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-rw-r--r--WebCore/platform/graphics/mac/GraphicsContext3DMac.mm1429
1 files changed, 15 insertions, 1414 deletions
diff --git a/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm b/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm
index 54b261c..a4919d8 100644
--- a/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm
+++ b/WebCore/platform/graphics/mac/GraphicsContext3DMac.mm
@@ -31,21 +31,22 @@
#import "BlockExceptions.h"
+#include "ANGLE/ShaderLang.h"
#include "ArrayBuffer.h"
#include "ArrayBufferView.h"
-#include "WebGLObject.h"
#include "CanvasRenderingContext.h"
+#include <CoreGraphics/CGBitmapContext.h>
#include "Float32Array.h"
#include "GraphicsContext.h"
#include "HTMLCanvasElement.h"
#include "ImageBuffer.h"
#include "Int32Array.h"
#include "NotImplemented.h"
-#include "Uint8Array.h"
-#include "WebGLLayer.h"
-#include <CoreGraphics/CGBitmapContext.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/gl.h>
+#include "Uint8Array.h"
+#include "WebGLLayer.h"
+#include "WebGLObject.h"
#include <wtf/UnusedParam.h>
#include <wtf/text/CString.h>
@@ -76,13 +77,16 @@ static void setPixelFormat(Vector<CGLPixelFormatAttribute>& attribs, int colorBi
attribs.append(static_cast<CGLPixelFormatAttribute>(0));
}
-PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow)
+PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
{
- OwnPtr<GraphicsContext3D> context(new GraphicsContext3D(attrs, hostWindow));
+ // This implementation doesn't currently support rendering directly to the HostWindow.
+ if (renderStyle == RenderDirectlyToHostWindow)
+ return 0;
+ OwnPtr<GraphicsContext3D> context(new GraphicsContext3D(attrs, hostWindow, false));
return context->m_contextObj ? context.release() : 0;
}
-GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow)
+GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool)
: m_currentWidth(0)
, m_currentHeight(0)
, m_attrs(attrs)
@@ -229,81 +233,14 @@ GraphicsContext3D::~GraphicsContext3D()
}
}
-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::makeContextCurrent()
{
- CGLSetCurrentContext(m_contextObj);
-}
-
-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)
+ if (!m_contextObj)
return;
- CGLSetCurrentContext(m_contextObj);
-
- 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());
+ CGLContextObj currentContext = CGLGetCurrentContext();
+ if (currentContext != m_contextObj)
+ CGLSetCurrentContext(m_contextObj);
}
bool GraphicsContext3D::isGLES2Compliant() const
@@ -320,1343 +257,7 @@ bool GraphicsContext3D::isErrorGeneratedOnOutOfBoundsAccesses() const
{
return false;
}
-
-void GraphicsContext3D::reshape(int width, int height)
-{
- if (width == m_currentWidth && height == m_currentHeight || !m_contextObj)
- return;
-
- m_currentWidth = width;
- m_currentHeight = height;
-
- CGLSetCurrentContext(m_contextObj);
-
- 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.
- GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE, stencilMask = GL_TRUE;
- GLboolean isScissorEnabled = GL_FALSE;
- GLboolean isDitherEnabled = GL_FALSE;
- GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
- ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
- ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- if (m_attrs.depth) {
- ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
- ::glDepthMask(GL_TRUE);
- clearMask |= GL_DEPTH_BUFFER_BIT;
- }
- if (m_attrs.stencil) {
- ::glGetBooleanv(GL_STENCIL_WRITEMASK, &stencilMask);
- ::glStencilMask(GL_TRUE);
- clearMask |= GL_STENCIL_BUFFER_BIT;
- }
- isScissorEnabled = ::glIsEnabled(GL_SCISSOR_TEST);
- ::glDisable(GL_SCISSOR_TEST);
- isDitherEnabled = ::glIsEnabled(GL_DITHER);
- ::glDisable(GL_DITHER);
-
- ::glClear(clearMask);
-
- ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
- if (m_attrs.depth)
- ::glDepthMask(depthMask);
- if (m_attrs.stencil)
- ::glStencilMask(stencilMask);
- if (isScissorEnabled)
- ::glEnable(GL_SCISSOR_TEST);
- else
- ::glDisable(GL_SCISSOR_TEST);
- if (isDitherEnabled)
- ::glEnable(GL_DITHER);
- else
- ::glDisable(GL_DITHER);
-
- if (mustRestoreFBO)
- ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
-
- ::glFlush();
-}
-
-static inline void ensureContext(CGLContextObj context)
-{
- if (!context)
- return;
-
- CGLContextObj currentContext = CGLGetCurrentContext();
- if (currentContext != context)
- CGLSetCurrentContext(context);
-}
-
-void GraphicsContext3D::prepareTexture()
-{
- ensureContext(m_contextObj);
- 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(unsigned long texture)
-{
- ensureContext(m_contextObj);
- ::glActiveTexture(texture);
-}
-
-void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader)
-{
- ASSERT(program);
- ASSERT(shader);
- ensureContext(m_contextObj);
- ::glAttachShader((GLuint) program, (GLuint) shader);
-}
-
-void GraphicsContext3D::bindAttribLocation(Platform3DObject program, unsigned long index, const String& name)
-{
- ASSERT(program);
- ensureContext(m_contextObj);
- ::glBindAttribLocation((GLuint) program, index, name.utf8().data());
-}
-
-void GraphicsContext3D::bindBuffer(unsigned long target, Platform3DObject buffer)
-{
- ensureContext(m_contextObj);
- ::glBindBuffer(target, (GLuint) buffer);
-}
-
-
-void GraphicsContext3D::bindFramebuffer(unsigned long target, Platform3DObject buffer)
-{
- ensureContext(m_contextObj);
- GLuint fbo;
- if (buffer)
- fbo = (GLuint)buffer;
- else
- fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo);
- if (fbo != m_boundFBO) {
- ::glBindFramebufferEXT(target, fbo);
- m_boundFBO = fbo;
- }
-}
-
-void GraphicsContext3D::bindRenderbuffer(unsigned long target, Platform3DObject renderbuffer)
-{
- ensureContext(m_contextObj);
- ::glBindRenderbufferEXT(target, (GLuint) renderbuffer);
-}
-
-
-void GraphicsContext3D::bindTexture(unsigned long target, Platform3DObject texture)
-{
- ensureContext(m_contextObj);
- ::glBindTexture(target, (GLuint) texture);
-}
-
-void GraphicsContext3D::blendColor(double red, double green, double blue, double alpha)
-{
- ensureContext(m_contextObj);
- ::glBlendColor(static_cast<float>(red), static_cast<float>(green), static_cast<float>(blue), static_cast<float>(alpha));
-}
-
-void GraphicsContext3D::blendEquation( unsigned long mode )
-{
- ensureContext(m_contextObj);
- ::glBlendEquation(mode);
-}
-
-void GraphicsContext3D::blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha)
-{
- ensureContext(m_contextObj);
- ::glBlendEquationSeparate(modeRGB, modeAlpha);
-}
-
-
-void GraphicsContext3D::blendFunc(unsigned long sfactor, unsigned long dfactor)
-{
- ensureContext(m_contextObj);
- ::glBlendFunc(sfactor, dfactor);
-}
-
-void GraphicsContext3D::blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha)
-{
- ensureContext(m_contextObj);
- ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
-}
-
-void GraphicsContext3D::bufferData(unsigned long target, int size, unsigned long usage)
-{
- ensureContext(m_contextObj);
- ::glBufferData(target, size, 0, usage);
-}
-
-void GraphicsContext3D::bufferData(unsigned long target, int size, const void* data, unsigned long usage)
-{
- ensureContext(m_contextObj);
- ::glBufferData(target, size, data, usage);
-}
-
-void GraphicsContext3D::bufferSubData(unsigned long target, long offset, int size, const void* data)
-{
- ensureContext(m_contextObj);
- ::glBufferSubData(target, offset, size, data);
-}
-
-unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target)
-{
- ensureContext(m_contextObj);
- return ::glCheckFramebufferStatusEXT(target);
-}
-
-void GraphicsContext3D::clearColor(double r, double g, double b, double a)
-{
- ensureContext(m_contextObj);
- ::glClearColor(static_cast<float>(r), static_cast<float>(g), static_cast<float>(b), static_cast<float>(a));
-}
-
-void GraphicsContext3D::clear(unsigned long mask)
-{
- ensureContext(m_contextObj);
- ::glClear(mask);
-}
-
-void GraphicsContext3D::clearDepth(double depth)
-{
- ensureContext(m_contextObj);
- ::glClearDepth(depth);
-}
-
-void GraphicsContext3D::clearStencil(long s)
-{
- ensureContext(m_contextObj);
- ::glClearStencil(s);
-}
-
-void GraphicsContext3D::colorMask(bool red, bool green, bool blue, bool alpha)
-{
- ensureContext(m_contextObj);
- ::glColorMask(red, green, blue, alpha);
-}
-
-void GraphicsContext3D::compileShader(Platform3DObject shader)
-{
- ASSERT(shader);
- ensureContext(m_contextObj);
-
- 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((GLuint) shader, 1, &translatedShaderPtr, &translatedShaderLength);
-
- ::glCompileShader((GLuint) shader);
-
- int GLCompileSuccess;
-
- ::glGetShaderiv((GLuint) shader, COMPILE_STATUS, &GLCompileSuccess);
-
- // ASSERT that ANGLE generated GLSL will be accepted by OpenGL
- ASSERT(GLCompileSuccess == GL_TRUE);
-}
-
-void GraphicsContext3D::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border)
-{
- ensureContext(m_contextObj);
- 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(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height)
-{
- ensureContext(m_contextObj);
- 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(unsigned long mode)
-{
- ensureContext(m_contextObj);
- ::glCullFace(mode);
-}
-
-void GraphicsContext3D::depthFunc(unsigned long func)
-{
- ensureContext(m_contextObj);
- ::glDepthFunc(func);
-}
-
-void GraphicsContext3D::depthMask(bool flag)
-{
- ensureContext(m_contextObj);
- ::glDepthMask(flag);
-}
-
-void GraphicsContext3D::depthRange(double zNear, double zFar)
-{
- ensureContext(m_contextObj);
- ::glDepthRange(zNear, zFar);
-}
-
-void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader)
-{
- ASSERT(program);
- ASSERT(shader);
- ensureContext(m_contextObj);
- ::glDetachShader((GLuint) program, (GLuint) shader);
-}
-
-void GraphicsContext3D::disable(unsigned long cap)
-{
- ensureContext(m_contextObj);
- ::glDisable(cap);
-}
-
-void GraphicsContext3D::disableVertexAttribArray(unsigned long index)
-{
- ensureContext(m_contextObj);
- ::glDisableVertexAttribArray(index);
-}
-
-void GraphicsContext3D::drawArrays(unsigned long mode, long first, long count)
-{
- ensureContext(m_contextObj);
- ::glDrawArrays(mode, first, count);
-}
-
-void GraphicsContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset)
-{
- ensureContext(m_contextObj);
- ::glDrawElements(mode, count, type, reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
-}
-
-void GraphicsContext3D::enable(unsigned long cap)
-{
- ensureContext(m_contextObj);
- ::glEnable(cap);
-}
-
-void GraphicsContext3D::enableVertexAttribArray(unsigned long index)
-{
- ensureContext(m_contextObj);
- ::glEnableVertexAttribArray(index);
-}
-
-void GraphicsContext3D::finish()
-{
- ensureContext(m_contextObj);
- ::glFinish();
-}
-
-void GraphicsContext3D::flush()
-{
- ensureContext(m_contextObj);
- ::glFlush();
-}
-
-void GraphicsContext3D::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, Platform3DObject buffer)
-{
- ensureContext(m_contextObj);
- GLuint renderbuffer = (GLuint) buffer;
- if (attachment == DEPTH_STENCIL_ATTACHMENT) {
- ::glFramebufferRenderbufferEXT(target, DEPTH_ATTACHMENT, renderbuffertarget, renderbuffer);
- ::glFramebufferRenderbufferEXT(target, STENCIL_ATTACHMENT, renderbuffertarget, renderbuffer);
- } else
- ::glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer);
-}
-
-void GraphicsContext3D::framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, Platform3DObject texture, long level)
-{
- ensureContext(m_contextObj);
- ::glFramebufferTexture2DEXT(target, attachment, textarget, (GLuint) texture, level);
-}
-
-void GraphicsContext3D::frontFace(unsigned long mode)
-{
- ensureContext(m_contextObj);
- ::glFrontFace(mode);
-}
-
-void GraphicsContext3D::generateMipmap(unsigned long target)
-{
- ensureContext(m_contextObj);
- ::glGenerateMipmapEXT(target);
-}
-
-bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, unsigned long index, ActiveInfo& info)
-{
- if (!program) {
- synthesizeGLError(INVALID_VALUE);
- return false;
- }
- ensureContext(m_contextObj);
- GLint maxAttributeSize = 0;
- ::glGetProgramiv(static_cast<GLuint>(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(static_cast<GLuint>(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, unsigned long index, ActiveInfo& info)
-{
- if (!program) {
- synthesizeGLError(INVALID_VALUE);
- return false;
- }
- ensureContext(m_contextObj);
- GLint maxUniformSize = 0;
- ::glGetProgramiv(static_cast<GLuint>(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(static_cast<GLuint>(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, int maxCount, int* count, unsigned int* shaders)
-{
- if (!program) {
- synthesizeGLError(INVALID_VALUE);
- return;
- }
- ensureContext(m_contextObj);
- ::glGetAttachedShaders(static_cast<GLuint>(program), maxCount, count, shaders);
-}
-
-int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name)
-{
- if (!program)
- return -1;
-
- ensureContext(m_contextObj);
- return ::glGetAttribLocation((GLuint) program, name.utf8().data());
-}
-
-GraphicsContext3D::Attributes GraphicsContext3D::getContextAttributes()
-{
- return m_attrs;
-}
-
-unsigned long GraphicsContext3D::getError()
-{
- if (m_syntheticErrors.size() > 0) {
- ListHashSet<unsigned long>::iterator iter = m_syntheticErrors.begin();
- unsigned long err = *iter;
- m_syntheticErrors.remove(iter);
- return err;
- }
-
- ensureContext(m_contextObj);
- return ::glGetError();
-}
-
-String GraphicsContext3D::getString(unsigned long name)
-{
- ensureContext(m_contextObj);
- return String((const char*) ::glGetString(name));
-}
-
-void GraphicsContext3D::hint(unsigned long target, unsigned long mode)
-{
- ensureContext(m_contextObj);
- ::glHint(target, mode);
-}
-
-bool GraphicsContext3D::isBuffer(Platform3DObject buffer)
-{
- if (!buffer)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsBuffer((GLuint) buffer);
-}
-
-bool GraphicsContext3D::isEnabled(unsigned long cap)
-{
- ensureContext(m_contextObj);
- return ::glIsEnabled(cap);
-}
-
-bool GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer)
-{
- if (!framebuffer)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsFramebufferEXT((GLuint) framebuffer);
-}
-
-bool GraphicsContext3D::isProgram(Platform3DObject program)
-{
- if (!program)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsProgram((GLuint) program);
-}
-
-bool GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer)
-{
- if (!renderbuffer)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsRenderbufferEXT((GLuint) renderbuffer);
-}
-
-bool GraphicsContext3D::isShader(Platform3DObject shader)
-{
- if (!shader)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsShader((GLuint) shader);
-}
-
-bool GraphicsContext3D::isTexture(Platform3DObject texture)
-{
- if (!texture)
- return false;
-
- ensureContext(m_contextObj);
- return ::glIsTexture((GLuint) texture);
-}
-
-void GraphicsContext3D::lineWidth(double width)
-{
- ensureContext(m_contextObj);
- ::glLineWidth(static_cast<float>(width));
-}
-
-void GraphicsContext3D::linkProgram(Platform3DObject program)
-{
- ASSERT(program);
- ensureContext(m_contextObj);
- ::glLinkProgram((GLuint) program);
-}
-
-void GraphicsContext3D::pixelStorei(unsigned long pname, long param)
-{
- ensureContext(m_contextObj);
- ::glPixelStorei(pname, param);
-}
-
-void GraphicsContext3D::polygonOffset(double factor, double units)
-{
- ensureContext(m_contextObj);
- ::glPolygonOffset(static_cast<float>(factor), static_cast<float>(units));
-}
-
-void GraphicsContext3D::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long 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.
- ensureContext(m_contextObj);
- ::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
- ensureContext(m_contextObj);
- //::glReleaseShaderCompiler();
-}
-
-void GraphicsContext3D::renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height)
-{
- ensureContext(m_contextObj);
- 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(double value, bool invert)
-{
- ensureContext(m_contextObj);
- ::glSampleCoverage(static_cast<float>(value), invert);
-}
-
-void GraphicsContext3D::scissor(long x, long y, unsigned long width, unsigned long height)
-{
- ensureContext(m_contextObj);
- ::glScissor(x, y, width, height);
-}
-
-void GraphicsContext3D::shaderSource(Platform3DObject shader, const String& string)
-{
- ASSERT(shader);
-
- ensureContext(m_contextObj);
-
- ShaderSourceEntry entry;
-
- entry.source = string;
-
- m_shaderSourceMap.set(shader, entry);
-}
-
-void GraphicsContext3D::stencilFunc(unsigned long func, long ref, unsigned long mask)
-{
- ensureContext(m_contextObj);
- ::glStencilFunc(func, ref, mask);
-}
-
-void GraphicsContext3D::stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask)
-{
- ensureContext(m_contextObj);
- ::glStencilFuncSeparate(face, func, ref, mask);
-}
-
-void GraphicsContext3D::stencilMask(unsigned long mask)
-{
- ensureContext(m_contextObj);
- ::glStencilMask(mask);
-}
-
-void GraphicsContext3D::stencilMaskSeparate(unsigned long face, unsigned long mask)
-{
- ensureContext(m_contextObj);
- ::glStencilMaskSeparate(face, mask);
-}
-
-void GraphicsContext3D::stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass)
-{
- ensureContext(m_contextObj);
- ::glStencilOp(fail, zfail, zpass);
-}
-
-void GraphicsContext3D::stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass)
-{
- ensureContext(m_contextObj);
- ::glStencilOpSeparate(face, fail, zfail, zpass);
-}
-
-void GraphicsContext3D::texParameterf(unsigned target, unsigned pname, float value)
-{
- ensureContext(m_contextObj);
- ::glTexParameterf(target, pname, static_cast<float>(value));
-}
-
-void GraphicsContext3D::texParameteri(unsigned target, unsigned pname, int value)
-{
- ensureContext(m_contextObj);
- ::glTexParameteri(target, pname, static_cast<float>(value));
-}
-
-void GraphicsContext3D::uniform1f(long location, float v0)
-{
- ensureContext(m_contextObj);
- ::glUniform1f(location, v0);
-}
-
-void GraphicsContext3D::uniform1fv(long location, float* array, int size)
-{
- ensureContext(m_contextObj);
- ::glUniform1fv(location, size, array);
-}
-
-void GraphicsContext3D::uniform2f(long location, float v0, float v1)
-{
- ensureContext(m_contextObj);
- ::glUniform2f(location, v0, v1);
-}
-
-void GraphicsContext3D::uniform2fv(long location, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 2
- ensureContext(m_contextObj);
- ::glUniform2fv(location, size, array);
-}
-
-void GraphicsContext3D::uniform3f(long location, float v0, float v1, float v2)
-{
- ensureContext(m_contextObj);
- ::glUniform3f(location, v0, v1, v2);
-}
-
-void GraphicsContext3D::uniform3fv(long location, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 3
- ensureContext(m_contextObj);
- ::glUniform3fv(location, size, array);
-}
-
-void GraphicsContext3D::uniform4f(long location, float v0, float v1, float v2, float v3)
-{
- ensureContext(m_contextObj);
- ::glUniform4f(location, v0, v1, v2, v3);
-}
-
-void GraphicsContext3D::uniform4fv(long location, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 4
- ensureContext(m_contextObj);
- ::glUniform4fv(location, size, array);
-}
-
-void GraphicsContext3D::uniform1i(long location, int v0)
-{
- ensureContext(m_contextObj);
- ::glUniform1i(location, v0);
-}
-
-void GraphicsContext3D::uniform1iv(long location, int* array, int size)
-{
- ensureContext(m_contextObj);
- ::glUniform1iv(location, size, array);
-}
-
-void GraphicsContext3D::uniform2i(long location, int v0, int v1)
-{
- ensureContext(m_contextObj);
- ::glUniform2i(location, v0, v1);
-}
-
-void GraphicsContext3D::uniform2iv(long location, int* array, int size)
-{
- // FIXME: length needs to be a multiple of 2
- ensureContext(m_contextObj);
- ::glUniform2iv(location, size, array);
-}
-
-void GraphicsContext3D::uniform3i(long location, int v0, int v1, int v2)
-{
- ensureContext(m_contextObj);
- ::glUniform3i(location, v0, v1, v2);
-}
-
-void GraphicsContext3D::uniform3iv(long location, int* array, int size)
-{
- // FIXME: length needs to be a multiple of 3
- ensureContext(m_contextObj);
- ::glUniform3iv(location, size, array);
-}
-
-void GraphicsContext3D::uniform4i(long location, int v0, int v1, int v2, int v3)
-{
- ensureContext(m_contextObj);
- ::glUniform4i(location, v0, v1, v2, v3);
-}
-
-void GraphicsContext3D::uniform4iv(long location, int* array, int size)
-{
- // FIXME: length needs to be a multiple of 4
- ensureContext(m_contextObj);
- ::glUniform4iv(location, size, array);
-}
-
-void GraphicsContext3D::uniformMatrix2fv(long location, bool transpose, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 4
- ensureContext(m_contextObj);
- ::glUniformMatrix2fv(location, size, transpose, array);
-}
-
-void GraphicsContext3D::uniformMatrix3fv(long location, bool transpose, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 9
- ensureContext(m_contextObj);
- ::glUniformMatrix3fv(location, size, transpose, array);
-}
-
-void GraphicsContext3D::uniformMatrix4fv(long location, bool transpose, float* array, int size)
-{
- // FIXME: length needs to be a multiple of 16
- ensureContext(m_contextObj);
- ::glUniformMatrix4fv(location, size, transpose, array);
-}
-
-void GraphicsContext3D::useProgram(Platform3DObject program)
-{
- ensureContext(m_contextObj);
- ::glUseProgram((GLuint) program);
-}
-
-void GraphicsContext3D::validateProgram(Platform3DObject program)
-{
- ASSERT(program);
- ensureContext(m_contextObj);
- ::glValidateProgram((GLuint) program);
-}
-
-void GraphicsContext3D::vertexAttrib1f(unsigned long indx, float v0)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib1f(indx, v0);
-}
-
-void GraphicsContext3D::vertexAttrib1fv(unsigned long indx, float* array)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib1fv(indx, array);
-}
-
-void GraphicsContext3D::vertexAttrib2f(unsigned long indx, float v0, float v1)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib2f(indx, v0, v1);
-}
-
-void GraphicsContext3D::vertexAttrib2fv(unsigned long indx, float* array)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib2fv(indx, array);
-}
-
-void GraphicsContext3D::vertexAttrib3f(unsigned long indx, float v0, float v1, float v2)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib3f(indx, v0, v1, v2);
-}
-
-void GraphicsContext3D::vertexAttrib3fv(unsigned long indx, float* array)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib3fv(indx, array);
-}
-
-void GraphicsContext3D::vertexAttrib4f(unsigned long indx, float v0, float v1, float v2, float v3)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib4f(indx, v0, v1, v2, v3);
-}
-
-void GraphicsContext3D::vertexAttrib4fv(unsigned long indx, float* array)
-{
- ensureContext(m_contextObj);
- ::glVertexAttrib4fv(indx, array);
-}
-
-void GraphicsContext3D::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset)
-{
- ensureContext(m_contextObj);
- ::glVertexAttribPointer(indx, size, type, normalized, stride, reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
-}
-
-void GraphicsContext3D::viewport(long x, long y, unsigned long width, unsigned long height)
-{
- ensureContext(m_contextObj);
- ::glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
-}
-
-void GraphicsContext3D::getBooleanv(unsigned long pname, unsigned char* value)
-{
- ensureContext(m_contextObj);
- ::glGetBooleanv(pname, value);
-}
-
-void GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetBufferParameteriv(target, pname, value);
-}
-
-void GraphicsContext3D::getFloatv(unsigned long pname, float* value)
-{
- ensureContext(m_contextObj);
- ::glGetFloatv(pname, value);
-}
-
-void GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- if (attachment == DEPTH_STENCIL_ATTACHMENT)
- attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works.
- ::glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
-}
-
-void GraphicsContext3D::getIntegerv(unsigned long pname, int* value)
-{
- // Need to emulate IMPLEMENTATION_COLOR_READ_FORMAT/TYPE for GL. Any valid
- // combination should work, but GL_RGB/GL_UNSIGNED_BYTE might be the most
- // useful for desktop WebGL users.
- // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS
- // because desktop GL's corresponding queries return the number of components
- // whereas GLES2 return the number of vectors (each vector has 4 components).
- // Therefore, the value returned by desktop GL needs to be divided by 4.
- ensureContext(m_contextObj);
- switch (pname) {
- case IMPLEMENTATION_COLOR_READ_FORMAT:
- *value = GL_RGB;
- break;
- case IMPLEMENTATION_COLOR_READ_TYPE:
- *value = GL_UNSIGNED_BYTE;
- break;
- 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, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetProgramiv((GLuint) program, pname, value);
-}
-
-String GraphicsContext3D::getProgramInfoLog(Platform3DObject program)
-{
- ASSERT(program);
-
- ensureContext(m_contextObj);
- GLint length;
- ::glGetProgramiv((GLuint) program, GL_INFO_LOG_LENGTH, &length);
-
- GLsizei size;
- GLchar* info = (GLchar*) fastMalloc(length);
- if (!info)
- return "";
-
- ::glGetProgramInfoLog((GLuint) program, length, &size, info);
- String s(info);
- fastFree(info);
- return s;
-}
-
-void GraphicsContext3D::getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetRenderbufferParameterivEXT(target, pname, value);
-}
-
-void GraphicsContext3D::getShaderiv(Platform3DObject shader, unsigned long pname, int* value)
-{
- ASSERT(shader);
-
- ensureContext(m_contextObj);
-
- HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
-
- switch (pname) {
- case DELETE_STATUS:
- case SHADER_TYPE:
- // Let OpenGL handle these.
-
- ::glGetShaderiv((GLuint) 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);
-
- ensureContext(m_contextObj);
- GLint length;
- ::glGetShaderiv((GLuint) shader, GL_INFO_LOG_LENGTH, &length);
-
- 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((GLuint) shader, GL_INFO_LOG_LENGTH, &length);
-
- GLsizei size;
- GLchar* info = (GLchar*) fastMalloc(length);
- if (!info)
- return "";
-
- ::glGetShaderInfoLog((GLuint) shader, length, &size, info);
-
- String s(info);
- fastFree(info);
- return s;
- }
- else {
- return entry.log;
- }
-}
-
-String GraphicsContext3D::getShaderSource(Platform3DObject shader)
-{
- ASSERT(shader);
-
- ensureContext(m_contextObj);
-
- HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader);
-
- if (result == m_shaderSourceMap.end())
- return "";
-
- return result->second.source;
-}
-
-
-void GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname, float* value)
-{
- ensureContext(m_contextObj);
- ::glGetTexParameterfv(target, pname, value);
-}
-
-void GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetTexParameteriv(target, pname, value);
-}
-
-void GraphicsContext3D::getUniformfv(Platform3DObject program, long location, float* value)
-{
- ensureContext(m_contextObj);
- ::glGetUniformfv((GLuint) program, location, value);
-}
-
-void GraphicsContext3D::getUniformiv(Platform3DObject program, long location, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetUniformiv((GLuint) program, location, value);
-}
-
-long GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name)
-{
- ASSERT(program);
-
- ensureContext(m_contextObj);
- return ::glGetUniformLocation((GLuint) program, name.utf8().data());
-}
-
-void GraphicsContext3D::getVertexAttribfv(unsigned long index, unsigned long pname, float* value)
-{
- ensureContext(m_contextObj);
- ::glGetVertexAttribfv(index, pname, value);
-}
-
-void GraphicsContext3D::getVertexAttribiv(unsigned long index, unsigned long pname, int* value)
-{
- ensureContext(m_contextObj);
- ::glGetVertexAttribiv(index, pname, value);
-}
-
-long GraphicsContext3D::getVertexAttribOffset(unsigned long index, unsigned long pname)
-{
- ensureContext(m_contextObj);
-
- void* pointer;
- ::glGetVertexAttribPointerv(index, pname, &pointer);
- return reinterpret_cast<long>(pointer);
-}
-
-int GraphicsContext3D::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels)
-{
- ensureContext(m_contextObj);
-
- ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
- return 0;
-}
-
-int GraphicsContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoff, unsigned yoff, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels)
-{
- ensureContext(m_contextObj);
-
- // 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);
- return 0;
-}
-
-unsigned GraphicsContext3D::createBuffer()
-{
- ensureContext(m_contextObj);
- GLuint o;
- glGenBuffers(1, &o);
- return o;
-}
-
-unsigned GraphicsContext3D::createFramebuffer()
-{
- ensureContext(m_contextObj);
- GLuint o;
- glGenFramebuffersEXT(1, &o);
- return o;
-}
-
-unsigned GraphicsContext3D::createProgram()
-{
- ensureContext(m_contextObj);
- return glCreateProgram();
-}
-
-unsigned GraphicsContext3D::createRenderbuffer()
-{
- ensureContext(m_contextObj);
- GLuint o;
- glGenRenderbuffersEXT(1, &o);
- return o;
-}
-
-unsigned GraphicsContext3D::createShader(unsigned long type)
-{
- ensureContext(m_contextObj);
- return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
-}
-
-unsigned GraphicsContext3D::createTexture()
-{
- ensureContext(m_contextObj);
- GLuint o;
- glGenTextures(1, &o);
- return o;
-}
-
-void GraphicsContext3D::deleteBuffer(unsigned buffer)
-{
- ensureContext(m_contextObj);
- glDeleteBuffers(1, &buffer);
-}
-
-void GraphicsContext3D::deleteFramebuffer(unsigned framebuffer)
-{
- ensureContext(m_contextObj);
- glDeleteFramebuffersEXT(1, &framebuffer);
-}
-
-void GraphicsContext3D::deleteProgram(unsigned program)
-{
- ensureContext(m_contextObj);
- glDeleteProgram(program);
-}
-
-void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer)
-{
- ensureContext(m_contextObj);
- glDeleteRenderbuffersEXT(1, &renderbuffer);
-}
-
-void GraphicsContext3D::deleteShader(unsigned shader)
-{
- ensureContext(m_contextObj);
- glDeleteShader(shader);
-}
-
-void GraphicsContext3D::deleteTexture(unsigned texture)
-{
- ensureContext(m_contextObj);
- glDeleteTextures(1, &texture);
-}
-
-int GraphicsContext3D::sizeInBytes(int type)
-{
- switch (type) {
- case GL_BYTE:
- return sizeof(GLbyte);
- case GL_UNSIGNED_BYTE:
- return sizeof(GLubyte);
- case GL_SHORT:
- return sizeof(GLshort);
- case GL_UNSIGNED_SHORT:
- return sizeof(GLushort);
- case GL_INT:
- return sizeof(GLint);
- case GL_UNSIGNED_INT:
- return sizeof(GLuint);
- case GL_FLOAT:
- return sizeof(GLfloat);
- default:
- return 0;
- }
-}
-
-void GraphicsContext3D::synthesizeGLError(unsigned long error)
-{
- m_syntheticErrors.add(error);
-}
}