCore/platform/graphics/opengl/TextureMapperGL.h91
5 files changed, 2399 insertions, 0 deletions
diff --git a/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.cpp b/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.cpp
new file mode 100644
index 0000000..4215d12
--- /dev/null
+++ b/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.cpp
@@ -0,0 +1,110 @@
+/*
+ * 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:
+ *
+ * 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 AND ITS 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 APPLE OR ITS 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 "Extensions3DOpenGL.h"
+
+#include "GraphicsContext3D.h"
+#include <wtf/Vector.h>
+
+#if PLATFORM(MAC)
+#include <OpenGL/gl.h>
+#endif
+
+namespace WebCore {
+
+Extensions3DOpenGL::Extensions3DOpenGL()
+ : m_initializedAvailableExtensions(false)
+{
+}
+
+Extensions3DOpenGL::~Extensions3DOpenGL()
+{
+}
+
+bool Extensions3DOpenGL::supports(const String& name)
+{
+ // Note on support for BGRA:
+ //
+ // For OpenGL ES2.0, requires checking for
+ // GL_EXT_texture_format_BGRA8888 and GL_EXT_read_format_bgra.
+ // For desktop GL, BGRA has been supported since OpenGL 1.2.
+ //
+ // However, note that the GL ES2 extension requires the
+ // internalFormat to glTexImage2D() be GL_BGRA, while desktop GL
+ // will not accept GL_BGRA (must be GL_RGBA), so this must be
+ // checked on each platform. Desktop GL offers neither
+ // GL_EXT_texture_format_BGRA8888 or GL_EXT_read_format_bgra, so
+ // treat them as unsupported here.
+ if (!m_initializedAvailableExtensions) {
+ String extensionsString(reinterpret_cast<const char*>(::glGetString(GL_EXTENSIONS)));
+ Vector<String> availableExtensions;
+ extensionsString.split(" ", availableExtensions);
+ for (size_t i = 0; i < availableExtensions.size(); ++i)
+ m_availableExtensions.add(availableExtensions[i]);
+ m_initializedAvailableExtensions = true;
+ }
+
+ // GL_ANGLE_framebuffer_blit and GL_ANGLE_framebuffer_multisample are "fake". They are implemented using other
+ // extensions. In particular GL_EXT_framebuffer_blit and GL_EXT_framebuffer_multisample
+ if (name == "GL_ANGLE_framebuffer_blit")
+ return m_availableExtensions.contains("GL_EXT_framebuffer_blit");
+ if (name == "GL_ANGLE_framebuffer_multisample")
+ return m_availableExtensions.contains("GL_EXT_framebuffer_multisample");
+
+ // If GL_ARB_texture_float is available then we report GL_OES_texture_float and
+ // GL_OES_texture_half_float as available.
+ if (name == "GL_OES_texture_float" || name == "GL_OES_texture_half_float")
+ return m_availableExtensions.contains("GL_ARB_texture_float");
+
+ return m_availableExtensions.contains(name);
+}
+
+void Extensions3DOpenGL::ensureEnabled(const String& name)
+{
+ ASSERT_UNUSED(name, supports(name));
+}
+
+int Extensions3DOpenGL::getGraphicsResetStatusARB()
+{
+ return GraphicsContext3D::NO_ERROR;
+}
+
+void Extensions3DOpenGL::blitFramebuffer(long srcX0, long srcY0, long srcX1, long srcY1, long dstX0, long dstY0, long dstX1, long dstY1, unsigned long mask, unsigned long filter)
+{
+ ::glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+}
+
+void Extensions3DOpenGL::renderbufferStorageMultisample(unsigned long target, unsigned long samples, unsigned long internalformat, unsigned long width, unsigned long height)
+{
+ ::glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width, height);
+}
+
+} // namespace WebCore
+
+#endif // ENABLE(3D_CANVAS)
diff --git a/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.h b/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.h
new file mode 100644
index 0000000..59f8180
--- /dev/null
+++ b/Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.h
@@ -0,0 +1,59 @@
+/*
+ * 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:
+ *
+ * 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 AND ITS 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 APPLE OR ITS 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.
+ */
+
+#ifndef Extensions3DOpenGL_h
+#define Extensions3DOpenGL_h
+
+#include "Extensions3D.h"
+
+#include "GraphicsContext3D.h"
+#include <wtf/HashSet.h>
+#include <wtf/text/StringHash.h>
+
+namespace WebCore {
+
+class Extensions3DOpenGL : public Extensions3D {
+public:
+ virtual ~Extensions3DOpenGL();
+
+ // Extensions3D methods.
+ virtual bool supports(const String&);
+ virtual void ensureEnabled(const String&);
+ virtual int getGraphicsResetStatusARB();
+ virtual void blitFramebuffer(long srcX0, long srcY0, long srcX1, long srcY1, long dstX0, long dstY0, long dstX1, long dstY1, unsigned long mask, unsigned long filter);
+ virtual void renderbufferStorageMultisample(unsigned long target, unsigned long samples, unsigned long internalformat, unsigned long width, unsigned long height);
+
+private:
+ // This class only needs to be instantiated by GraphicsContext3D implementations.
+ friend class GraphicsContext3D;
+ Extensions3DOpenGL();
+
+ bool m_initializedAvailableExtensions;
+ HashSet<String> m_availableExtensions;
+};
+
+} // namespace WebCore
+
+#endif // Extensions3DOpenGL_h
diff --git a/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp b/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp
new file mode 100644
index 0000000..221ee11
--- /dev/null
+++ b/Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp
@@ -0,0 +1,1476 @@
+/*
+ * Copyright (C) 2010 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 "GraphicsContext3D.h"
+
+#include "ArrayBuffer.h"
+#include "ArrayBufferView.h"
+#include "WebGLObject.h"
+#include "CanvasRenderingContext.h"
+#include "Extensions3DOpenGL.h"
+#include "Float32Array.h"
+#include "GraphicsContext.h"
+#include "HTMLCanvasElement.h"
+#include "ImageBuffer.h"
+#include "Int32Array.h"
+#include "NotImplemented.h"
+#include "Uint8Array.h"
+
+#if PLATFORM(MAC)
+#include <OpenGL/gl.h>
+#endif
+
+#include <wtf/UnusedParam.h>
+#include <wtf/text/CString.h>
+
+namespace WebCore {
+
+void GraphicsContext3D::validateAttributes()
+{
+ const char* extensions = reinterpret_cast<const char*>(::glGetString(GL_EXTENSIONS));
+ if (m_attrs.stencil) {
+ if (std::strstr(extensions, "GL_EXT_packed_depth_stencil")) {
+ if (!m_attrs.depth)
+ m_attrs.depth = true;
+ } else
+ m_attrs.stencil = false;
+ }
+ if (m_attrs.antialias) {
+ bool isValidVendor = true;
+ // Currently in Mac we only turn on antialias if vendor is NVIDIA.
+ const char* vendor = reinterpret_cast<const char*>(::glGetString(GL_VENDOR));
+ if (!std::strstr(vendor, "NVIDIA"))
+ isValidVendor = false;
+ if (!isValidVendor || !std::strstr(extensions, "GL_EXT_framebuffer_multisample"))
+ m_attrs.antialias = false;
+ }
+ // FIXME: instead of enforcing premultipliedAlpha = true, implement the
+ // correct behavior when premultipliedAlpha = false is requested.
+ m_attrs.premultipliedAlpha = true;
+}
+
+void GraphicsContext3D::paintRenderingResultsToCanvas(CanvasRenderingContext* context)
+{
+ HTMLCanvasElement* canvas = context->canvas();
+ ImageBuffer* imageBuffer = canvas->buffer();
+
+ int rowBytes = m_currentWidth * 4;
+ int totalBytes = rowBytes * m_currentHeight;
+
+ OwnArrayPtr<unsigned char> pixels(new unsigned char[totalBytes]);
+ if (!pixels)
+ return;
+
+ makeContextCurrent();
+
+ bool mustRestoreFBO = false;
+ if (m_attrs.antialias) {
+ ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
+ ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
+ ::glBlitFramebufferEXT(0, 0, m_currentWidth, m_currentHeight, 0, 0, m_currentWidth, m_currentHeight, 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;
+ }
+
+ ::glReadPixels(0, 0, m_currentWidth, m_currentHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels.get());
+
+ if (mustRestorePackAlignment)
+ ::glPixelStorei(GL_PACK_ALIGNMENT, packAlignment);
+
+ if (mustRestoreFBO)
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
+
+ paintToCanvas(pixels.get(), m_currentWidth, m_currentHeight,
+ canvas->width(), canvas->height(), imageBuffer->context()->platformContext());
+}
+
+void GraphicsContext3D::reshape(int width, int height)
+{
+ if (!m_contextObj)
+ return;
+
+ if (width == m_currentWidth && height == m_currentHeight)
+ return;
+
+ m_currentWidth = width;
+ m_currentHeight = height;
+
+ makeContextCurrent();
+
+ GLuint internalColorFormat, colorFormat, internalDepthStencilFormat = 0;
+ if (m_attrs.alpha) {
+ internalColorFormat = GL_RGBA8;
+ colorFormat = GL_RGBA;
+ } else {
+ internalColorFormat = GL_RGB8;
+ colorFormat = GL_RGB;
+ }
+ if (m_attrs.stencil || m_attrs.depth) {
+ // We don't allow the logic where stencil is required and depth is not.
+ // See GraphicsContext3D constructor.
+ if (m_attrs.stencil && m_attrs.depth)
+ internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT;
+ else
+ internalDepthStencilFormat = GL_DEPTH_COMPONENT;
+ }
+
+ bool mustRestoreFBO = false;
+
+ // resize multisample FBO
+ if (m_attrs.antialias) {
+ GLint maxSampleCount;
+ ::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount);
+ GLint sampleCount = std::min(8, maxSampleCount);
+ if (sampleCount > maxSampleCount)
+ sampleCount = maxSampleCount;
+ if (m_boundFBO != m_multisampleFBO) {
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
+ mustRestoreFBO = true;
+ }
+ ::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_attrs.stencil || m_attrs.depth) {
+ ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
+ ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height);
+ if (m_attrs.stencil)
+ ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
+ if (m_attrs.depth)
+ ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer);
+ }
+ ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ // FIXME: cleanup.
+ notImplemented();
+ }
+ }
+
+ // resize regular FBO
+ if (m_boundFBO != m_fbo) {
+ mustRestoreFBO = true;
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ }
+ ::glBindTexture(GL_TEXTURE_2D, m_texture);
+ ::glTexImage2D(GL_TEXTURE_2D, 0, internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
+ ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
+ ::glBindTexture(GL_TEXTURE_2D, 0);
+ if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) {
+ ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
+ ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height);
+ if (m_attrs.stencil)
+ ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
+ if (m_attrs.depth)
+ ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer);
+ ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ }
+ if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ // FIXME: cleanup
+ notImplemented();
+ }
+
+ if (m_attrs.antialias) {
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
+ if (m_boundFBO == m_multisampleFBO)
+ mustRestoreFBO = false;
+ }
+
+ // Initialize renderbuffers to 0.
+ GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0;
+ GLint clearStencil = 0;
+ GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE;
+ GLuint stencilMask = 0xffffffff;
+ GLboolean isScissorEnabled = GL_FALSE;
+ GLboolean isDitherEnabled = GL_FALSE;
+ GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+ ::glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
+ ::glClearColor(0, 0, 0, 0);
+ ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
+ ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if (m_attrs.depth) {
+ ::glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
+ ::glClearDepth(1);
+ ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
+ ::glDepthMask(GL_TRUE);
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+ if (m_attrs.stencil) {
+ ::glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil);
+ ::glClearStencil(0);
+ ::glGetIntegerv(GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&stencilMask));
+ ::glStencilMaskSeparate(GL_FRONT, 0xffffffff);
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+ isScissorEnabled = ::glIsEnabled(GL_SCISSOR_TEST);
+ ::glDisable(GL_SCISSOR_TEST);
+ isDitherEnabled = ::glIsEnabled(GL_DITHER);
+ ::glDisable(GL_DITHER);
+
+ ::glClear(clearMask);
+
+ ::glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
+ ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
+ if (m_attrs.depth) {
+ ::glClearDepth(clearDepth);
+ ::glDepthMask(depthMask);
+ }
+ if (m_attrs.stencil) {
+ ::glClearStencil(clearStencil);
+ ::glStencilMaskSeparate(GL_FRONT, 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);
+
+ ::glFlush();
+}
+
+IntSize GraphicsContext3D::getInternalFramebufferSize()
+{
+ return IntSize(m_currentWidth, m_currentHeight);
+}
+
+void GraphicsContext3D::prepareTexture()
+{
+ makeContextCurrent();
+ if (m_attrs.antialias) {
+ ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
+ ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
+ ::glBlitFramebufferEXT(0, 0, m_currentWidth, m_currentHeight, 0, 0, m_currentWidth, m_currentHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
+ }
+ ::glFinish();
+}
+
+void GraphicsContext3D::activeTexture(GC3Denum texture)
+{
+ makeContextCurrent();
+ ::glActiveTexture(texture);
+}
+
+void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader)
+{
+ ASSERT(program);
+ ASSERT(shader);
+ makeContextCurrent();
+ ::glAttachShader(program, shader);
+}
+
+void GraphicsContext3D::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name)
+{
+ ASSERT(program);
+ makeContextCurrent();
+ ::glBindAttribLocation(program, index, name.utf8().data());
+}
+
+void GraphicsContext3D::bindBuffer(GC3Denum target, Platform3DObject buffer)
+{
+ makeContextCurrent();
+ ::glBindBuffer(target, buffer);
+}
+
+
+void GraphicsContext3D::bindFramebuffer(GC3Denum target, Platform3DObject buffer)
+{
+ makeContextCurrent();
+ GLuint fbo;
+ if (buffer)
+ fbo = buffer;
+ else
+ fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo);
+ if (fbo != m_boundFBO) {
+ ::glBindFramebufferEXT(target, fbo);
+ m_boundFBO = fbo;
+ }
+}
+
+void GraphicsContext3D::bindRenderbuffer(GC3Denum target, Platform3DObject renderbuffer)
+{
+ makeContextCurrent();
+ ::glBindRenderbufferEXT(target, renderbuffer);
+}
+
+
+void GraphicsContext3D::bindTexture(GC3Denum target, Platform3DObject texture)
+{
+ makeContextCurrent();
+ ::glBindTexture(target, texture);
+}
+
+void GraphicsContext3D::blendColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha)
+{
+ makeContextCurrent();
+ ::glBlendColor(red, green, blue, alpha);
+}
+
+void GraphicsContext3D::blendEquation(GC3Denum mode)
+{
+ makeContextCurrent();
+ ::glBlendEquation(mode);
+}
+
+void GraphicsContext3D::blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha)
+{
+ makeContextCurrent();
+ ::glBlendEquationSeparate(modeRGB, modeAlpha);
+}
+
+
+void GraphicsContext3D::blendFunc(GC3Denum sfactor, GC3Denum dfactor)
+{
+ makeContextCurrent();
+ ::glBlendFunc(sfactor, dfactor);
+}
+
+void GraphicsContext3D::blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha)
+{
+ makeContextCurrent();
+ ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
+}
+
+void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage)
+{
+ makeContextCurrent();
+ ::glBufferData(target, size, 0, usage);
+}
+
+void GraphicsContext3D::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage)
+{
+ makeContextCurrent();
+ ::glBufferData(target, size, data, usage);
+}
+
+void GraphicsContext3D::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data)
+{
+ makeContextCurrent();
+ ::glBufferSubData(target, offset, size, data);
+}
+
+GC3Denum GraphicsContext3D::checkFramebufferStatus(GC3Denum target)
+{
+ makeContextCurrent();
+ return ::glCheckFramebufferStatusEXT(target);
+}
+
+void GraphicsContext3D::clearColor(GC3Dclampf r, GC3Dclampf g, GC3Dclampf b, GC3Dclampf a)
+{
+ makeContextCurrent();
+ ::glClearColor(r, g, b, a);
+}
+
+void GraphicsContext3D::clear(GC3Dbitfield mask)
+{
+ makeContextCurrent();
+ ::glClear(mask);
+}
+
+void GraphicsContext3D::clearDepth(GC3Dclampf depth)
+{
+ makeContextCurrent();
+ ::glClearDepth(depth);
+}
+
+void GraphicsContext3D::clearStencil(GC3Dint s)
+{
+ makeContextCurrent();
+ ::glClearStencil(s);
+}
+
+void GraphicsContext3D::colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha)
+{
+ makeContextCurrent();
+ ::glColorMask(red, green, blue, alpha);
+}
+
+void GraphicsContext3D::compileShader(Platform3DObject shader)
+{
+ ASSERT(shader);
+ makeContextCurrent();
+
+ int GLshaderType;
+ ANGLEShaderType shaderType;
+
+ glGetShaderiv(shader, SHADER_TYPE, &GLshaderType);
+
+ if (GLshaderType == VERTEX_SHADER)
+ shaderType = SHADER_TYPE_VERTEX;
+ else if (GLshaderType == FRAGMENT_SHADER)
+ shaderType = SHADER_TYPE_FRAGMENT;
+ else
+ return; // Invalid shader type.
+
+ HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
+
+ if (result == m_shaderSourceMap.end())
+ return;
+
+ ShaderSourceEntry& entry = result->second;
+
+ String translatedShaderSource;
+ String shaderInfoLog;
+
+ bool isValid = m_compiler.validateShaderSource(entry.source.utf8().data(), shaderType, translatedShaderSource, shaderInfoLog);
+
+ entry.log = shaderInfoLog;
+ entry.isValid = isValid;
+
+ if (!isValid)
+ return; // Shader didn't validate, don't move forward with compiling translated source
+
+ int translatedShaderLength = translatedShaderSource.length();
+
+ const CString& translatedShaderCString = translatedShaderSource.utf8();
+ const char* translatedShaderPtr = translatedShaderCString.data();
+
+ ::glShaderSource(shader, 1, &translatedShaderPtr, &translatedShaderLength);
+
+ ::glCompileShader(shader);
+
+ int GLCompileSuccess;
+
+ ::glGetShaderiv(shader, COMPILE_STATUS, &GLCompileSuccess);
+
+ // ASSERT that ANGLE generated GLSL will be accepted by OpenGL
+ ASSERT(GLCompileSuccess == GL_TRUE);
+}
+
+void GraphicsContext3D::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border)
+{
+ makeContextCurrent();
+ if (m_attrs.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);
+ }
+ ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ if (m_attrs.antialias && m_boundFBO == m_multisampleFBO)
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
+}
+
+void GraphicsContext3D::copyTexSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height)
+{
+ makeContextCurrent();
+ if (m_attrs.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);
+ }
+ ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+ if (m_attrs.antialias && m_boundFBO == m_multisampleFBO)
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
+}
+
+void GraphicsContext3D::cullFace(GC3Denum mode)
+{
+ makeContextCurrent();
+ ::glCullFace(mode);
+}
+
+void GraphicsContext3D::depthFunc(GC3Denum func)
+{
+ makeContextCurrent();
+ ::glDepthFunc(func);
+}
+
+void GraphicsContext3D::depthMask(GC3Dboolean flag)
+{
+ makeContextCurrent();
+ ::glDepthMask(flag);
+}
+
+void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
+{
+ makeContextCurrent();
+ ::glDepthRange(zNear, zFar);
+}
+
+void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader)
+{
+ ASSERT(program);
+ ASSERT(shader);
+ makeContextCurrent();
+ ::glDetachShader(program, shader);
+}
+
+void GraphicsContext3D::disable(GC3Denum cap)
+{
+ makeContextCurrent();
+ ::glDisable(cap);
+}
+
+void GraphicsContext3D::disableVertexAttribArray(GC3Duint index)
+{
+ makeContextCurrent();
+ ::glDisableVertexAttribArray(index);
+}
+
+void GraphicsContext3D::drawArrays(GC3Denum mode, GC3Dint first, GC3Dsizei count)
+{
+ makeContextCurrent();
+ ::glDrawArrays(mode, first, count);
+}
+
+void GraphicsContext3D::drawElements(GC3Denum mode, GC3Dsizei count, GC3Denum type, GC3Dintptr offset)
+{
+ makeContextCurrent();
+ ::glDrawElements(mode, count, type, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset)));
+}
+
+void GraphicsContext3D::enable(GC3Denum cap)
+{
+ makeContextCurrent();
+ ::glEnable(cap);
+}
+
+void GraphicsContext3D::enableVertexAttribArray(GC3Duint index)
+{
+ makeContextCurrent();
+ ::glEnableVertexAttribArray(index);
+}
+
+void GraphicsContext3D::finish()
+{
+ makeContextCurrent();
+ ::glFinish();
+}
+
+void GraphicsContext3D::flush()
+{
+ makeContextCurrent();
+ ::glFlush();
+}
+
+void GraphicsContext3D::framebufferRenderbuffer(GC3Denum target, GC3Denum attachment, GC3Denum renderbuffertarget, Platform3DObject buffer)
+{
+ makeContextCurrent();
+ ::glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer);
+}
+
+void GraphicsContext3D::framebufferTexture2D(GC3Denum target, GC3Denum attachment, GC3Denum textarget, Platform3DObject texture, GC3Dint level)
+{
+ makeContextCurrent();
+ ::glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
+}
+
+void GraphicsContext3D::frontFace(GC3Denum mode)
+{
+ makeContextCurrent();
+ ::glFrontFace(mode);
+}
+
+void GraphicsContext3D::generateMipmap(GC3Denum target)
+{
+ makeContextCurrent();
+ ::glGenerateMipmapEXT(target);
+}
+
+bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info)
+{
+ if (!program) {
+ synthesizeGLError(INVALID_VALUE);
+ return false;
+ }
+ makeContextCurrent();
+ GLint maxAttributeSize = 0;
+ ::glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeSize);
+ GLchar name[maxAttributeSize]; // GL_ACTIVE_ATTRIBUTE_MAX_LENGTH includes null termination
+ GLsizei nameLength = 0;
+ GLint size = 0;
+ GLenum type = 0;
+ ::glGetActiveAttrib(program, index, maxAttributeSize, &nameLength, &size, &type, name);
+ if (!nameLength)
+ return false;
+ info.name = String(name, nameLength);
+ info.type = type;
+ info.size = size;
+ return true;
+}
+
+bool GraphicsContext3D::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info)
+{
+ if (!program) {
+ synthesizeGLError(INVALID_VALUE);
+ return false;
+ }
+ makeContextCurrent();
+ GLint maxUniformSize = 0;
+ ::glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformSize);
+ GLchar name[maxUniformSize]; // GL_ACTIVE_UNIFORM_MAX_LENGTH includes null termination
+ GLsizei nameLength = 0;
+ GLint size = 0;
+ GLenum type = 0;
+ ::glGetActiveUniform(program, index, maxUniformSize, &nameLength, &size, &type, name);
+ if (!nameLength)
+ return false;
+ info.name = String(name, nameLength);
+ info.type = type;
+ info.size = size;
+ return true;
+}
+
+void GraphicsContext3D::getAttachedShaders(Platform3DObject program, GC3Dsizei maxCount, GC3Dsizei* count, Platform3DObject* shaders)
+{
+ if (!program) {
+ synthesizeGLError(INVALID_VALUE);
+ return;
+ }
+ makeContextCurrent();
+ ::glGetAttachedShaders(program, maxCount, count, shaders);
+}
+
+int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name)
+{
+ if (!program)
+ return -1;
+
+ makeContextCurrent();
+ return ::glGetAttribLocation(program, name.utf8().data());
+}
+
+GraphicsContext3D::Attributes GraphicsContext3D::getContextAttributes()
+{
+ return m_attrs;
+}
+
+GC3Denum GraphicsContext3D::getError()
+{
+ if (m_syntheticErrors.size() > 0) {
+ ListHashSet<GC3Denum>::iterator iter = m_syntheticErrors.begin();
+ GC3Denum err = *iter;
+ m_syntheticErrors.remove(iter);
+ return err;
+ }
+
+ makeContextCurrent();
+ return ::glGetError();
+}
+
+String GraphicsContext3D::getString(GC3Denum name)
+{
+ makeContextCurrent();
+ return String((const char*) ::glGetString(name));
+}
+
+void GraphicsContext3D::hint(GC3Denum target, GC3Denum mode)
+{
+ makeContextCurrent();
+ ::glHint(target, mode);
+}
+
+GC3Dboolean GraphicsContext3D::isBuffer(Platform3DObject buffer)
+{
+ if (!buffer)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsBuffer(buffer);
+}
+
+GC3Dboolean GraphicsContext3D::isEnabled(GC3Denum cap)
+{
+ makeContextCurrent();
+ return ::glIsEnabled(cap);
+}
+
+GC3Dboolean GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer)
+{
+ if (!framebuffer)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsFramebufferEXT(framebuffer);
+}
+
+GC3Dboolean GraphicsContext3D::isProgram(Platform3DObject program)
+{
+ if (!program)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsProgram(program);
+}
+
+GC3Dboolean GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer)
+{
+ if (!renderbuffer)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsRenderbufferEXT(renderbuffer);
+}
+
+GC3Dboolean GraphicsContext3D::isShader(Platform3DObject shader)
+{
+ if (!shader)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsShader(shader);
+}
+
+GC3Dboolean GraphicsContext3D::isTexture(Platform3DObject texture)
+{
+ if (!texture)
+ return GL_FALSE;
+
+ makeContextCurrent();
+ return ::glIsTexture(texture);
+}
+
+void GraphicsContext3D::lineWidth(GC3Dfloat width)
+{
+ makeContextCurrent();
+ ::glLineWidth(width);
+}
+
+void GraphicsContext3D::linkProgram(Platform3DObject program)
+{
+ ASSERT(program);
+ makeContextCurrent();
+ ::glLinkProgram(program);
+}
+
+void GraphicsContext3D::pixelStorei(GC3Denum pname, GC3Dint param)
+{
+ makeContextCurrent();
+ ::glPixelStorei(pname, param);
+}
+
+void GraphicsContext3D::polygonOffset(GC3Dfloat factor, GC3Dfloat units)
+{
+ makeContextCurrent();
+ ::glPolygonOffset(factor, units);
+}
+
+void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data)
+{
+ // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e.,
+ // all previous rendering calls should be done before reading pixels.
+ makeContextCurrent();
+ ::glFlush();
+ if (m_attrs.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();
+ }
+ ::glReadPixels(x, y, width, height, format, type, data);
+ if (m_attrs.antialias && m_boundFBO == m_multisampleFBO)
+ ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
+}
+
+void GraphicsContext3D::releaseShaderCompiler()
+{
+ // FIXME: This is not implemented on desktop OpenGL. We need to have ifdefs for the different GL variants
+ makeContextCurrent();
+ //::glReleaseShaderCompiler();
+}
+
+void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
+{
+ makeContextCurrent();
+ switch (internalformat) {
+ case DEPTH_STENCIL:
+ internalformat = GL_DEPTH24_STENCIL8_EXT;
+ break;
+ case DEPTH_COMPONENT16:
+ internalformat = GL_DEPTH_COMPONENT;
+ break;
+ case RGBA4:
+ case RGB5_A1:
+ internalformat = GL_RGBA;
+ break;
+ case RGB565:
+ internalformat = GL_RGB;
+ break;
+ }
+ ::glRenderbufferStorageEXT(target, internalformat, width, height);
+}
+
+void GraphicsContext3D::sampleCoverage(GC3Dclampf value, GC3Dboolean invert)
+{
+ makeContextCurrent();
+ ::glSampleCoverage(value, invert);
+}
+
+void GraphicsContext3D::scissor(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height)
+{
+ makeContextCurrent();
+ ::glScissor(x, y, width, height);
+}
+
+void GraphicsContext3D::shaderSource(Platform3DObject shader, const String& string)
+{
+ ASSERT(shader);
+
+ makeContextCurrent();
+
+ ShaderSourceEntry entry;
+
+ entry.source = string;
+
+ m_shaderSourceMap.set(shader, entry);
+}
+
+void GraphicsContext3D::stencilFunc(GC3Denum func, GC3Dint ref, GC3Duint mask)
+{
+ makeContextCurrent();
+ ::glStencilFunc(func, ref, mask);
+}
+
+void GraphicsContext3D::stencilFuncSeparate(GC3Denum face, GC3Denum func, GC3Dint ref, GC3Duint mask)
+{
+ makeContextCurrent();
+ ::glStencilFuncSeparate(face, func, ref, mask);
+}
+
+void GraphicsContext3D::stencilMask(GC3Duint mask)
+{
+ makeContextCurrent();
+ ::glStencilMask(mask);
+}
+
+void GraphicsContext3D::stencilMaskSeparate(GC3Denum face, GC3Duint mask)
+{
+ makeContextCurrent();
+ ::glStencilMaskSeparate(face, mask);
+}
+
+void GraphicsContext3D::stencilOp(GC3Denum fail, GC3Denum zfail, GC3Denum zpass)
+{
+ makeContextCurrent();
+ ::glStencilOp(fail, zfail, zpass);
+}
+
+void GraphicsContext3D::stencilOpSeparate(GC3Denum face, GC3Denum fail, GC3Denum zfail, GC3Denum zpass)
+{
+ makeContextCurrent();
+ ::glStencilOpSeparate(face, fail, zfail, zpass);
+}
+
+void GraphicsContext3D::texParameterf(GC3Denum target, GC3Denum pname, GC3Dfloat value)
+{
+ makeContextCurrent();
+ ::glTexParameterf(target, pname, value);
+}
+
+void GraphicsContext3D::texParameteri(GC3Denum target, GC3Denum pname, GC3Dint value)
+{
+ makeContextCurrent();
+ ::glTexParameteri(target, pname, value);
+}
+
+void GraphicsContext3D::uniform1f(GC3Dint location, GC3Dfloat v0)
+{
+ makeContextCurrent();
+ ::glUniform1f(location, v0);
+}
+
+void GraphicsContext3D::uniform1fv(GC3Dint location, GC3Dfloat* array, GC3Dsizei size)
+{
+ makeContextCurrent();
+ ::glUniform1fv(location, size, array);
+}
+
+void GraphicsContext3D::uniform2f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1)
+{
+ makeContextCurrent();
+ ::glUniform2f(location, v0, v1);
+}
+
+void GraphicsContext3D::uniform2fv(GC3Dint location, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 2
+ makeContextCurrent();
+ ::glUniform2fv(location, size, array);
+}
+
+void GraphicsContext3D::uniform3f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2)
+{
+ makeContextCurrent();
+ ::glUniform3f(location, v0, v1, v2);
+}
+
+void GraphicsContext3D::uniform3fv(GC3Dint location, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 3
+ makeContextCurrent();
+ ::glUniform3fv(location, size, array);
+}
+
+void GraphicsContext3D::uniform4f(GC3Dint location, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3)
+{
+ makeContextCurrent();
+ ::glUniform4f(location, v0, v1, v2, v3);
+}
+
+void GraphicsContext3D::uniform4fv(GC3Dint location, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 4
+ makeContextCurrent();
+ ::glUniform4fv(location, size, array);
+}
+
+void GraphicsContext3D::uniform1i(GC3Dint location, GC3Dint v0)
+{
+ makeContextCurrent();
+ ::glUniform1i(location, v0);
+}
+
+void GraphicsContext3D::uniform1iv(GC3Dint location, GC3Dint* array, GC3Dsizei size)
+{
+ makeContextCurrent();
+ ::glUniform1iv(location, size, array);
+}
+
+void GraphicsContext3D::uniform2i(GC3Dint location, GC3Dint v0, GC3Dint v1)
+{
+ makeContextCurrent();
+ ::glUniform2i(location, v0, v1);
+}
+
+void GraphicsContext3D::uniform2iv(GC3Dint location, GC3Dint* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 2
+ makeContextCurrent();
+ ::glUniform2iv(location, size, array);
+}
+
+void GraphicsContext3D::uniform3i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2)
+{
+ makeContextCurrent();
+ ::glUniform3i(location, v0, v1, v2);
+}
+
+void GraphicsContext3D::uniform3iv(GC3Dint location, GC3Dint* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 3
+ makeContextCurrent();
+ ::glUniform3iv(location, size, array);
+}
+
+void GraphicsContext3D::uniform4i(GC3Dint location, GC3Dint v0, GC3Dint v1, GC3Dint v2, GC3Dint v3)
+{
+ makeContextCurrent();
+ ::glUniform4i(location, v0, v1, v2, v3);
+}
+
+void GraphicsContext3D::uniform4iv(GC3Dint location, GC3Dint* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 4
+ makeContextCurrent();
+ ::glUniform4iv(location, size, array);
+}
+
+void GraphicsContext3D::uniformMatrix2fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 4
+ makeContextCurrent();
+ ::glUniformMatrix2fv(location, size, transpose, array);
+}
+
+void GraphicsContext3D::uniformMatrix3fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 9
+ makeContextCurrent();
+ ::glUniformMatrix3fv(location, size, transpose, array);
+}
+
+void GraphicsContext3D::uniformMatrix4fv(GC3Dint location, GC3Dboolean transpose, GC3Dfloat* array, GC3Dsizei size)
+{
+ // FIXME: length needs to be a multiple of 16
+ makeContextCurrent();
+ ::glUniformMatrix4fv(location, size, transpose, array);
+}
+
+void GraphicsContext3D::useProgram(Platform3DObject program)
+{
+ makeContextCurrent();
+ ::glUseProgram(program);
+}
+
+void GraphicsContext3D::validateProgram(Platform3DObject program)
+{
+ ASSERT(program);
+
+ makeContextCurrent();
+ ::glValidateProgram(program);
+}
+
+void GraphicsContext3D::vertexAttrib1f(GC3Duint index, GC3Dfloat v0)
+{
+ makeContextCurrent();
+ ::glVertexAttrib1f(index, v0);
+}
+
+void GraphicsContext3D::vertexAttrib1fv(GC3Duint index, GC3Dfloat* array)
+{
+ makeContextCurrent();
+ ::glVertexAttrib1fv(index, array);
+}
+
+void GraphicsContext3D::vertexAttrib2f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1)
+{
+ makeContextCurrent();
+ ::glVertexAttrib2f(index, v0, v1);
+}
+
+void GraphicsContext3D::vertexAttrib2fv(GC3Duint index, GC3Dfloat* array)
+{
+ makeContextCurrent();
+ ::glVertexAttrib2fv(index, array);
+}
+
+void GraphicsContext3D::vertexAttrib3f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2)
+{
+ makeContextCurrent();
+ ::glVertexAttrib3f(index, v0, v1, v2);
+}
+
+void GraphicsContext3D::vertexAttrib3fv(GC3Duint index, GC3Dfloat* array)
+{
+ makeContextCurrent();
+ ::glVertexAttrib3fv(index, array);
+}
+
+void GraphicsContext3D::vertexAttrib4f(GC3Duint index, GC3Dfloat v0, GC3Dfloat v1, GC3Dfloat v2, GC3Dfloat v3)
+{
+ makeContextCurrent();
+ ::glVertexAttrib4f(index, v0, v1, v2, v3);
+}
+
+void GraphicsContext3D::vertexAttrib4fv(GC3Duint index, GC3Dfloat* array)
+{
+ makeContextCurrent();
+ ::glVertexAttrib4fv(index, array);
+}
+
+void GraphicsContext3D::vertexAttribPointer(GC3Duint index, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset)
+{
+ makeContextCurrent();
+ ::glVertexAttribPointer(index, size, type, normalized, stride, reinterpret_cast<GLvoid*>(static_cast<intptr_t>(offset)));
+}
+
+void GraphicsContext3D::viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height)
+{
+ makeContextCurrent();
+ ::glViewport(x, y, width, height);
+}
+
+void GraphicsContext3D::getBooleanv(GC3Denum pname, GC3Dboolean* value)
+{
+ makeContextCurrent();
+ ::glGetBooleanv(pname, value);
+}
+
+void GraphicsContext3D::getBufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetBufferParameteriv(target, pname, value);
+}
+
+void GraphicsContext3D::getFloatv(GC3Denum pname, GC3Dfloat* value)
+{
+ makeContextCurrent();
+ ::glGetFloatv(pname, value);
+}
+
+void GraphicsContext3D::getFramebufferAttachmentParameteriv(GC3Denum target, GC3Denum attachment, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ if (attachment == DEPTH_STENCIL_ATTACHMENT)
+ attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works.
+ ::glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
+}
+
+void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
+{
+ // 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 MAX_FRAGMENT_UNIFORM_VECTORS:
+ ::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value);
+ *value /= 4;
+ break;
+ case MAX_VERTEX_UNIFORM_VECTORS:
+ ::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value);
+ *value /= 4;
+ break;
+ case MAX_VARYING_VECTORS:
+ ::glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
+ *value /= 4;
+ break;
+ default:
+ ::glGetIntegerv(pname, value);
+ }
+}
+
+void GraphicsContext3D::getProgramiv(Platform3DObject program, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetProgramiv(program, pname, value);
+}
+
+String GraphicsContext3D::getProgramInfoLog(Platform3DObject program)
+{
+ ASSERT(program);
+
+ makeContextCurrent();
+ GLint length;
+ ::glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
+ if (!length)
+ return "";
+
+ GLsizei size;
+ GLchar* info = (GLchar*) fastMalloc(length);
+
+ ::glGetProgramInfoLog(program, length, &size, info);
+ String s(info);
+ fastFree(info);
+ return s;
+}
+
+void GraphicsContext3D::getRenderbufferParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetRenderbufferParameterivEXT(target, pname, value);
+}
+
+void GraphicsContext3D::getShaderiv(Platform3DObject shader, GC3Denum pname, GC3Dint* value)
+{
+ ASSERT(shader);
+
+ makeContextCurrent();
+
+ HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
+
+ switch (pname) {
+ case DELETE_STATUS:
+ case SHADER_TYPE:
+ // Let OpenGL handle these.
+
+ ::glGetShaderiv(shader, pname, value);
+ break;
+
+ case COMPILE_STATUS:
+ if (result == m_shaderSourceMap.end()) {
+ (*value) = static_cast<int>(false);
+ return;
+ }
+
+ (*value) = static_cast<int>(result->second.isValid);
+ break;
+
+ case INFO_LOG_LENGTH:
+ if (result == m_shaderSourceMap.end()) {
+ (*value) = 0;
+ return;
+ }
+
+ (*value) = getShaderInfoLog(shader).length();
+ break;
+
+ case SHADER_SOURCE_LENGTH:
+ (*value) = getShaderSource(shader).length();
+ break;
+
+ default:
+ synthesizeGLError(INVALID_ENUM);
+ }
+}
+
+String GraphicsContext3D::getShaderInfoLog(Platform3DObject shader)
+{
+ ASSERT(shader);
+
+ makeContextCurrent();
+
+ HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
+
+ if (result == m_shaderSourceMap.end())
+ return "";
+
+ ShaderSourceEntry entry = result->second;
+
+ if (entry.isValid) {
+ GLint length;
+ ::glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
+ if (!length)
+ return "";
+
+ GLsizei size;
+ GLchar* info = (GLchar*) fastMalloc(length);
+
+ ::glGetShaderInfoLog(shader, length, &size, info);
+
+ String s(info);
+ fastFree(info);
+ return s;
+ } else
+ return entry.log;
+}
+
+String GraphicsContext3D::getShaderSource(Platform3DObject shader)
+{
+ ASSERT(shader);
+
+ makeContextCurrent();
+
+ HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
+
+ if (result == m_shaderSourceMap.end())
+ return "";
+
+ return result->second.source;
+}
+
+
+void GraphicsContext3D::getTexParameterfv(GC3Denum target, GC3Denum pname, GC3Dfloat* value)
+{
+ makeContextCurrent();
+ ::glGetTexParameterfv(target, pname, value);
+}
+
+void GraphicsContext3D::getTexParameteriv(GC3Denum target, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetTexParameteriv(target, pname, value);
+}
+
+void GraphicsContext3D::getUniformfv(Platform3DObject program, GC3Dint location, GC3Dfloat* value)
+{
+ makeContextCurrent();
+ ::glGetUniformfv(program, location, value);
+}
+
+void GraphicsContext3D::getUniformiv(Platform3DObject program, GC3Dint location, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetUniformiv(program, location, value);
+}
+
+GC3Dint GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name)
+{
+ ASSERT(program);
+
+ makeContextCurrent();
+ return ::glGetUniformLocation(program, name.utf8().data());
+}
+
+void GraphicsContext3D::getVertexAttribfv(GC3Duint index, GC3Denum pname, GC3Dfloat* value)
+{
+ makeContextCurrent();
+ ::glGetVertexAttribfv(index, pname, value);
+}
+
+void GraphicsContext3D::getVertexAttribiv(GC3Duint index, GC3Denum pname, GC3Dint* value)
+{
+ makeContextCurrent();
+ ::glGetVertexAttribiv(index, pname, value);
+}
+
+GC3Dsizeiptr GraphicsContext3D::getVertexAttribOffset(GC3Duint index, GC3Denum pname)
+{
+ makeContextCurrent();
+
+ GLvoid* pointer = 0;
+ ::glGetVertexAttribPointerv(index, pname, &pointer);
+ return static_cast<GC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer));
+}
+
+bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels)
+{
+ if (width && height && !pixels) {
+ synthesizeGLError(INVALID_VALUE);
+ return false;
+ }
+ makeContextCurrent();
+ GC3Denum openGLInternalFormat = internalformat;
+ if (type == GL_FLOAT) {
+ if (format == GL_RGBA)
+ openGLInternalFormat = GL_RGBA32F_ARB;
+ else if (format == GL_RGB)
+ openGLInternalFormat = GL_RGB32F_ARB;
+ }
+
+ ::glTexImage2D(target, level, openGLInternalFormat, width, height, border, format, type, pixels);
+ return true;
+}
+
+void GraphicsContext3D::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoff, GC3Dint yoff, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels)
+{
+ makeContextCurrent();
+
+ // FIXME: we will need to deal with PixelStore params when dealing with image buffers that differ from the subimage size
+ ::glTexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels);
+}
+
+Platform3DObject GraphicsContext3D::createBuffer()
+{
+ makeContextCurrent();
+ GLuint o = 0;
+ glGenBuffers(1, &o);
+ return o;
+}
+
+Platform3DObject GraphicsContext3D::createFramebuffer()
+{
+ makeContextCurrent();
+ GLuint o = 0;
+ glGenFramebuffersEXT(1, &o);
+ return o;
+}
+
+Platform3DObject GraphicsContext3D::createProgram()
+{
+ makeContextCurrent();
+ return glCreateProgram();
+}
+
+Platform3DObject GraphicsContext3D::createRenderbuffer()
+{
+ makeContextCurrent();
+ GLuint o = 0;
+ glGenRenderbuffersEXT(1, &o);
+ return o;
+}
+
+Platform3DObject GraphicsContext3D::createShader(GC3Denum type)
+{
+ makeContextCurrent();
+ return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
+}
+
+Platform3DObject GraphicsContext3D::createTexture()
+{
+ makeContextCurrent();
+ GLuint o = 0;
+ glGenTextures(1, &o);
+ return o;
+}
+
+void GraphicsContext3D::deleteBuffer(Platform3DObject buffer)
+{
+ makeContextCurrent();
+ glDeleteBuffers(1, &buffer);
+}
+
+void GraphicsContext3D::deleteFramebuffer(Platform3DObject framebuffer)
+{
+ makeContextCurrent();
+ glDeleteFramebuffersEXT(1, &framebuffer);
+}
+
+void GraphicsContext3D::deleteProgram(Platform3DObject program)
+{
+ makeContextCurrent();
+ glDeleteProgram(program);
+}
+
+void GraphicsContext3D::deleteRenderbuffer(Platform3DObject renderbuffer)
+{
+ makeContextCurrent();
+ glDeleteRenderbuffersEXT(1, &renderbuffer);
+}
+
+void GraphicsContext3D::deleteShader(Platform3DObject shader)
+{
+ makeContextCurrent();
+ glDeleteShader(shader);
+}
+
+void GraphicsContext3D::deleteTexture(Platform3DObject texture)
+{
+ makeContextCurrent();
+ glDeleteTextures(1, &texture);
+}
+
+uint32_t GraphicsContext3D::sizeInBytes(GC3Denum 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);
+ default:
+ return 0;
+ }
+}
+
+void GraphicsContext3D::synthesizeGLError(GC3Denum error)
+{
+ m_syntheticErrors.add(error);
+}
+
+Extensions3D* GraphicsContext3D::getExtensions()
+{
+ if (!m_extensions)
+ m_extensions = adoptPtr(new Extensions3DOpenGL);
+ return m_extensions.get();
+}
+
+}
+
+#endif // ENABLE(3D_CANVAS)
diff --git a/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp b/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp
new file mode 100644
index 0000000..03f9b7c
--- /dev/null
+++ b/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp
@@ -0,0 +1,663 @@
+/*
+ Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public License
+ along with this library; see the file COPYING.LIB. If not, write to
+ the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+#include "TextureMapperGL.h"
+
+#include "GraphicsContext.h"
+#include "HashMap.h"
+#include "Image.h"
+#include "PassRefPtr.h"
+#include "RefCounted.h"
+#include "Timer.h"
+
+#if defined(TEXMAP_OPENGL_ES_2)
+#include <GLES2/gl2.h>
+#elif OS(MAC_OS_X)
+#include <AGL/agl.h>
+#include <gl.h>
+#else
+#if OS(UNIX)
+#include <GL/glx.h>
+#endif
+#include <GL/gl.h>
+#endif
+
+#ifndef TEXMAP_OPENGL_ES2
+extern "C" {
+ void glUniform1f(GLint, GLfloat);
+ void glUniform1i(GLint, GLint);
+ void glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid*);
+ void glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+ void glShaderSource(GLuint, GLsizei, const char**, const GLint*);
+ GLuint glCreateShader(GLenum);
+ void glShaderSource(GLuint, GLsizei, const char**, const GLint*);
+ void glCompileShader(GLuint);
+ void glDeleteShader(GLuint);
+ void glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat*);
+ GLuint glCreateProgram();
+ void glAttachShader(GLuint, GLuint);
+ void glLinkProgram(GLuint);
+ void glUseProgram(GLuint);
+ void glDisableVertexAttribArray(GLuint);
+ void glEnableVertexAttribArray(GLuint);
+ void glBindFramebuffer(GLenum target, GLuint framebuffer);
+ void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
+ void glGenFramebuffers(GLsizei n, GLuint* framebuffers);
+ void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void glBindBuffer(GLenum, GLuint);
+ void glDeleteBuffers(GLsizei, const GLuint*);
+ void glGenBuffers(GLsizei, GLuint*);
+ void glBufferData(GLenum, GLsizeiptr, const GLvoid*, GLenum);
+ void glBufferSubData(GLenum, GLsizeiptr, GLsizeiptr, const GLvoid*);
+ void glGetProgramInfoLog(GLuint program, GLsizei, GLsizei*, GLchar*);
+
+#if !OS(MAC_OS_X)
+ GLint glGetUniformLocation(GLuint, const GLchar*);
+ GLint glBindAttribLocation(GLuint, GLuint, const GLchar*);
+#endif
+}
+#endif
+
+namespace WebCore {
+
+inline static void debugGLCommand(const char* command, int line)
+{
+ const GLenum err = glGetError();
+ if (!err)
+ return;
+ WTFReportError(__FILE__, line, WTF_PRETTY_FUNCTION, "[TextureMapper GL] Command failed: %s (%x)\n", command, err);
+}
+
+#define DEBUG_GL_COMMANDS
+
+#ifdef DEBUG_GL_COMMANDS
+#define GL_CMD(x) {x, debugGLCommand(#x, __LINE__); }
+#else
+#define GL_CMD(x) x
+#endif
+
+static const GLuint gInVertexAttributeIndex = 0;
+
+struct TextureMapperGLData {
+ static struct ShaderInfo {
+ enum ShaderProgramIndex {
+ SimpleProgram,
+ OpacityAndMaskProgram,
+ TargetProgram,
+
+ ProgramCount
+ };
+
+ enum ShaderVariableIndex {
+ InMatrixVariable,
+ InSourceMatrixVariable,
+ InMaskMatrixVariable,
+ OpacityVariable,
+ SourceTextureVariable,
+ MaskTextureVariable,
+
+ VariableCount
+ };
+
+ struct ProgramInfo {
+ GLuint id;
+ GLint vars[VariableCount];
+ };
+
+ GLint getUniformLocation(ShaderProgramIndex prog, ShaderVariableIndex var, const char* name)
+ {
+ return programs[prog].vars[var] = glGetUniformLocation(programs[prog].id, name);
+ }
+
+ void createShaderProgram(const char* vertexShaderSource, const char* fragmentShaderSource, ShaderProgramIndex index)
+ {
+ GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ GL_CMD(glShaderSource(vertexShader, 1, &vertexShaderSource, 0))
+ GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0))
+ GLuint programID = glCreateProgram();
+ GL_CMD(glCompileShader(vertexShader))
+ GL_CMD(glCompileShader(fragmentShader))
+ GL_CMD(glAttachShader(programID, vertexShader))
+ GL_CMD(glAttachShader(programID, fragmentShader))
+ GL_CMD(glBindAttribLocation(programID, gInVertexAttributeIndex, "InVertex"))
+ GL_CMD(glLinkProgram(programID))
+ programs[index].id = programID;
+#ifdef PRINT_PROGRAM_INFO_LOG
+ char infoLog[1024];
+ int len;
+ GL_CMD(glGetProgramInfoLog(programID, 1024, &len, infoLog));
+ LOG(Graphics, "Compiled program for texture mapper. Log: %s\n", infoLog);
+#endif
+ }
+
+ ProgramInfo programs[ProgramCount];
+
+ } shaderInfo;
+
+ struct DirectlyCompositedImageRepository {
+ struct Entry {
+ GLuint texture;
+ int refCount;
+ };
+ HashMap<NativeImagePtr, Entry> imageToTexture;
+
+ GLuint findOrCreate(NativeImagePtr image, bool& found)
+ {
+ HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.find(image);
+ found = false;
+ if (it != imageToTexture.end()) {
+ it->second.refCount++;
+ found = true;
+ return it->second.texture;
+ }
+ Entry entry;
+ GL_CMD(glGenTextures(1, &entry.texture));
+ entry.refCount = 1;
+ imageToTexture.add(image, entry);
+ return entry.texture;
+ }
+
+ bool deref(NativeImagePtr image)
+ {
+ HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.find(image);
+ if (it != imageToTexture.end()) {
+ if (it->second.refCount < 2) {
+ imageToTexture.remove(it);
+ return false;
+ }
+ }
+ return true;
+ }
+
+ DirectlyCompositedImageRepository()
+ {
+ }
+
+ ~DirectlyCompositedImageRepository()
+ {
+ for (HashMap<NativeImagePtr, Entry>::iterator it = imageToTexture.begin(); it != imageToTexture.end(); ++it) {
+ GLuint texture = it->second.texture;
+ if (texture)
+ GL_CMD(glDeleteTextures(1, &texture));
+ }
+
+ }
+ } directlyCompositedImages;
+
+ TextureMapperGLData()
+ : currentProgram(TextureMapperGLData::ShaderInfo::TargetProgram)
+ { }
+
+ TransformationMatrix projectionMatrix;
+ int currentProgram;
+
+#if OS(MAC_OS_X)
+ AGLContext aglContext;
+#elif OS(UNIX)
+ Drawable glxDrawable;
+ GLXContext glxContext;
+#endif
+};
+
+TextureMapperGLData::ShaderInfo TextureMapperGLData::shaderInfo;
+
+class BitmapTextureGL : public BitmapTexture {
+public:
+ virtual void destroy();
+ virtual IntSize size() const;
+ virtual bool isValid() const;
+ virtual void reset(const IntSize&, bool opaque);
+ virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect);
+ virtual void endPaint();
+ virtual void setContentsToImage(Image*);
+ ~BitmapTextureGL() { destroy(); }
+
+private:
+ GLuint m_id;
+ NativeImagePtr m_image;
+ FloatSize m_relativeSize;
+ bool m_opaque;
+ IntSize m_textureSize;
+ RefPtr<RGBA32PremultimpliedBuffer> m_buffer;
+ IntRect m_dirtyRect;
+ GLuint m_fbo;
+ IntSize m_actualSize;
+ bool m_surfaceNeedsReset;
+ TextureMapperGL* m_textureMapper;
+ BitmapTextureGL()
+ : m_id(0)
+ , m_image(0)
+ , m_opaque(false)
+ , m_fbo(0)
+ , m_surfaceNeedsReset(true)
+ , m_textureMapper(0)
+ {
+ }
+
+ friend class TextureMapperGL;
+};
+
+#define TEXMAP_GET_SHADER_VAR_LOCATION(prog, var) \
+ if (TextureMapperGLData::shaderInfo.getUniformLocation(TextureMapperGLData::shaderInfo.prog##Program, TextureMapperGLData::shaderInfo.var##Variable, #var) < 0) \
+ LOG_ERROR("Couldn't find variable "#var" in program "#prog"\n");
+
+#define TEXMAP_BUILD_SHADER(program) \
+ TextureMapperGLData::shaderInfo.createShaderProgram(vertexShaderSource##program, fragmentShaderSource##program, TextureMapperGLData::shaderInfo.program##Program);
+
+TextureMapperGL::TextureMapperGL()
+ : m_data(new TextureMapperGLData)
+{
+ static bool shadersCompiled = false;
+ obtainCurrentContext();
+ if (shadersCompiled)
+ return;
+ shadersCompiled = true;
+#ifndef TEXMAP_OPENGL_ES2
+#define OES2_PRECISION_DEFINITIONS \
+ "#define lowp\n#define highp\n"
+#else
+#define OES2_PRECISION_DEFINITIONS
+#endif
+
+ const char* fragmentShaderSourceOpacityAndMask =
+ OES2_PRECISION_DEFINITIONS
+" uniform sampler2D SourceTexture, MaskTexture; \n"
+" uniform lowp float Opacity; \n"
+" varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n"
+" void main(void) \n"
+" { \n"
+" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n"
+" lowp vec4 maskColor = texture2D(MaskTexture, OutTexCoordMask); \n"
+" lowp float o = Opacity * maskColor.a; \n"
+" gl_FragColor = vec4(color.rgb * o, color.a * o); \n"
+" } \n";
+
+ const char* vertexShaderSourceOpacityAndMask =
+ OES2_PRECISION_DEFINITIONS
+" uniform mat4 InMatrix, InSourceMatrix, InMaskMatrix; \n"
+" attribute vec4 InVertex; \n"
+" varying highp vec2 OutTexCoordSource, OutTexCoordMask; \n"
+" void main(void) \n"
+" { \n"
+" OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n"
+" OutTexCoordMask = vec2(InMaskMatrix * InVertex); \n"
+" gl_Position = InMatrix * InVertex; \n"
+" } \n";
+
+ const char* fragmentShaderSourceSimple =
+ OES2_PRECISION_DEFINITIONS
+" uniform sampler2D SourceTexture; \n"
+" uniform lowp float Opacity; \n"
+" varying highp vec2 OutTexCoordSource; \n"
+" void main(void) \n"
+" { \n"
+" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n"
+" gl_FragColor = vec4(color.rgb * Opacity, color.a * Opacity); \n"
+" } \n";
+
+ const char* vertexShaderSourceSimple =
+ OES2_PRECISION_DEFINITIONS
+" uniform mat4 InMatrix, InSourceMatrix; \n"
+" attribute vec4 InVertex; \n"
+" varying highp vec2 OutTexCoordSource; \n"
+" void main(void) \n"
+" { \n"
+" OutTexCoordSource = vec2(InSourceMatrix * InVertex); \n"
+" gl_Position = InMatrix * InVertex; \n"
+" } \n";
+
+ const char* fragmentShaderSourceTarget =
+ OES2_PRECISION_DEFINITIONS
+" uniform sampler2D SourceTexture; \n"
+" uniform lowp float Opacity; \n"
+" varying highp vec2 OutTexCoordSource; \n"
+" void main(void) \n"
+" { \n"
+" lowp vec4 color = texture2D(SourceTexture, OutTexCoordSource); \n"
+" gl_FragColor = vec4(color.bgr * Opacity, color.a * Opacity); \n"
+" } \n";
+
+ const char* vertexShaderSourceTarget = vertexShaderSourceSimple;
+
+ TEXMAP_BUILD_SHADER(Simple)
+ TEXMAP_BUILD_SHADER(OpacityAndMask)
+ TEXMAP_BUILD_SHADER(Target)
+
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InSourceMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, InMaskMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, SourceTexture)
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, MaskTexture)
+ TEXMAP_GET_SHADER_VAR_LOCATION(OpacityAndMask, Opacity)
+
+ TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InSourceMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Simple, InMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Simple, SourceTexture)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Simple, Opacity)
+
+ TEXMAP_GET_SHADER_VAR_LOCATION(Target, InSourceMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Target, InMatrix)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Target, SourceTexture)
+ TEXMAP_GET_SHADER_VAR_LOCATION(Target, Opacity)
+}
+
+void TextureMapperGL::drawTexture(const BitmapTexture& texture, const IntRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, const BitmapTexture* maskTexture)
+{
+ if (!texture.isValid())
+ return;
+
+ const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture);
+
+ TextureMapperGLData::ShaderInfo::ShaderProgramIndex program;
+ if (maskTexture)
+ program = TextureMapperGLData::ShaderInfo::OpacityAndMaskProgram;
+ else
+ program = TextureMapperGLData::ShaderInfo::SimpleProgram;
+
+ const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[program];
+ if (data().currentProgram != program) {
+ GL_CMD(glUseProgram(programInfo.id))
+ GL_CMD(glDisableVertexAttribArray(gInVertexAttributeIndex))
+ data().currentProgram = program;
+ GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex))
+ }
+
+ GL_CMD(glDisable(GL_DEPTH_TEST))
+ GL_CMD(glDisable(GL_STENCIL_TEST))
+
+ GL_CMD(glActiveTexture(GL_TEXTURE0))
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, textureGL.m_id))
+ GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0))
+ const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
+ GL_CMD(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, unitRect))
+
+ TransformationMatrix matrix = TransformationMatrix(data().projectionMatrix).multLeft(modelViewMatrix).multLeft(TransformationMatrix(
+ targetRect.width(), 0, 0, 0,
+ 0, targetRect.height(), 0, 0,
+ 0, 0, 1, 0,
+ targetRect.x(), targetRect.y(), 0, 1));
+
+ const GLfloat m4[] = {
+ matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(),
+ matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(),
+ matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(),
+ matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44()
+ };
+ const GLfloat m4src[] = {textureGL.m_relativeSize.width(), 0, 0, 0,
+ 0, textureGL.m_relativeSize.height(), 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1};
+ GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4))
+ GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src))
+ GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0))
+ GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity))
+
+ if (maskTexture && maskTexture->isValid()) {
+ const BitmapTextureGL* maskTextureGL = static_cast<const BitmapTextureGL*>(maskTexture);
+ GL_CMD(glActiveTexture(GL_TEXTURE1))
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, maskTextureGL->m_id))
+ const GLfloat m4mask[] = {maskTextureGL->m_relativeSize.width(), 0, 0, 0,
+ 0, maskTextureGL->m_relativeSize.height(), 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1};
+ GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMaskMatrixVariable], 1, GL_FALSE, m4mask));
+ GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::MaskTextureVariable], 1))
+ GL_CMD(glActiveTexture(GL_TEXTURE0))
+ }
+
+ if (textureGL.m_opaque && opacity > 0.99 && !maskTexture)
+ GL_CMD(glDisable(GL_BLEND))
+ else {
+ GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA))
+ GL_CMD(glEnable(GL_BLEND))
+ }
+
+ GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4))
+}
+
+const char* TextureMapperGL::type() const
+{
+ return "OpenGL";
+}
+
+void BitmapTextureGL::reset(const IntSize& newSize, bool opaque)
+{
+ BitmapTexture::reset(newSize, opaque);
+ m_image = 0;
+ IntSize newTextureSize = nextPowerOfTwo(newSize);
+ bool justCreated = false;
+ if (!m_id) {
+ GL_CMD(glGenTextures(1, &m_id))
+ justCreated = true;
+ }
+
+ if (justCreated || newTextureSize.width() > m_textureSize.width() || newTextureSize.height() > m_textureSize.height()) {
+ m_textureSize = newTextureSize;
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id))
+ GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR))
+ GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR))
+ GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE))
+ GL_CMD(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE))
+ GL_CMD(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_textureSize.width(), m_textureSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0))
+ }
+ m_actualSize = newSize;
+ m_relativeSize = FloatSize(float(newSize.width()) / m_textureSize.width(), float(newSize.height()) / m_textureSize.height());
+ m_opaque = opaque;
+ m_surfaceNeedsReset = true;
+}
+
+PlatformGraphicsContext* BitmapTextureGL::beginPaint(const IntRect& dirtyRect)
+{
+ m_buffer = RGBA32PremultimpliedBuffer::create();
+ m_dirtyRect = dirtyRect;
+ return m_buffer->beginPaint(dirtyRect, m_opaque);
+}
+
+void BitmapTextureGL::endPaint()
+{
+ if (!m_buffer)
+ return;
+ m_buffer->endPaint();
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, m_id))
+ GL_CMD(glTexSubImage2D(GL_TEXTURE_2D, 0, m_dirtyRect.x(), m_dirtyRect.y(), m_dirtyRect.width(), m_dirtyRect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_buffer->data()))
+ m_buffer.clear();
+}
+
+void BitmapTextureGL::setContentsToImage(Image* image)
+{
+ NativeImagePtr nativeImage = image ? image->nativeImageForCurrentFrame() : 0;
+ if (!image || !nativeImage) {
+ if (m_image)
+ destroy();
+ return;
+ }
+
+ if (nativeImage == m_image)
+ return;
+ bool found = false;
+ GLuint newTextureID = m_textureMapper->data().directlyCompositedImages.findOrCreate(nativeImage, found);
+ if (newTextureID != m_id) {
+ destroy();
+ m_id = newTextureID;
+ reset(image->size(), false);
+ m_image = nativeImage;
+ if (!found) {
+ GraphicsContext context(beginPaint(IntRect(0, 0, m_textureSize.width(), m_textureSize.height())));
+ context.drawImage(image, ColorSpaceDeviceRGB, IntPoint(0, 0), CompositeCopy);
+ endPaint();
+ }
+ }
+}
+
+void BitmapTextureGL::destroy()
+{
+ if (m_id && (!m_image || !m_textureMapper->data().directlyCompositedImages.deref(m_image)))
+ GL_CMD(glDeleteTextures(1, &m_id))
+ if (m_fbo)
+ GL_CMD(glDeleteFramebuffers(1, &m_fbo))
+
+ m_fbo = 0;
+ m_id = 0;
+ m_textureSize = IntSize();
+ m_relativeSize = FloatSize(1, 1);
+}
+
+bool BitmapTextureGL::isValid() const
+{
+ return m_id;
+}
+
+IntSize BitmapTextureGL::size() const
+{
+ return m_textureSize;
+}
+
+static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool flip)
+{
+ return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0,
+ 0, (flip ? -2.0 : 2.0) / float(size.height()), 0, 0,
+ 0, 0, -0.000001, 0,
+ -1, flip ? 1 : -1, 0, 1);
+}
+
+TextureMapperGL::~TextureMapperGL()
+{
+ makeContextCurrent();
+ delete m_data;
+}
+
+bool TextureMapperGL::makeContextCurrent()
+{
+#if OS(MAC_OS_X)
+ return aglSetCurrentContext(data().aglContext);
+#elif OS(UNIX)
+ Display* display = XOpenDisplay(0);
+ if (!display)
+ return false;
+ return glXMakeCurrent(display, data().glxDrawable, data().glxContext);
+#endif
+}
+
+void TextureMapperGL::obtainCurrentContext()
+{
+#if OS(MAC_OS_X)
+ data().aglContext = aglGetCurrentContext();
+#elif OS(UNIX)
+ data().glxDrawable = glXGetCurrentDrawable();
+ data().glxContext = glXGetCurrentContext();
+#endif
+}
+
+void TextureMapperGL::bindSurface(BitmapTexture *surfacePointer)
+{
+ BitmapTextureGL* surface = static_cast<BitmapTextureGL*>(surfacePointer);
+
+ if (!surface)
+ return;
+
+ TransformationMatrix matrix = createProjectionMatrix(surface->size(), false);
+ matrix.translate(-surface->offset().x(), -surface->offset().y());
+
+ if (surface->m_surfaceNeedsReset || !surface->m_fbo) {
+ if (!surface->m_fbo)
+ GL_CMD(glGenFramebuffers(1, &surface->m_fbo))
+ GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo))
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, 0))
+ GL_CMD(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->m_id, 0))
+ GL_CMD(glClearColor(0, 0, 0, 0))
+ GL_CMD(glClear(GL_COLOR_BUFFER_BIT))
+ surface->m_surfaceNeedsReset = false;
+ } else {
+ GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, surface->m_fbo))
+ }
+
+ GL_CMD(glViewport(0, 0, surface->size().width(), surface->size().height()))
+ data().projectionMatrix = matrix;
+}
+
+void TextureMapperGL::setClip(const IntRect& rect)
+{
+ GL_CMD(glScissor(rect.x(), rect.y(), rect.width(), rect.height()))
+ GL_CMD(glEnable(GL_SCISSOR_TEST))
+}
+
+
+void TextureMapperGL::paintToTarget(const BitmapTexture& aSurface, const IntSize& surfaceSize, const TransformationMatrix& transform, float opacity, const IntRect& visibleRect)
+{
+ const BitmapTextureGL& surface = static_cast<const BitmapTextureGL&>(aSurface);
+
+ // Create the model-view-projection matrix to display on screen.
+ TransformationMatrix matrix = createProjectionMatrix(surfaceSize, true).multLeft(transform).multLeft(
+ TransformationMatrix(
+ surface.m_actualSize.width(), 0, 0, 0,
+ 0, surface.m_actualSize.height(), 0, 0,
+ 0, 0, 1, 0,
+ surface.offset().x(), surface.offset().y(), 0, 1)
+ );
+
+ const GLfloat m4[] = {
+ matrix.m11(), matrix.m12(), matrix.m13(), matrix.m14(),
+ matrix.m21(), matrix.m22(), matrix.m23(), matrix.m24(),
+ matrix.m31(), matrix.m32(), matrix.m33(), matrix.m34(),
+ matrix.m41(), matrix.m42(), matrix.m43(), matrix.m44()
+ };
+
+ const GLfloat m4src[] = {surface.m_relativeSize.width(), 0, 0, 0,
+ 0, surface.m_relativeSize.height(), 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1};
+
+ // We already blended the alpha in; the result is premultiplied.
+ GL_CMD(glUseProgram(data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram].id))
+ GL_CMD(glBindFramebuffer(GL_FRAMEBUFFER, 0))
+ GL_CMD(glViewport(0, 0, surfaceSize.width(), surfaceSize.height()))
+ GL_CMD(glDisable(GL_STENCIL_TEST))
+ const TextureMapperGLData::ShaderInfo::ProgramInfo& programInfo = data().shaderInfo.programs[TextureMapperGLData::ShaderInfo::TargetProgram];
+ GL_CMD(glUniform1f(programInfo.vars[TextureMapperGLData::ShaderInfo::OpacityVariable], opacity))
+ GL_CMD(glActiveTexture(GL_TEXTURE0))
+ GL_CMD(glBindTexture(GL_TEXTURE_2D, surface.m_id))
+ GL_CMD(glUniform1i(programInfo.vars[TextureMapperGLData::ShaderInfo::SourceTextureVariable], 0))
+ GL_CMD(glEnableVertexAttribArray(gInVertexAttributeIndex))
+ GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InMatrixVariable], 1, GL_FALSE, m4))
+ GL_CMD(glUniformMatrix4fv(programInfo.vars[TextureMapperGLData::ShaderInfo::InSourceMatrixVariable], 1, GL_FALSE, m4src))
+ GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0))
+ const GLfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
+ GL_CMD(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, unitRect))
+ GL_CMD(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA))
+ GL_CMD(glEnable(GL_BLEND))
+ setClip(visibleRect);
+
+ GL_CMD(glDrawArrays(GL_TRIANGLE_FAN, 0, 4))
+ GL_CMD(glDisableVertexAttribArray(0))
+ GL_CMD(glUseProgram(0))
+ GL_CMD(glBindBuffer(GL_ARRAY_BUFFER, 0))
+ data().currentProgram = TextureMapperGLData::ShaderInfo::TargetProgram;
+}
+
+PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
+{
+ BitmapTextureGL* texture = new BitmapTextureGL();
+ texture->m_textureMapper = this;
+ return adoptRef(texture);
+}
+
+};
diff --git a/Source/WebCore/platform/graphics/opengl/TextureMapperGL.h b/Source/WebCore/platform/graphics/opengl/TextureMapperGL.h
new file mode 100644
index 0000000..8035abf
--- /dev/null
+++ b/Source/WebCore/platform/graphics/opengl/TextureMapperGL.h
@@ -0,0 +1,91 @@
+/*
+ Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public License
+ along with this library; see the file COPYING.LIB. If not, write to
+ the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+ */
+
+#ifndef TextureMapperGL_h
+#define TextureMapperGL_h
+
+#if USE(ACCELERATED_COMPOSITING)
+
+#include "FloatQuad.h"
+#include "IntSize.h"
+#include "TransformationMatrix.h"
+#include "texmap/TextureMapper.h"
+
+namespace WebCore {
+
+class TextureMapperGLData;
+
+// An OpenGL-ES2 implementation of TextureMapper.
+class TextureMapperGL : public TextureMapper {
+public:
+ TextureMapperGL();
+ virtual ~TextureMapperGL();
+
+ // reimps from TextureMapper
+ virtual void drawTexture(const BitmapTexture& texture, const IntRect&, const TransformationMatrix& transform, float opacity, const BitmapTexture* maskTexture);
+ virtual void bindSurface(BitmapTexture* surface);
+ virtual void setClip(const IntRect&);
+ virtual void paintToTarget(const BitmapTexture&, const IntSize&, const TransformationMatrix&, float opacity, const IntRect& visibleRect);
+ virtual bool allowSurfaceForRoot() const { return true; }
+ virtual PassRefPtr<BitmapTexture> createTexture();
+ virtual const char* type() const;
+ void obtainCurrentContext();
+ bool makeContextCurrent();
+ static PassOwnPtr<TextureMapperGL> create()
+ {
+ return new TextureMapperGL;
+ }
+
+private:
+ inline TextureMapperGLData& data() { return *m_data; }
+ TextureMapperGLData* m_data;
+ friend class BitmapTextureGL;
+};
+
+// An offscreen buffer to be rendered by software.
+class RGBA32PremultimpliedBuffer : public RefCounted<RGBA32PremultimpliedBuffer> {
+public:
+ virtual ~RGBA32PremultimpliedBuffer() {}
+ virtual PlatformGraphicsContext* beginPaint(const IntRect& dirtyRect, bool opaque) = 0;
+ virtual void endPaint() = 0;
+ virtual const void* data() const = 0;
+ static PassRefPtr<RGBA32PremultimpliedBuffer> create();
+};
+
+static inline int nextPowerOfTwo(int num)
+{
+ for (int i = 0x10000000; i > 0; i >>= 1) {
+ if (num == i)
+ return num;
+ if (num & i)
+ return (i << 1);
+ }
+ return 1;
+}
+
+static inline IntSize nextPowerOfTwo(const IntSize& size)
+{
+ return IntSize(nextPowerOfTwo(size.width()), nextPowerOfTwo(size.height()));
+}
+
+};
+
+#endif
+
+#endif