diff options
Diffstat (limited to 'WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp')
-rw-r--r-- | WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp | 1454 |
1 files changed, 1454 insertions, 0 deletions
diff --git a/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp b/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp new file mode 100644 index 0000000..53d9b86 --- /dev/null +++ b/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGL.cpp @@ -0,0 +1,1454 @@ +/* + * 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 "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 (width == m_currentWidth && height == m_currentHeight || !m_contextObj) + 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. + 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(); +} + +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(unsigned long texture) +{ + makeContextCurrent(); + ::glActiveTexture(texture); +} + +void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader) +{ + ASSERT(program); + ASSERT(shader); + makeContextCurrent(); + ::glAttachShader((GLuint) program, (GLuint) shader); +} + +void GraphicsContext3D::bindAttribLocation(Platform3DObject program, unsigned long index, const String& name) +{ + ASSERT(program); + makeContextCurrent(); + ::glBindAttribLocation((GLuint) program, index, name.utf8().data()); +} + +void GraphicsContext3D::bindBuffer(unsigned long target, Platform3DObject buffer) +{ + makeContextCurrent(); + ::glBindBuffer(target, (GLuint) buffer); +} + + +void GraphicsContext3D::bindFramebuffer(unsigned long target, Platform3DObject buffer) +{ + makeContextCurrent(); + 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) +{ + makeContextCurrent(); + ::glBindRenderbufferEXT(target, (GLuint) renderbuffer); +} + + +void GraphicsContext3D::bindTexture(unsigned long target, Platform3DObject texture) +{ + makeContextCurrent(); + ::glBindTexture(target, (GLuint) texture); +} + +void GraphicsContext3D::blendColor(double red, double green, double blue, double alpha) +{ + makeContextCurrent(); + ::glBlendColor(static_cast<float>(red), static_cast<float>(green), static_cast<float>(blue), static_cast<float>(alpha)); +} + +void GraphicsContext3D::blendEquation( unsigned long mode ) +{ + makeContextCurrent(); + ::glBlendEquation(mode); +} + +void GraphicsContext3D::blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha) +{ + makeContextCurrent(); + ::glBlendEquationSeparate(modeRGB, modeAlpha); +} + + +void GraphicsContext3D::blendFunc(unsigned long sfactor, unsigned long dfactor) +{ + makeContextCurrent(); + ::glBlendFunc(sfactor, dfactor); +} + +void GraphicsContext3D::blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha) +{ + makeContextCurrent(); + ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +void GraphicsContext3D::bufferData(unsigned long target, int size, unsigned long usage) +{ + makeContextCurrent(); + ::glBufferData(target, size, 0, usage); +} + +void GraphicsContext3D::bufferData(unsigned long target, int size, const void* data, unsigned long usage) +{ + makeContextCurrent(); + ::glBufferData(target, size, data, usage); +} + +void GraphicsContext3D::bufferSubData(unsigned long target, long offset, int size, const void* data) +{ + makeContextCurrent(); + ::glBufferSubData(target, offset, size, data); +} + +unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target) +{ + makeContextCurrent(); + return ::glCheckFramebufferStatusEXT(target); +} + +void GraphicsContext3D::clearColor(double r, double g, double b, double a) +{ + makeContextCurrent(); + ::glClearColor(static_cast<float>(r), static_cast<float>(g), static_cast<float>(b), static_cast<float>(a)); +} + +void GraphicsContext3D::clear(unsigned long mask) +{ + makeContextCurrent(); + ::glClear(mask); +} + +void GraphicsContext3D::clearDepth(double depth) +{ + makeContextCurrent(); + ::glClearDepth(depth); +} + +void GraphicsContext3D::clearStencil(long s) +{ + makeContextCurrent(); + ::glClearStencil(s); +} + +void GraphicsContext3D::colorMask(bool red, bool green, bool blue, bool 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((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) +{ + 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(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long 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(unsigned long mode) +{ + makeContextCurrent(); + ::glCullFace(mode); +} + +void GraphicsContext3D::depthFunc(unsigned long func) +{ + makeContextCurrent(); + ::glDepthFunc(func); +} + +void GraphicsContext3D::depthMask(bool flag) +{ + makeContextCurrent(); + ::glDepthMask(flag); +} + +void GraphicsContext3D::depthRange(double zNear, double zFar) +{ + makeContextCurrent(); + ::glDepthRange(zNear, zFar); +} + +void GraphicsContext3D::detachShader(Platform3DObject program, Platform3DObject shader) +{ + ASSERT(program); + ASSERT(shader); + makeContextCurrent(); + ::glDetachShader((GLuint) program, (GLuint) shader); +} + +void GraphicsContext3D::disable(unsigned long cap) +{ + makeContextCurrent(); + ::glDisable(cap); +} + +void GraphicsContext3D::disableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + ::glDisableVertexAttribArray(index); +} + +void GraphicsContext3D::drawArrays(unsigned long mode, long first, long count) +{ + makeContextCurrent(); + ::glDrawArrays(mode, first, count); +} + +void GraphicsContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) +{ + makeContextCurrent(); + ::glDrawElements(mode, count, type, reinterpret_cast<void*>(static_cast<intptr_t>(offset))); +} + +void GraphicsContext3D::enable(unsigned long cap) +{ + makeContextCurrent(); + ::glEnable(cap); +} + +void GraphicsContext3D::enableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + ::glEnableVertexAttribArray(index); +} + +void GraphicsContext3D::finish() +{ + makeContextCurrent(); + ::glFinish(); +} + +void GraphicsContext3D::flush() +{ + makeContextCurrent(); + ::glFlush(); +} + +void GraphicsContext3D::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, Platform3DObject buffer) +{ + makeContextCurrent(); + 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) +{ + makeContextCurrent(); + ::glFramebufferTexture2DEXT(target, attachment, textarget, (GLuint) texture, level); +} + +void GraphicsContext3D::frontFace(unsigned long mode) +{ + makeContextCurrent(); + ::glFrontFace(mode); +} + +void GraphicsContext3D::generateMipmap(unsigned long target) +{ + makeContextCurrent(); + ::glGenerateMipmapEXT(target); +} + +bool GraphicsContext3D::getActiveAttrib(Platform3DObject program, unsigned long index, ActiveInfo& info) +{ + if (!program) { + synthesizeGLError(INVALID_VALUE); + return false; + } + makeContextCurrent(); + 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; + } + makeContextCurrent(); + 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; + } + makeContextCurrent(); + ::glGetAttachedShaders(static_cast<GLuint>(program), maxCount, count, shaders); +} + +int GraphicsContext3D::getAttribLocation(Platform3DObject program, const String& name) +{ + if (!program) + return -1; + + makeContextCurrent(); + 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; + } + + makeContextCurrent(); + return ::glGetError(); +} + +String GraphicsContext3D::getString(unsigned long name) +{ + makeContextCurrent(); + return String((const char*) ::glGetString(name)); +} + +void GraphicsContext3D::hint(unsigned long target, unsigned long mode) +{ + makeContextCurrent(); + ::glHint(target, mode); +} + +bool GraphicsContext3D::isBuffer(Platform3DObject buffer) +{ + if (!buffer) + return false; + + makeContextCurrent(); + return ::glIsBuffer((GLuint) buffer); +} + +bool GraphicsContext3D::isEnabled(unsigned long cap) +{ + makeContextCurrent(); + return ::glIsEnabled(cap); +} + +bool GraphicsContext3D::isFramebuffer(Platform3DObject framebuffer) +{ + if (!framebuffer) + return false; + + makeContextCurrent(); + return ::glIsFramebufferEXT((GLuint) framebuffer); +} + +bool GraphicsContext3D::isProgram(Platform3DObject program) +{ + if (!program) + return false; + + makeContextCurrent(); + return ::glIsProgram((GLuint) program); +} + +bool GraphicsContext3D::isRenderbuffer(Platform3DObject renderbuffer) +{ + if (!renderbuffer) + return false; + + makeContextCurrent(); + return ::glIsRenderbufferEXT((GLuint) renderbuffer); +} + +bool GraphicsContext3D::isShader(Platform3DObject shader) +{ + if (!shader) + return false; + + makeContextCurrent(); + return ::glIsShader((GLuint) shader); +} + +bool GraphicsContext3D::isTexture(Platform3DObject texture) +{ + if (!texture) + return false; + + makeContextCurrent(); + return ::glIsTexture((GLuint) texture); +} + +void GraphicsContext3D::lineWidth(double width) +{ + makeContextCurrent(); + ::glLineWidth(static_cast<float>(width)); +} + +void GraphicsContext3D::linkProgram(Platform3DObject program) +{ + ASSERT(program); + makeContextCurrent(); + ::glLinkProgram((GLuint) program); +} + +void GraphicsContext3D::pixelStorei(unsigned long pname, long param) +{ + makeContextCurrent(); + ::glPixelStorei(pname, param); +} + +void GraphicsContext3D::polygonOffset(double factor, double units) +{ + makeContextCurrent(); + ::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. + 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(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long 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(double value, bool invert) +{ + makeContextCurrent(); + ::glSampleCoverage(static_cast<float>(value), invert); +} + +void GraphicsContext3D::scissor(long x, long y, unsigned long width, unsigned long 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(unsigned long func, long ref, unsigned long mask) +{ + makeContextCurrent(); + ::glStencilFunc(func, ref, mask); +} + +void GraphicsContext3D::stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask) +{ + makeContextCurrent(); + ::glStencilFuncSeparate(face, func, ref, mask); +} + +void GraphicsContext3D::stencilMask(unsigned long mask) +{ + makeContextCurrent(); + ::glStencilMask(mask); +} + +void GraphicsContext3D::stencilMaskSeparate(unsigned long face, unsigned long mask) +{ + makeContextCurrent(); + ::glStencilMaskSeparate(face, mask); +} + +void GraphicsContext3D::stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass) +{ + makeContextCurrent(); + ::glStencilOp(fail, zfail, zpass); +} + +void GraphicsContext3D::stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass) +{ + makeContextCurrent(); + ::glStencilOpSeparate(face, fail, zfail, zpass); +} + +void GraphicsContext3D::texParameterf(unsigned target, unsigned pname, float value) +{ + makeContextCurrent(); + ::glTexParameterf(target, pname, static_cast<float>(value)); +} + +void GraphicsContext3D::texParameteri(unsigned target, unsigned pname, int value) +{ + makeContextCurrent(); + ::glTexParameteri(target, pname, static_cast<float>(value)); +} + +void GraphicsContext3D::uniform1f(long location, float v0) +{ + makeContextCurrent(); + ::glUniform1f(location, v0); +} + +void GraphicsContext3D::uniform1fv(long location, float* array, int size) +{ + makeContextCurrent(); + ::glUniform1fv(location, size, array); +} + +void GraphicsContext3D::uniform2f(long location, float v0, float v1) +{ + makeContextCurrent(); + ::glUniform2f(location, v0, v1); +} + +void GraphicsContext3D::uniform2fv(long location, float* array, int size) +{ + // FIXME: length needs to be a multiple of 2 + makeContextCurrent(); + ::glUniform2fv(location, size, array); +} + +void GraphicsContext3D::uniform3f(long location, float v0, float v1, float v2) +{ + makeContextCurrent(); + ::glUniform3f(location, v0, v1, v2); +} + +void GraphicsContext3D::uniform3fv(long location, float* array, int size) +{ + // FIXME: length needs to be a multiple of 3 + makeContextCurrent(); + ::glUniform3fv(location, size, array); +} + +void GraphicsContext3D::uniform4f(long location, float v0, float v1, float v2, float v3) +{ + makeContextCurrent(); + ::glUniform4f(location, v0, v1, v2, v3); +} + +void GraphicsContext3D::uniform4fv(long location, float* array, int size) +{ + // FIXME: length needs to be a multiple of 4 + makeContextCurrent(); + ::glUniform4fv(location, size, array); +} + +void GraphicsContext3D::uniform1i(long location, int v0) +{ + makeContextCurrent(); + ::glUniform1i(location, v0); +} + +void GraphicsContext3D::uniform1iv(long location, int* array, int size) +{ + makeContextCurrent(); + ::glUniform1iv(location, size, array); +} + +void GraphicsContext3D::uniform2i(long location, int v0, int v1) +{ + makeContextCurrent(); + ::glUniform2i(location, v0, v1); +} + +void GraphicsContext3D::uniform2iv(long location, int* array, int size) +{ + // FIXME: length needs to be a multiple of 2 + makeContextCurrent(); + ::glUniform2iv(location, size, array); +} + +void GraphicsContext3D::uniform3i(long location, int v0, int v1, int v2) +{ + makeContextCurrent(); + ::glUniform3i(location, v0, v1, v2); +} + +void GraphicsContext3D::uniform3iv(long location, int* array, int size) +{ + // FIXME: length needs to be a multiple of 3 + makeContextCurrent(); + ::glUniform3iv(location, size, array); +} + +void GraphicsContext3D::uniform4i(long location, int v0, int v1, int v2, int v3) +{ + makeContextCurrent(); + ::glUniform4i(location, v0, v1, v2, v3); +} + +void GraphicsContext3D::uniform4iv(long location, int* array, int size) +{ + // FIXME: length needs to be a multiple of 4 + makeContextCurrent(); + ::glUniform4iv(location, size, array); +} + +void GraphicsContext3D::uniformMatrix2fv(long location, bool transpose, float* array, int size) +{ + // FIXME: length needs to be a multiple of 4 + makeContextCurrent(); + ::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 + makeContextCurrent(); + ::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 + makeContextCurrent(); + ::glUniformMatrix4fv(location, size, transpose, array); +} + +void GraphicsContext3D::useProgram(Platform3DObject program) +{ + makeContextCurrent(); + ::glUseProgram((GLuint) program); +} + +void GraphicsContext3D::validateProgram(Platform3DObject program) +{ + ASSERT(program); + + makeContextCurrent(); + ::glValidateProgram((GLuint) program); +} + +void GraphicsContext3D::vertexAttrib1f(unsigned long indx, float v0) +{ + makeContextCurrent(); + ::glVertexAttrib1f(indx, v0); +} + +void GraphicsContext3D::vertexAttrib1fv(unsigned long indx, float* array) +{ + makeContextCurrent(); + ::glVertexAttrib1fv(indx, array); +} + +void GraphicsContext3D::vertexAttrib2f(unsigned long indx, float v0, float v1) +{ + makeContextCurrent(); + ::glVertexAttrib2f(indx, v0, v1); +} + +void GraphicsContext3D::vertexAttrib2fv(unsigned long indx, float* array) +{ + makeContextCurrent(); + ::glVertexAttrib2fv(indx, array); +} + +void GraphicsContext3D::vertexAttrib3f(unsigned long indx, float v0, float v1, float v2) +{ + makeContextCurrent(); + ::glVertexAttrib3f(indx, v0, v1, v2); +} + +void GraphicsContext3D::vertexAttrib3fv(unsigned long indx, float* array) +{ + makeContextCurrent(); + ::glVertexAttrib3fv(indx, array); +} + +void GraphicsContext3D::vertexAttrib4f(unsigned long indx, float v0, float v1, float v2, float v3) +{ + makeContextCurrent(); + ::glVertexAttrib4f(indx, v0, v1, v2, v3); +} + +void GraphicsContext3D::vertexAttrib4fv(unsigned long indx, float* array) +{ + makeContextCurrent(); + ::glVertexAttrib4fv(indx, array); +} + +void GraphicsContext3D::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset) +{ + makeContextCurrent(); + ::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) +{ + makeContextCurrent(); + ::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) +{ + makeContextCurrent(); + ::glGetBooleanv(pname, value); +} + +void GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname, int* value) +{ + makeContextCurrent(); + ::glGetBufferParameteriv(target, pname, value); +} + +void GraphicsContext3D::getFloatv(unsigned long pname, float* value) +{ + makeContextCurrent(); + ::glGetFloatv(pname, value); +} + +void GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value) +{ + makeContextCurrent(); + 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. + makeContextCurrent(); + 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) +{ + makeContextCurrent(); + ::glGetProgramiv((GLuint) program, pname, value); +} + +String GraphicsContext3D::getProgramInfoLog(Platform3DObject program) +{ + ASSERT(program); + + makeContextCurrent(); + 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) +{ + makeContextCurrent(); + ::glGetRenderbufferParameterivEXT(target, pname, value); +} + +void GraphicsContext3D::getShaderiv(Platform3DObject shader, unsigned long pname, int* 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((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); + + makeContextCurrent(); + 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); + + makeContextCurrent(); + + 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) +{ + makeContextCurrent(); + ::glGetTexParameterfv(target, pname, value); +} + +void GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname, int* value) +{ + makeContextCurrent(); + ::glGetTexParameteriv(target, pname, value); +} + +void GraphicsContext3D::getUniformfv(Platform3DObject program, long location, float* value) +{ + makeContextCurrent(); + ::glGetUniformfv((GLuint) program, location, value); +} + +void GraphicsContext3D::getUniformiv(Platform3DObject program, long location, int* value) +{ + makeContextCurrent(); + ::glGetUniformiv((GLuint) program, location, value); +} + +long GraphicsContext3D::getUniformLocation(Platform3DObject program, const String& name) +{ + ASSERT(program); + + makeContextCurrent(); + return ::glGetUniformLocation((GLuint) program, name.utf8().data()); +} + +void GraphicsContext3D::getVertexAttribfv(unsigned long index, unsigned long pname, float* value) +{ + makeContextCurrent(); + ::glGetVertexAttribfv(index, pname, value); +} + +void GraphicsContext3D::getVertexAttribiv(unsigned long index, unsigned long pname, int* value) +{ + makeContextCurrent(); + ::glGetVertexAttribiv(index, pname, value); +} + +long GraphicsContext3D::getVertexAttribOffset(unsigned long index, unsigned long pname) +{ + makeContextCurrent(); + + 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) +{ + makeContextCurrent(); + + ::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) +{ + 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); + return 0; +} + +unsigned GraphicsContext3D::createBuffer() +{ + makeContextCurrent(); + GLuint o; + glGenBuffers(1, &o); + return o; +} + +unsigned GraphicsContext3D::createFramebuffer() +{ + makeContextCurrent(); + GLuint o; + glGenFramebuffersEXT(1, &o); + return o; +} + +unsigned GraphicsContext3D::createProgram() +{ + makeContextCurrent(); + return glCreateProgram(); +} + +unsigned GraphicsContext3D::createRenderbuffer() +{ + makeContextCurrent(); + GLuint o; + glGenRenderbuffersEXT(1, &o); + return o; +} + +unsigned GraphicsContext3D::createShader(unsigned long type) +{ + makeContextCurrent(); + return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); +} + +unsigned GraphicsContext3D::createTexture() +{ + makeContextCurrent(); + GLuint o; + glGenTextures(1, &o); + return o; +} + +void GraphicsContext3D::deleteBuffer(unsigned buffer) +{ + makeContextCurrent(); + glDeleteBuffers(1, &buffer); +} + +void GraphicsContext3D::deleteFramebuffer(unsigned framebuffer) +{ + makeContextCurrent(); + glDeleteFramebuffersEXT(1, &framebuffer); +} + +void GraphicsContext3D::deleteProgram(unsigned program) +{ + makeContextCurrent(); + glDeleteProgram(program); +} + +void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer) +{ + makeContextCurrent(); + glDeleteRenderbuffersEXT(1, &renderbuffer); +} + +void GraphicsContext3D::deleteShader(unsigned shader) +{ + makeContextCurrent(); + glDeleteShader(shader); +} + +void GraphicsContext3D::deleteTexture(unsigned texture) +{ + makeContextCurrent(); + 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); +} + +} + +#endif // ENABLE(3D_CANVAS) |