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diff --git a/WebKit/chromium/src/GraphicsContext3D.cpp b/WebKit/chromium/src/GraphicsContext3D.cpp
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+++ b/WebKit/chromium/src/GraphicsContext3D.cpp
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+/*
+ * Copyright (C) 2009 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+
+#if ENABLE(3D_CANVAS)
+
+#include "GraphicsContext3D.h"
+
+#include "CachedImage.h"
+#include "CString.h"
+#include "HTMLCanvasElement.h"
+#include "HTMLImageElement.h"
+#include "ImageBuffer.h"
+#include "ImageData.h"
+#include "NotImplemented.h"
+#include "WebGLBuffer.h"
+#include "WebGLByteArray.h"
+#include "WebGLFloatArray.h"
+#include "WebGLFramebuffer.h"
+#include "WebGLIntArray.h"
+#include "WebGLProgram.h"
+#include "WebGLRenderbuffer.h"
+#include "WebGLRenderingContext.h"
+#include "WebGLShader.h"
+#include "WebGLTexture.h"
+#include "WebGLUnsignedByteArray.h"
+
+#include <stdio.h>
+#include <wtf/FastMalloc.h>
+
+#if PLATFORM(WIN_OS)
+#include <windows.h>
+#endif
+
+#include "GL/glew.h"
+
+#if PLATFORM(CG)
+#include "GraphicsContext.h"
+#include <CoreGraphics/CGContext.h>
+#include <CoreGraphics/CGBitmapContext.h>
+#include <CoreGraphics/CGImage.h>
+#include <OpenGL/OpenGL.h>
+#else
+#define FLIP_FRAMEBUFFER_VERTICALLY
+#endif
+
+#if PLATFORM(SKIA)
+#include "NativeImageSkia.h"
+#endif
+
+#if PLATFORM(DARWIN)
+#define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER
+#endif
+
+#if PLATFORM(LINUX)
+#include <dlfcn.h>
+#include "GL/glxew.h"
+#endif
+
+using namespace std;
+
+namespace WebCore {
+
+// GraphicsContext3DInternal -----------------------------------------------------
+
+// Uncomment this to render to a separate window for debugging
+// #define RENDER_TO_DEBUGGING_WINDOW
+
+#define EXTRACT(val) (!val ? 0 : val->object())
+
+class GraphicsContext3DInternal {
+public:
+ GraphicsContext3DInternal();
+ ~GraphicsContext3DInternal();
+
+ bool makeContextCurrent();
+
+ PlatformGraphicsContext3D platformGraphicsContext3D() const;
+ Platform3DObject platformTexture() const;
+
+ void reshape(int width, int height);
+
+ void beginPaint(WebGLRenderingContext* context);
+
+ bool validateTextureTarget(int target);
+ bool validateTextureParameter(int param);
+
+ void activeTexture(unsigned long texture);
+ void bindBuffer(unsigned long target,
+ WebGLBuffer* buffer);
+ void bindTexture(unsigned long target,
+ WebGLTexture* texture);
+ void bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage);
+ void disableVertexAttribArray(unsigned long index);
+ void enableVertexAttribArray(unsigned long index);
+ unsigned long getError();
+ void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
+ unsigned long stride, unsigned long offset);
+ void viewportImpl(long x, long y, unsigned long width, unsigned long height);
+
+ void synthesizeGLError(unsigned long error);
+
+private:
+ unsigned int m_texture;
+ unsigned int m_fbo;
+ unsigned int m_depthBuffer;
+ unsigned int m_cachedWidth, m_cachedHeight;
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ unsigned char* m_scanline;
+ void flipVertically(unsigned char* framebuffer,
+ unsigned int width,
+ unsigned int height);
+#endif
+
+ // Note: we aren't currently using this information, but we will
+ // need to in order to verify that all enabled vertex arrays have
+ // a valid buffer bound -- to avoid crashes on certain cards.
+ unsigned int m_boundArrayBuffer;
+ class VertexAttribPointerState {
+ public:
+ VertexAttribPointerState();
+
+ bool enabled;
+ unsigned long buffer;
+ unsigned long indx;
+ int size;
+ int type;
+ bool normalized;
+ unsigned long stride;
+ unsigned long offset;
+ };
+
+ enum {
+ NumTrackedPointerStates = 2
+ };
+ VertexAttribPointerState m_vertexAttribPointerState[NumTrackedPointerStates];
+
+ // Errors raised by synthesizeGLError().
+ ListHashSet<unsigned long> m_syntheticErrors;
+
+#if PLATFORM(SKIA)
+ // If the width and height of the Canvas's backing store don't
+ // match those that we were given in the most recent call to
+ // reshape(), then we need an intermediate bitmap to read back the
+ // frame buffer into. This seems to happen when CSS styles are
+ // used to resize the Canvas.
+ SkBitmap* m_resizingBitmap;
+#endif
+
+#if PLATFORM(WIN_OS)
+ HWND m_canvasWindow;
+ HDC m_canvasDC;
+ HGLRC m_contextObj;
+#elif PLATFORM(CG)
+ CGLPBufferObj m_pbuffer;
+ CGLContextObj m_contextObj;
+ unsigned char* m_renderOutput;
+ CGContextRef m_cgContext;
+#elif PLATFORM(LINUX)
+ Display* m_display;
+ GLXContext m_contextObj;
+ GLXPbuffer m_pbuffer;
+ // In order to avoid problems caused by linking against libGL, we
+ // dynamically look up all the symbols we need.
+ // http://code.google.com/p/chromium/issues/detail?id=16800
+ void* m_libGL;
+ PFNGLXCHOOSEFBCONFIGPROC m_glXChooseFBConfig;
+ PFNGLXCREATENEWCONTEXTPROC m_glXCreateNewContext;
+ PFNGLXCREATEPBUFFERPROC m_glXCreatePbuffer;
+ PFNGLXDESTROYPBUFFERPROC m_glXDestroyPbuffer;
+ typedef Bool (* PFNGLXMAKECURRENTPROC)(Display* dpy, GLXDrawable drawable, GLXContext ctx);
+ PFNGLXMAKECURRENTPROC m_glXMakeCurrent;
+ typedef void (* PFNGLXDESTROYCONTEXTPROC)(Display* dpy, GLXContext ctx);
+ PFNGLXDESTROYCONTEXTPROC m_glXDestroyContext;
+ typedef GLXContext (* PFNGLXGETCURRENTCONTEXTPROC)(void);
+ PFNGLXGETCURRENTCONTEXTPROC m_glXGetCurrentContext;
+#else
+ #error Must port GraphicsContext3D to your platform
+#endif
+};
+
+GraphicsContext3DInternal::VertexAttribPointerState::VertexAttribPointerState()
+ : enabled(false)
+ , buffer(0)
+ , indx(0)
+ , size(0)
+ , type(0)
+ , normalized(false)
+ , stride(0)
+ , offset(0)
+{
+}
+
+#if PLATFORM(LINUX)
+static void* tryLoad(const char* libName)
+{
+ // We use RTLD_GLOBAL semantics so that GLEW initialization works;
+ // GLEW expects to be able to open the current process's handle
+ // and do dlsym's of GL entry points from there.
+ return dlopen(libName, RTLD_LAZY | RTLD_GLOBAL);
+}
+#endif
+
+GraphicsContext3DInternal::GraphicsContext3DInternal()
+ : m_texture(0)
+ , m_fbo(0)
+ , m_depthBuffer(0)
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ , m_scanline(0)
+#endif
+ , m_boundArrayBuffer(0)
+#if PLATFORM(SKIA)
+ , m_resizingBitmap(0)
+#endif
+#if PLATFORM(WIN_OS)
+ , m_canvasWindow(0)
+ , m_canvasDC(0)
+ , m_contextObj(0)
+#elif PLATFORM(CG)
+ , m_pbuffer(0)
+ , m_contextObj(0)
+ , m_renderOutput(0)
+ , m_cgContext(0)
+#elif PLATFORM(LINUX)
+ , m_display(0)
+ , m_contextObj(0)
+ , m_pbuffer(0)
+ , m_glXChooseFBConfig(0)
+ , m_glXCreateNewContext(0)
+ , m_glXCreatePbuffer(0)
+ , m_glXDestroyPbuffer(0)
+ , m_glXMakeCurrent(0)
+ , m_glXDestroyContext(0)
+ , m_glXGetCurrentContext(0)
+#else
+#error Must port to your platform
+#endif
+{
+#if PLATFORM(WIN_OS)
+ WNDCLASS wc;
+ if (!GetClassInfo(GetModuleHandle(0), L"CANVASGL", &wc)) {
+ ZeroMemory(&wc, sizeof(WNDCLASS));
+ wc.style = CS_OWNDC;
+ wc.hInstance = GetModuleHandle(0);
+ wc.lpfnWndProc = DefWindowProc;
+ wc.lpszClassName = L"CANVASGL";
+
+ if (!RegisterClass(&wc)) {
+ printf("GraphicsContext3D: RegisterClass failed\n");
+ return;
+ }
+ }
+
+ m_canvasWindow = CreateWindow(L"CANVASGL", L"CANVASGL",
+ WS_CAPTION,
+ CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
+ CW_USEDEFAULT, 0, 0, GetModuleHandle(0), 0);
+ if (!m_canvasWindow) {
+ printf("GraphicsContext3DInternal: CreateWindow failed\n");
+ return;
+ }
+
+ // get the device context
+ m_canvasDC = GetDC(m_canvasWindow);
+ if (!m_canvasDC) {
+ printf("GraphicsContext3DInternal: GetDC failed\n");
+ return;
+ }
+
+ // find default pixel format
+ PIXELFORMATDESCRIPTOR pfd;
+ ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR));
+ pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL
+#ifdef RENDER_TO_DEBUGGING_WINDOW
+ | PFD_DOUBLEBUFFER
+#endif // RENDER_TO_DEBUGGING_WINDOW
+ ;
+ int pixelformat = ChoosePixelFormat(m_canvasDC, &pfd);
+
+ // set the pixel format for the dc
+ if (!SetPixelFormat(m_canvasDC, pixelformat, &pfd)) {
+ printf("GraphicsContext3D: SetPixelFormat failed\n");
+ return;
+ }
+
+ // create rendering context
+ m_contextObj = wglCreateContext(m_canvasDC);
+ if (!m_contextObj) {
+ printf("GraphicsContext3D: wglCreateContext failed\n");
+ return;
+ }
+
+ if (!wglMakeCurrent(m_canvasDC, m_contextObj)) {
+ printf("GraphicsContext3D: wglMakeCurrent failed\n");
+ return;
+ }
+
+#ifdef RENDER_TO_DEBUGGING_WINDOW
+ typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
+ PFNWGLSWAPINTERVALEXTPROC setSwapInterval = 0;
+ setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
+ if (setSwapInterval)
+ setSwapInterval(1);
+#endif // RENDER_TO_DEBUGGING_WINDOW
+
+#elif PLATFORM(CG)
+ // Create a 1x1 pbuffer and associated context to bootstrap things
+ CGLPixelFormatAttribute attribs[] = {
+ (CGLPixelFormatAttribute) kCGLPFAPBuffer,
+ (CGLPixelFormatAttribute) 0
+ };
+ CGLPixelFormatObj pixelFormat;
+ GLint numPixelFormats;
+ if (CGLChoosePixelFormat(attribs, &pixelFormat, &numPixelFormats) != kCGLNoError) {
+ printf("GraphicsContext3D: error choosing pixel format\n");
+ return;
+ }
+ if (!pixelFormat) {
+ printf("GraphicsContext3D: no pixel format selected\n");
+ return;
+ }
+ CGLContextObj context;
+ CGLError res = CGLCreateContext(pixelFormat, 0, &context);
+ CGLDestroyPixelFormat(pixelFormat);
+ if (res != kCGLNoError) {
+ printf("GraphicsContext3D: error creating context\n");
+ return;
+ }
+ CGLPBufferObj pbuffer;
+ if (CGLCreatePBuffer(1, 1, GL_TEXTURE_2D, GL_RGBA, 0, &pbuffer) != kCGLNoError) {
+ CGLDestroyContext(context);
+ printf("GraphicsContext3D: error creating pbuffer\n");
+ return;
+ }
+ if (CGLSetPBuffer(context, pbuffer, 0, 0, 0) != kCGLNoError) {
+ CGLDestroyContext(context);
+ CGLDestroyPBuffer(pbuffer);
+ printf("GraphicsContext3D: error attaching pbuffer to context\n");
+ return;
+ }
+ if (CGLSetCurrentContext(context) != kCGLNoError) {
+ CGLDestroyContext(context);
+ CGLDestroyPBuffer(pbuffer);
+ printf("GraphicsContext3D: error making context current\n");
+ return;
+ }
+ m_pbuffer = pbuffer;
+ m_contextObj = context;
+#elif PLATFORM(LINUX)
+ m_display = XOpenDisplay(0);
+ if (!m_display) {
+ printf("GraphicsContext3D: error opening X display\n");
+ return;
+ }
+
+ const char* libNames[] = {
+ "/usr/lib/libGL.so.1",
+ "/usr/lib32/libGL.so.1",
+ "/usr/lib64/libGL.so.1",
+ };
+ for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++) {
+ m_libGL = tryLoad(libNames[i]);
+ if (m_libGL)
+ break;
+ }
+ if (!m_libGL) {
+ printf("GraphicsContext3D: error opening libGL.so.1\n");
+ printf("GraphicsContext3D: tried:");
+ for (int i = 0; i < sizeof(libNames) / sizeof(const char*); i++)
+ printf(" %s", libNames[i]);
+ return;
+ }
+ m_glXChooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(m_libGL, "glXChooseFBConfig");
+ m_glXCreateNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(m_libGL, "glXCreateNewContext");
+ m_glXCreatePbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(m_libGL, "glXCreatePbuffer");
+ m_glXDestroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(m_libGL, "glXDestroyPbuffer");
+ m_glXMakeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(m_libGL, "glXMakeCurrent");
+ m_glXDestroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(m_libGL, "glXDestroyContext");
+ m_glXGetCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(m_libGL, "glXGetCurrentContext");
+ if (!m_glXChooseFBConfig || !m_glXCreateNewContext || !m_glXCreatePbuffer
+ || !m_glXDestroyPbuffer || !m_glXMakeCurrent || !m_glXDestroyContext
+ || !m_glXGetCurrentContext) {
+ printf("GraphicsContext3D: error looking up bootstrapping entry points\n");
+ return;
+ }
+ int configAttrs[] = {
+ GLX_DRAWABLE_TYPE,
+ GLX_PBUFFER_BIT,
+ GLX_RENDER_TYPE,
+ GLX_RGBA_BIT,
+ GLX_DOUBLEBUFFER,
+ 0,
+ 0
+ };
+ int nelements = 0;
+ GLXFBConfig* config = m_glXChooseFBConfig(m_display, 0, configAttrs, &nelements);
+ if (!config) {
+ printf("GraphicsContext3D: glXChooseFBConfig failed\n");
+ return;
+ }
+ if (!nelements) {
+ printf("GraphicsContext3D: glXChooseFBConfig returned 0 elements\n");
+ XFree(config);
+ return;
+ }
+ GLXContext context = m_glXCreateNewContext(m_display, config[0], GLX_RGBA_TYPE, 0, True);
+ if (!context) {
+ printf("GraphicsContext3D: glXCreateNewContext failed\n");
+ XFree(config);
+ return;
+ }
+ int pbufferAttrs[] = {
+ GLX_PBUFFER_WIDTH,
+ 1,
+ GLX_PBUFFER_HEIGHT,
+ 1,
+ 0
+ };
+ GLXPbuffer pbuffer = m_glXCreatePbuffer(m_display, config[0], pbufferAttrs);
+ XFree(config);
+ if (!pbuffer) {
+ printf("GraphicsContext3D: glxCreatePbuffer failed\n");
+ return;
+ }
+ if (!m_glXMakeCurrent(m_display, pbuffer, context)) {
+ printf("GraphicsContext3D: glXMakeCurrent failed\n");
+ return;
+ }
+ m_contextObj = context;
+ m_pbuffer = pbuffer;
+#else
+#error Must port to your platform
+#endif
+
+ static bool initializedGLEW = false;
+ if (!initializedGLEW) {
+ // Initialize GLEW and check for GL 2.0 support by the drivers.
+ GLenum glewInitResult = glewInit();
+ if (glewInitResult != GLEW_OK) {
+ printf("GraphicsContext3D: GLEW initialization failed\n");
+ return;
+ }
+ if (!glewIsSupported("GL_VERSION_2_0")) {
+ printf("GraphicsContext3D: OpenGL 2.0 not supported\n");
+ return;
+ }
+ initializedGLEW = true;
+ }
+}
+
+GraphicsContext3DInternal::~GraphicsContext3DInternal()
+{
+ makeContextCurrent();
+#ifndef RENDER_TO_DEBUGGING_WINDOW
+ glDeleteRenderbuffersEXT(1, &m_depthBuffer);
+ glDeleteTextures(1, &m_texture);
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (m_scanline)
+ delete[] m_scanline;
+#endif
+ glDeleteFramebuffersEXT(1, &m_fbo);
+#endif // !RENDER_TO_DEBUGGING_WINDOW
+#if PLATFORM(SKIA)
+ if (m_resizingBitmap)
+ delete m_resizingBitmap;
+#endif
+#if PLATFORM(WIN_OS)
+ wglMakeCurrent(0, 0);
+ wglDeleteContext(m_contextObj);
+ ReleaseDC(m_canvasWindow, m_canvasDC);
+ DestroyWindow(m_canvasWindow);
+#elif PLATFORM(CG)
+ CGLSetCurrentContext(0);
+ CGLDestroyContext(m_contextObj);
+ CGLDestroyPBuffer(m_pbuffer);
+ if (m_cgContext)
+ CGContextRelease(m_cgContext);
+ if (m_renderOutput)
+ delete[] m_renderOutput;
+#elif PLATFORM(LINUX)
+ m_glXMakeCurrent(m_display, 0, 0);
+ m_glXDestroyContext(m_display, m_contextObj);
+ m_glXDestroyPbuffer(m_display, m_pbuffer);
+ XCloseDisplay(m_display);
+ dlclose(m_libGL);
+#else
+#error Must port to your platform
+#endif
+ m_contextObj = 0;
+}
+
+bool GraphicsContext3DInternal::makeContextCurrent()
+{
+#if PLATFORM(WIN_OS)
+ if (wglGetCurrentContext() != m_contextObj)
+ if (wglMakeCurrent(m_canvasDC, m_contextObj))
+ return true;
+#elif PLATFORM(CG)
+ if (CGLGetCurrentContext() != m_contextObj)
+ if (CGLSetCurrentContext(m_contextObj) == kCGLNoError)
+ return true;
+#elif PLATFORM(LINUX)
+ if (m_glXGetCurrentContext() != m_contextObj)
+ if (m_glXMakeCurrent(m_display, m_pbuffer, m_contextObj))
+ return true;
+#else
+#error Must port to your platform
+#endif
+ return false;
+}
+
+PlatformGraphicsContext3D GraphicsContext3DInternal::platformGraphicsContext3D() const
+{
+ return m_contextObj;
+}
+
+Platform3DObject GraphicsContext3DInternal::platformTexture() const
+{
+ return m_texture;
+}
+
+static int createTextureObject(GLenum target)
+{
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+ glBindTexture(target, texture);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ return texture;
+}
+
+void GraphicsContext3DInternal::reshape(int width, int height)
+{
+#ifdef RENDER_TO_DEBUGGING_WINDOW
+ SetWindowPos(m_canvasWindow, HWND_TOP, 0, 0, width, height,
+ SWP_NOMOVE);
+ ShowWindow(m_canvasWindow, SW_SHOW);
+#endif
+
+ m_cachedWidth = width;
+ m_cachedHeight = height;
+ makeContextCurrent();
+
+#ifndef RENDER_TO_DEBUGGING_WINDOW
+#ifdef USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER
+ // GL_TEXTURE_RECTANGLE_ARB is the best supported render target on Mac OS X
+ GLenum target = GL_TEXTURE_RECTANGLE_ARB;
+#else
+ GLenum target = GL_TEXTURE_2D;
+#endif
+ if (!m_texture) {
+ // Generate the texture object
+ m_texture = createTextureObject(target);
+ // Generate the framebuffer object
+ glGenFramebuffersEXT(1, &m_fbo);
+ // Generate the depth buffer
+ glGenRenderbuffersEXT(1, &m_depthBuffer);
+ }
+
+ // Reallocate the color and depth buffers
+ glBindTexture(target, m_texture);
+ glTexImage2D(target, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glBindTexture(target, 0);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_texture, 0);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ printf("GraphicsContext3D: framebuffer was incomplete\n");
+
+ // FIXME: cleanup.
+ notImplemented();
+ }
+#endif // RENDER_TO_DEBUGGING_WINDOW
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (m_scanline) {
+ delete[] m_scanline;
+ m_scanline = 0;
+ }
+ m_scanline = new unsigned char[width * 4];
+#endif // FLIP_FRAMEBUFFER_VERTICALLY
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ viewportImpl(0, 0, width, height);
+
+#if PLATFORM(CG)
+ // Need to reallocate the client-side backing store.
+ // FIXME: make this more efficient.
+ if (m_cgContext) {
+ CGContextRelease(m_cgContext);
+ m_cgContext = 0;
+ }
+ if (m_renderOutput) {
+ delete[] m_renderOutput;
+ m_renderOutput = 0;
+ }
+ int rowBytes = width * 4;
+ m_renderOutput = new unsigned char[height * rowBytes];
+ CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
+ m_cgContext = CGBitmapContextCreate(m_renderOutput, width, height, 8, rowBytes,
+ colorSpace, kCGImageAlphaPremultipliedLast);
+ CGColorSpaceRelease(colorSpace);
+#endif // PLATFORM(CG)
+}
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+void GraphicsContext3DInternal::flipVertically(unsigned char* framebuffer,
+ unsigned int width,
+ unsigned int height)
+{
+ unsigned char* scanline = m_scanline;
+ if (!scanline)
+ return;
+ unsigned int rowBytes = width * 4;
+ unsigned int count = height / 2;
+ for (unsigned int i = 0; i < count; i++) {
+ unsigned char* rowA = framebuffer + i * rowBytes;
+ unsigned char* rowB = framebuffer + (height - i - 1) * rowBytes;
+ // FIXME: this is where the multiplication of the alpha
+ // channel into the color buffer will need to occur if the
+ // user specifies the "premultiplyAlpha" flag in the context
+ // creation attributes.
+ memcpy(scanline, rowB, rowBytes);
+ memcpy(rowB, rowA, rowBytes);
+ memcpy(rowA, scanline, rowBytes);
+ }
+}
+#endif
+
+void GraphicsContext3DInternal::beginPaint(WebGLRenderingContext* context)
+{
+ makeContextCurrent();
+
+#ifdef RENDER_TO_DEBUGGING_WINDOW
+ SwapBuffers(m_canvasDC);
+#else
+ // Earlier versions of this code used the GPU to flip the
+ // framebuffer vertically before reading it back for compositing
+ // via software. This code was quite complicated, used a lot of
+ // GPU memory, and didn't provide an obvious speedup. Since this
+ // vertical flip is only a temporary solution anyway until Chrome
+ // is fully GPU composited, it wasn't worth the complexity.
+
+ HTMLCanvasElement* canvas = context->canvas();
+ ImageBuffer* imageBuffer = canvas->buffer();
+ unsigned char* pixels = 0;
+#if PLATFORM(SKIA)
+ const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap();
+ const SkBitmap* readbackBitmap = 0;
+ ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config);
+ if (canvasBitmap->width() == m_cachedWidth && canvasBitmap->height() == m_cachedHeight) {
+ // This is the fastest and most common case. We read back
+ // directly into the canvas's backing store.
+ readbackBitmap = canvasBitmap;
+ if (m_resizingBitmap) {
+ delete m_resizingBitmap;
+ m_resizingBitmap = 0;
+ }
+ } else {
+ // We need to allocate a temporary bitmap for reading back the
+ // pixel data. We will then use Skia to rescale this bitmap to
+ // the size of the canvas's backing store.
+ if (m_resizingBitmap && (m_resizingBitmap->width() != m_cachedWidth || m_resizingBitmap->height() != m_cachedHeight)) {
+ delete m_resizingBitmap;
+ m_resizingBitmap = 0;
+ }
+ if (!m_resizingBitmap) {
+ m_resizingBitmap = new SkBitmap();
+ m_resizingBitmap->setConfig(SkBitmap::kARGB_8888_Config,
+ m_cachedWidth,
+ m_cachedHeight);
+ if (!m_resizingBitmap->allocPixels()) {
+ delete m_resizingBitmap;
+ m_resizingBitmap = 0;
+ return;
+ }
+ }
+ readbackBitmap = m_resizingBitmap;
+ }
+
+ // Read back the frame buffer.
+ SkAutoLockPixels bitmapLock(*readbackBitmap);
+ pixels = static_cast<unsigned char*>(readbackBitmap->getPixels());
+ glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
+#elif PLATFORM(CG)
+ if (m_renderOutput) {
+ ASSERT(CGBitmapContextGetWidth(m_cgContext) == m_cachedWidth);
+ ASSERT(CGBitmapContextGetHeight(m_cgContext) == m_cachedHeight);
+ pixels = m_renderOutput;
+ glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ }
+#else
+#error Must port to your platform
+#endif
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (pixels)
+ flipVertically(pixels, m_cachedWidth, m_cachedHeight);
+#endif
+
+#if PLATFORM(SKIA)
+ if (m_resizingBitmap) {
+ // We need to draw the resizing bitmap into the canvas's backing store.
+ SkCanvas canvas(*canvasBitmap);
+ SkRect dst;
+ dst.set(0, 0, canvasBitmap->width(), canvasBitmap->height());
+ canvas.drawBitmapRect(*m_resizingBitmap, 0, dst);
+ }
+#elif PLATFORM(CG)
+ if (m_renderOutput) {
+ CGImageRef cgImage = CGBitmapContextCreateImage(m_cgContext);
+ // CSS styling may cause the canvas's content to be resized on
+ // the page. Go back to the Canvas to figure out the correct
+ // width and height to draw.
+ CGRect rect = CGRectMake(0, 0,
+ context->canvas()->width(),
+ context->canvas()->height());
+ // We want to completely overwrite the previous frame's
+ // rendering results.
+ CGContextSetBlendMode(imageBuffer->context()->platformContext(),
+ kCGBlendModeCopy);
+ CGContextDrawImage(imageBuffer->context()->platformContext(),
+ rect, cgImage);
+ CGImageRelease(cgImage);
+ }
+#else
+#error Must port to your platform
+#endif
+
+#endif // RENDER_TO_DEBUGGING_WINDOW
+}
+
+void GraphicsContext3DInternal::activeTexture(unsigned long texture)
+{
+ // FIXME: query number of textures available.
+ if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32)
+ // FIXME: raise exception.
+ return;
+
+ makeContextCurrent();
+ glActiveTexture(texture);
+}
+
+void GraphicsContext3DInternal::bindBuffer(unsigned long target,
+ WebGLBuffer* buffer)
+{
+ makeContextCurrent();
+ GLuint bufID = EXTRACT(buffer);
+ if (target == GL_ARRAY_BUFFER)
+ m_boundArrayBuffer = bufID;
+ glBindBuffer(target, bufID);
+}
+
+// If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps,
+// we could just use:
+// GL_SAME_METHOD_2_X2(BindTexture, bindTexture, unsigned long, WebGLTexture*)
+void GraphicsContext3DInternal::bindTexture(unsigned long target,
+ WebGLTexture* texture)
+{
+ makeContextCurrent();
+ unsigned int textureObject = EXTRACT(texture);
+
+ glBindTexture(target, textureObject);
+
+ // FIXME: GL_TEXTURE_WRAP_R isn't exposed in the OpenGL ES 2.0
+ // API. On desktop OpenGL implementations it seems necessary to
+ // set this wrap mode to GL_CLAMP_TO_EDGE to get correct behavior
+ // of cube maps.
+ if (texture) {
+ if (target == GL_TEXTURE_CUBE_MAP) {
+ if (!texture->isCubeMapRWrapModeInitialized()) {
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ texture->setCubeMapRWrapModeInitialized(true);
+ }
+ } else
+ texture->setCubeMapRWrapModeInitialized(false);
+ }
+}
+
+void GraphicsContext3DInternal::bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage)
+{
+ makeContextCurrent();
+ // FIXME: make this verification more efficient.
+ GLint binding = 0;
+ GLenum binding_target = GL_ARRAY_BUFFER_BINDING;
+ if (target == GL_ELEMENT_ARRAY_BUFFER)
+ binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING;
+ glGetIntegerv(binding_target, &binding);
+ if (binding <= 0) {
+ // FIXME: raise exception.
+ // LogMessagef(("bufferData: no buffer bound"));
+ return;
+ }
+
+ glBufferData(target,
+ size,
+ data,
+ usage);
+}
+
+void GraphicsContext3DInternal::disableVertexAttribArray(unsigned long index)
+{
+ makeContextCurrent();
+ if (index < NumTrackedPointerStates)
+ m_vertexAttribPointerState[index].enabled = false;
+ glDisableVertexAttribArray(index);
+}
+
+void GraphicsContext3DInternal::enableVertexAttribArray(unsigned long index)
+{
+ makeContextCurrent();
+ if (index < NumTrackedPointerStates)
+ m_vertexAttribPointerState[index].enabled = true;
+ glEnableVertexAttribArray(index);
+}
+
+unsigned long GraphicsContext3DInternal::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();
+}
+
+void GraphicsContext3DInternal::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
+ unsigned long stride, unsigned long offset)
+{
+ makeContextCurrent();
+
+ if (m_boundArrayBuffer <= 0) {
+ // FIXME: raise exception.
+ // LogMessagef(("bufferData: no buffer bound"));
+ return;
+ }
+
+ if (indx < NumTrackedPointerStates) {
+ VertexAttribPointerState& state = m_vertexAttribPointerState[indx];
+ state.buffer = m_boundArrayBuffer;
+ state.indx = indx;
+ state.size = size;
+ state.type = type;
+ state.normalized = normalized;
+ state.stride = stride;
+ state.offset = offset;
+ }
+
+ glVertexAttribPointer(indx, size, type, normalized, stride,
+ reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
+}
+
+void GraphicsContext3DInternal::viewportImpl(long x, long y, unsigned long width, unsigned long height)
+{
+ glViewport(x, y, width, height);
+}
+
+void GraphicsContext3DInternal::synthesizeGLError(unsigned long error)
+{
+ m_syntheticErrors.add(error);
+}
+
+// GraphicsContext3D -----------------------------------------------------
+
+/* Helper macros for when we're just wrapping a gl method, so that
+ * we can avoid having to type this 500 times. Note that these MUST
+ * NOT BE USED if we need to check any of the parameters.
+ */
+
+#define GL_SAME_METHOD_0(glname, name) \
+void GraphicsContext3D::name() \
+{ \
+ makeContextCurrent(); \
+ gl##glname(); \
+}
+
+#define GL_SAME_METHOD_1(glname, name, t1) \
+void GraphicsContext3D::name(t1 a1) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1); \
+}
+
+#define GL_SAME_METHOD_1_X(glname, name, t1) \
+void GraphicsContext3D::name(t1 a1) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(EXTRACT(a1)); \
+}
+
+#define GL_SAME_METHOD_2(glname, name, t1, t2) \
+void GraphicsContext3D::name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2); \
+}
+
+#define GL_SAME_METHOD_2_X12(glname, name, t1, t2) \
+void GraphicsContext3D::name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(EXTRACT(a1), EXTRACT(a2)); \
+}
+
+#define GL_SAME_METHOD_2_X2(glname, name, t1, t2) \
+void GraphicsContext3D::name(t1 a1, t2 a2) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, EXTRACT(a2)); \
+}
+
+#define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3); \
+}
+
+#define GL_SAME_METHOD_3_X12(glname, name, t1, t2, t3) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(EXTRACT(a1), EXTRACT(a2), a3); \
+}
+
+#define GL_SAME_METHOD_3_X2(glname, name, t1, t2, t3) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, EXTRACT(a2), a3); \
+}
+
+#define GL_SAME_METHOD_4(glname, name, t1, t2, t3, t4) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4); \
+}
+
+#define GL_SAME_METHOD_4_X4(glname, name, t1, t2, t3, t4) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, EXTRACT(a4)); \
+}
+
+#define GL_SAME_METHOD_5(glname, name, t1, t2, t3, t4, t5) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5); \
+}
+
+#define GL_SAME_METHOD_5_X4(glname, name, t1, t2, t3, t4, t5) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, EXTRACT(a4), a5); \
+}
+
+#define GL_SAME_METHOD_6(glname, name, t1, t2, t3, t4, t5, t6) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6); \
+}
+
+#define GL_SAME_METHOD_8(glname, name, t1, t2, t3, t4, t5, t6, t7, t8) \
+void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \
+{ \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \
+}
+
+PassOwnPtr<GraphicsContext3D> GraphicsContext3D::create()
+{
+ PassOwnPtr<GraphicsContext3D> context = new GraphicsContext3D();
+ // FIXME: add error checking
+ return context;
+}
+
+GraphicsContext3D::GraphicsContext3D()
+ : m_currentWidth(0)
+ , m_currentHeight(0)
+ , m_internal(new GraphicsContext3DInternal())
+{
+}
+
+GraphicsContext3D::~GraphicsContext3D()
+{
+}
+
+PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const
+{
+ return m_internal->platformGraphicsContext3D();
+}
+
+Platform3DObject GraphicsContext3D::platformTexture() const
+{
+ return m_internal->platformTexture();
+}
+
+void GraphicsContext3D::makeContextCurrent()
+{
+ m_internal->makeContextCurrent();
+}
+
+void GraphicsContext3D::reshape(int width, int height)
+{
+ if (width == m_currentWidth && height == m_currentHeight)
+ return;
+
+ m_currentWidth = width;
+ m_currentHeight = height;
+
+ m_internal->reshape(width, height);
+}
+
+void GraphicsContext3D::beginPaint(WebGLRenderingContext* context)
+{
+ m_internal->beginPaint(context);
+}
+
+void GraphicsContext3D::endPaint()
+{
+}
+
+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: // FIXME: default cases are discouraged in WebKit.
+ return 0;
+ }
+}
+
+unsigned GraphicsContext3D::createBuffer()
+{
+ makeContextCurrent();
+ GLuint o;
+ glGenBuffers(1, &o);
+ return o;
+}
+
+unsigned GraphicsContext3D::createFramebuffer()
+{
+ makeContextCurrent();
+ GLuint o = 0;
+ 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);
+}
+
+void GraphicsContext3D::activeTexture(unsigned long texture)
+{
+ m_internal->activeTexture(texture);
+}
+
+GL_SAME_METHOD_2_X12(AttachShader, attachShader, WebGLProgram*, WebGLShader*)
+
+void GraphicsContext3D::bindAttribLocation(WebGLProgram* program,
+ unsigned long index,
+ const String& name)
+{
+ if (!program)
+ return;
+ makeContextCurrent();
+ glBindAttribLocation(EXTRACT(program), index, name.utf8().data());
+}
+
+void GraphicsContext3D::bindBuffer(unsigned long target,
+ WebGLBuffer* buffer)
+{
+ m_internal->bindBuffer(target, buffer);
+}
+
+GL_SAME_METHOD_2_X2(BindFramebufferEXT, bindFramebuffer, unsigned long, WebGLFramebuffer*)
+
+GL_SAME_METHOD_2_X2(BindRenderbufferEXT, bindRenderbuffer, unsigned long, WebGLRenderbuffer*)
+
+// If we didn't have to hack GL_TEXTURE_WRAP_R for cube maps,
+// we could just use:
+// GL_SAME_METHOD_2_X2(BindTexture, bindTexture, unsigned long, WebGLTexture*)
+void GraphicsContext3D::bindTexture(unsigned long target,
+ WebGLTexture* texture)
+{
+ m_internal->bindTexture(target, texture);
+}
+
+GL_SAME_METHOD_4(BlendColor, blendColor, double, double, double, double)
+
+GL_SAME_METHOD_1(BlendEquation, blendEquation, unsigned long)
+
+GL_SAME_METHOD_2(BlendEquationSeparate, blendEquationSeparate, unsigned long, unsigned long)
+
+GL_SAME_METHOD_2(BlendFunc, blendFunc, unsigned long, unsigned long)
+
+GL_SAME_METHOD_4(BlendFuncSeparate, blendFuncSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+void GraphicsContext3D::bufferData(unsigned long target, int size, unsigned long usage)
+{
+ m_internal->bufferDataImpl(target, size, 0, usage);
+}
+
+void GraphicsContext3D::bufferData(unsigned long target, WebGLArray* array, unsigned long usage)
+{
+ m_internal->bufferDataImpl(target, array->byteLength(), array->baseAddress(), usage);
+}
+
+void GraphicsContext3D::bufferSubData(unsigned long target, long offset, WebGLArray* array)
+{
+ if (!array || !array->length())
+ return;
+
+ makeContextCurrent();
+ // FIXME: make this verification more efficient.
+ GLint binding = 0;
+ GLenum binding_target = GL_ARRAY_BUFFER_BINDING;
+ if (target == GL_ELEMENT_ARRAY_BUFFER)
+ binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING;
+ glGetIntegerv(binding_target, &binding);
+ if (binding <= 0) {
+ // FIXME: raise exception.
+ // LogMessagef(("bufferSubData: no buffer bound"));
+ return;
+ }
+ glBufferSubData(target, offset, array->byteLength(), array->baseAddress());
+}
+
+unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target)
+{
+ makeContextCurrent();
+ return glCheckFramebufferStatusEXT(target);
+}
+
+GL_SAME_METHOD_1(Clear, clear, unsigned long)
+
+GL_SAME_METHOD_4(ClearColor, clearColor, double, double, double, double)
+
+GL_SAME_METHOD_1(ClearDepth, clearDepth, double)
+
+GL_SAME_METHOD_1(ClearStencil, clearStencil, long)
+
+GL_SAME_METHOD_4(ColorMask, colorMask, bool, bool, bool, bool)
+
+GL_SAME_METHOD_1_X(CompileShader, compileShader, WebGLShader*)
+
+GL_SAME_METHOD_8(CopyTexImage2D, copyTexImage2D, unsigned long, long, unsigned long, long, long, unsigned long, unsigned long, long)
+
+GL_SAME_METHOD_8(CopyTexSubImage2D, copyTexSubImage2D, unsigned long, long, long, long, long, long, unsigned long, unsigned long)
+
+GL_SAME_METHOD_1(CullFace, cullFace, unsigned long)
+
+GL_SAME_METHOD_1(DepthFunc, depthFunc, unsigned long)
+
+GL_SAME_METHOD_1(DepthMask, depthMask, bool)
+
+GL_SAME_METHOD_2(DepthRange, depthRange, double, double)
+
+void GraphicsContext3D::detachShader(WebGLProgram* program, WebGLShader* shader)
+{
+ if (!program || !shader)
+ return;
+
+ makeContextCurrent();
+ glDetachShader(EXTRACT(program), EXTRACT(shader));
+}
+
+GL_SAME_METHOD_1(Disable, disable, unsigned long)
+
+void GraphicsContext3D::disableVertexAttribArray(unsigned long index)
+{
+ m_internal->disableVertexAttribArray(index);
+}
+
+void GraphicsContext3D::drawArrays(unsigned long mode, long first, long count)
+{
+ switch (mode) {
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_STRIP:
+ case GL_TRIANGLE_FAN:
+ case GL_POINTS:
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+ case GL_LINES:
+ break;
+ default: // FIXME: default cases are discouraged in WebKit.
+ // FIXME: output log message, raise exception.
+ // LogMessage(NS_LITERAL_CSTRING("drawArrays: invalid mode"));
+ // return NS_ERROR_DOM_SYNTAX_ERR;
+ return;
+ }
+
+ if (first+count < first || first+count < count) {
+ // FIXME: output log message, raise exception.
+ // LogMessage(NS_LITERAL_CSTRING("drawArrays: overflow in first+count"));
+ // return NS_ERROR_INVALID_ARG;
+ return;
+ }
+
+ // FIXME: validate against currently bound buffer.
+ // if (!ValidateBuffers(first+count))
+ // return NS_ERROR_INVALID_ARG;
+
+ makeContextCurrent();
+ glDrawArrays(mode, first, count);
+}
+
+void GraphicsContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset)
+{
+ makeContextCurrent();
+ // FIXME: make this verification more efficient.
+ GLint binding = 0;
+ GLenum binding_target = GL_ELEMENT_ARRAY_BUFFER_BINDING;
+ glGetIntegerv(binding_target, &binding);
+ if (binding <= 0) {
+ // FIXME: raise exception.
+ // LogMessagef(("bufferData: no buffer bound"));
+ return;
+ }
+ glDrawElements(mode, count, type,
+ reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
+}
+
+GL_SAME_METHOD_1(Enable, enable, unsigned long)
+
+void GraphicsContext3D::enableVertexAttribArray(unsigned long index)
+{
+ m_internal->enableVertexAttribArray(index);
+}
+
+GL_SAME_METHOD_0(Finish, finish)
+
+GL_SAME_METHOD_0(Flush, flush)
+
+GL_SAME_METHOD_4_X4(FramebufferRenderbufferEXT, framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, WebGLRenderbuffer*)
+
+GL_SAME_METHOD_5_X4(FramebufferTexture2DEXT, framebufferTexture2D, unsigned long, unsigned long, unsigned long, WebGLTexture*, long)
+
+GL_SAME_METHOD_1(FrontFace, frontFace, unsigned long)
+
+void GraphicsContext3D::generateMipmap(unsigned long target)
+{
+ makeContextCurrent();
+ if (glGenerateMipmapEXT)
+ glGenerateMipmapEXT(target);
+ // FIXME: provide alternative code path? This will be unpleasant
+ // to implement if glGenerateMipmapEXT is not available -- it will
+ // require a texture readback and re-upload.
+}
+
+bool GraphicsContext3D::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info)
+{
+ if (!program) {
+ synthesizeGLError(INVALID_VALUE);
+ return false;
+ }
+ GLint maxNameLength = -1;
+ glGetProgramiv(EXTRACT(program), GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength);
+ if (maxNameLength < 0)
+ return false;
+ GLchar* name = 0;
+ if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) {
+ synthesizeGLError(OUT_OF_MEMORY);
+ return false;
+ }
+ GLsizei length = 0;
+ GLint size = -1;
+ GLenum type = 0;
+ glGetActiveAttrib(EXTRACT(program), index, maxNameLength,
+ &length, &size, &type, name);
+ if (size < 0) {
+ fastFree(name);
+ return false;
+ }
+ info.name = String(name, length);
+ info.type = type;
+ info.size = size;
+ fastFree(name);
+ return true;
+}
+
+bool GraphicsContext3D::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info)
+{
+ if (!program) {
+ synthesizeGLError(INVALID_VALUE);
+ return false;
+ }
+ GLint maxNameLength = -1;
+ glGetProgramiv(EXTRACT(program), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
+ if (maxNameLength < 0)
+ return false;
+ GLchar* name = 0;
+ if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) {
+ synthesizeGLError(OUT_OF_MEMORY);
+ return false;
+ }
+ GLsizei length = 0;
+ GLint size = -1;
+ GLenum type = 0;
+ glGetActiveUniform(EXTRACT(program), index, maxNameLength,
+ &length, &size, &type, name);
+ if (size < 0) {
+ fastFree(name);
+ return false;
+ }
+ info.name = String(name, length);
+ info.type = type;
+ info.size = size;
+ fastFree(name);
+ return true;
+}
+
+int GraphicsContext3D::getAttribLocation(WebGLProgram* program, const String& name)
+{
+ if (!program)
+ return -1;
+
+ makeContextCurrent();
+ return glGetAttribLocation(EXTRACT(program), name.utf8().data());
+}
+
+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);
+}
+
+unsigned long GraphicsContext3D::getError()
+{
+ return m_internal->getError();
+}
+
+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();
+ glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
+}
+
+void GraphicsContext3D::getIntegerv(unsigned long pname, int* value)
+{
+ makeContextCurrent();
+ glGetIntegerv(pname, value);
+}
+
+void GraphicsContext3D::getProgramiv(WebGLProgram* program,
+ unsigned long pname,
+ int* value)
+{
+ makeContextCurrent();
+ glGetProgramiv(EXTRACT(program), pname, value);
+}
+
+String GraphicsContext3D::getProgramInfoLog(WebGLProgram* program)
+{
+ makeContextCurrent();
+ GLuint programID = EXTRACT(program);
+ GLint logLength;
+ glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
+ if (!logLength)
+ return String();
+ GLchar* log = 0;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetProgramInfoLog(programID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+void GraphicsContext3D::getRenderbufferParameteriv(unsigned long target,
+ unsigned long pname,
+ int* value)
+{
+ makeContextCurrent();
+ glGetRenderbufferParameterivEXT(target, pname, value);
+}
+
+void GraphicsContext3D::getShaderiv(WebGLShader* shader,
+ unsigned long pname,
+ int* value)
+{
+ makeContextCurrent();
+ glGetShaderiv(EXTRACT(shader), pname, value);
+}
+
+String GraphicsContext3D::getShaderInfoLog(WebGLShader* shader)
+{
+ makeContextCurrent();
+ GLuint shaderID = EXTRACT(shader);
+ GLint logLength;
+ glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
+ if (!logLength)
+ return String();
+ GLchar* log = 0;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetShaderInfoLog(shaderID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+String GraphicsContext3D::getShaderSource(WebGLShader* shader)
+{
+ makeContextCurrent();
+ GLuint shaderID = EXTRACT(shader);
+ GLint logLength;
+ glGetShaderiv(shaderID, GL_SHADER_SOURCE_LENGTH, &logLength);
+ if (!logLength)
+ return String();
+ GLchar* log = 0;
+ if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log))
+ return String();
+ GLsizei returnedLogLength;
+ glGetShaderSource(shaderID, logLength, &returnedLogLength, log);
+ ASSERT(logLength == returnedLogLength + 1);
+ String res = String(log, returnedLogLength);
+ fastFree(log);
+ return res;
+}
+
+String GraphicsContext3D::getString(unsigned long name)
+{
+ makeContextCurrent();
+ return String(reinterpret_cast<const char*>(glGetString(name)));
+}
+
+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(WebGLProgram* program, long location, float* value)
+{
+ makeContextCurrent();
+ glGetUniformfv(EXTRACT(program), location, value);
+}
+
+void GraphicsContext3D::getUniformiv(WebGLProgram* program, long location, int* value)
+{
+ makeContextCurrent();
+ glGetUniformiv(EXTRACT(program), location, value);
+}
+
+long GraphicsContext3D::getUniformLocation(WebGLProgram* program, const String& name)
+{
+ if (!program)
+ return -1;
+
+ makeContextCurrent();
+ return glGetUniformLocation(EXTRACT(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)
+{
+ // FIXME: implement.
+ notImplemented();
+ return 0;
+}
+
+GL_SAME_METHOD_2(Hint, hint, unsigned long, unsigned long);
+
+bool GraphicsContext3D::isBuffer(WebGLBuffer* buffer)
+{
+ makeContextCurrent();
+ return glIsBuffer(EXTRACT(buffer));
+}
+
+bool GraphicsContext3D::isEnabled(unsigned long cap)
+{
+ makeContextCurrent();
+ return glIsEnabled(cap);
+}
+
+bool GraphicsContext3D::isFramebuffer(WebGLFramebuffer* framebuffer)
+{
+ makeContextCurrent();
+ return glIsFramebufferEXT(EXTRACT(framebuffer));
+}
+
+bool GraphicsContext3D::isProgram(WebGLProgram* program)
+{
+ makeContextCurrent();
+ return glIsProgram(EXTRACT(program));
+}
+
+bool GraphicsContext3D::isRenderbuffer(WebGLRenderbuffer* renderbuffer)
+{
+ makeContextCurrent();
+ return glIsRenderbufferEXT(EXTRACT(renderbuffer));
+}
+
+bool GraphicsContext3D::isShader(WebGLShader* shader)
+{
+ makeContextCurrent();
+ return glIsShader(EXTRACT(shader));
+}
+
+bool GraphicsContext3D::isTexture(WebGLTexture* texture)
+{
+ makeContextCurrent();
+ return glIsTexture(EXTRACT(texture));
+}
+
+GL_SAME_METHOD_1(LineWidth, lineWidth, double)
+
+GL_SAME_METHOD_1_X(LinkProgram, linkProgram, WebGLProgram*)
+
+void GraphicsContext3D::pixelStorei(unsigned long pname, long param)
+{
+ if (pname != GL_PACK_ALIGNMENT && pname != GL_UNPACK_ALIGNMENT) {
+ // FIXME: Create a fake GL error and throw an exception.
+ return;
+ }
+
+ makeContextCurrent();
+ glPixelStorei(pname, param);
+}
+
+GL_SAME_METHOD_2(PolygonOffset, polygonOffset, double, double)
+
+PassRefPtr<WebGLArray> GraphicsContext3D::readPixels(long x, long y,
+ unsigned long width, unsigned long height,
+ unsigned long format, unsigned long type) {
+ // FIXME: support more pixel formats and types.
+ if (!((format == GL_RGBA) && (type == GL_UNSIGNED_BYTE)))
+ return 0;
+
+ // FIXME: take into account pack alignment.
+ RefPtr<WebGLUnsignedByteArray> array = WebGLUnsignedByteArray::create(width * height * 4);
+ glReadPixels(x, y, width, height, format, type, array->baseAddress());
+ return array;
+}
+
+void GraphicsContext3D::releaseShaderCompiler()
+{
+}
+
+GL_SAME_METHOD_4(RenderbufferStorageEXT, renderbufferStorage, unsigned long, unsigned long, unsigned long, unsigned long)
+
+GL_SAME_METHOD_2(SampleCoverage, sampleCoverage, double, bool)
+
+GL_SAME_METHOD_4(Scissor, scissor, long, long, unsigned long, unsigned long)
+
+void GraphicsContext3D::shaderSource(WebGLShader* shader, const String& source)
+{
+ makeContextCurrent();
+ CString str = source.utf8();
+ const char* data = str.data();
+ GLint length = str.length();
+ glShaderSource(EXTRACT(shader), 1, &data, &length);
+}
+
+GL_SAME_METHOD_3(StencilFunc, stencilFunc, unsigned long, long, unsigned long)
+
+GL_SAME_METHOD_4(StencilFuncSeparate, stencilFuncSeparate, unsigned long, unsigned long, long, unsigned long)
+
+GL_SAME_METHOD_1(StencilMask, stencilMask, unsigned long)
+
+GL_SAME_METHOD_2(StencilMaskSeparate, stencilMaskSeparate, unsigned long, unsigned long)
+
+GL_SAME_METHOD_3(StencilOp, stencilOp, unsigned long, unsigned long, unsigned long)
+
+GL_SAME_METHOD_4(StencilOpSeparate, stencilOpSeparate, unsigned long, unsigned long, unsigned long, unsigned long)
+
+void GraphicsContext3D::synthesizeGLError(unsigned long error)
+{
+ m_internal->synthesizeGLError(error);
+}
+
+int GraphicsContext3D::texImage2D(unsigned target,
+ unsigned level,
+ unsigned internalformat,
+ unsigned width,
+ unsigned height,
+ unsigned border,
+ unsigned format,
+ unsigned type,
+ WebGLArray* pixels)
+{
+ // FIXME: must do validation similar to JOGL's to ensure that
+ // the incoming array is of the appropriate length.
+ glTexImage2D(target,
+ level,
+ internalformat,
+ width,
+ height,
+ border,
+ format,
+ type,
+ pixels->baseAddress());
+ return 0;
+}
+
+int GraphicsContext3D::texImage2D(unsigned target,
+ unsigned level,
+ unsigned internalformat,
+ unsigned width,
+ unsigned height,
+ unsigned border,
+ unsigned format,
+ unsigned type,
+ ImageData* pixels)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+// Remove premultiplied alpha from color channels.
+// FIXME: this is lossy. Must retrieve original values from HTMLImageElement.
+static void unmultiplyAlpha(unsigned char* rgbaData, int numPixels)
+{
+ for (int j = 0; j < numPixels; j++) {
+ float b = rgbaData[4*j+0] / 255.0f;
+ float g = rgbaData[4*j+1] / 255.0f;
+ float r = rgbaData[4*j+2] / 255.0f;
+ float a = rgbaData[4*j+3] / 255.0f;
+ if (a > 0.0f) {
+ b /= a;
+ g /= a;
+ r /= a;
+ b = (b > 1.0f) ? 1.0f : b;
+ g = (g > 1.0f) ? 1.0f : g;
+ r = (r > 1.0f) ? 1.0f : r;
+ rgbaData[4*j+0] = (unsigned char) (b * 255.0f);
+ rgbaData[4*j+1] = (unsigned char) (g * 255.0f);
+ rgbaData[4*j+2] = (unsigned char) (r * 255.0f);
+ }
+ }
+}
+
+// FIXME: this must be changed to refer to the original image data
+// rather than unmultiplying the alpha channel.
+static int texImage2DHelper(unsigned target, unsigned level,
+ int width, int height,
+ int rowBytes,
+ bool flipY,
+ bool premultiplyAlpha,
+ GLenum format,
+ bool skipAlpha,
+ unsigned char* pixels)
+{
+ ASSERT(format == GL_RGBA || format == GL_BGRA);
+ GLint internalFormat = GL_RGBA8;
+ if (skipAlpha) {
+ internalFormat = GL_RGB8;
+ // Ignore the alpha channel
+ premultiplyAlpha = true;
+ }
+ if (flipY) {
+ // Need to flip images vertically. To avoid making a copy of
+ // the entire image, we perform a ton of glTexSubImage2D
+ // calls. FIXME: should rethink this strategy for efficiency.
+ glTexImage2D(target, level, internalFormat,
+ width,
+ height,
+ 0,
+ format,
+ GL_UNSIGNED_BYTE,
+ 0);
+ unsigned char* row = 0;
+ bool allocatedRow = false;
+ if (!premultiplyAlpha) {
+ row = new unsigned char[rowBytes];
+ allocatedRow = true;
+ }
+ for (int i = 0; i < height; i++) {
+ if (premultiplyAlpha)
+ row = pixels + (rowBytes * i);
+ else {
+ memcpy(row, pixels + (rowBytes * i), rowBytes);
+ unmultiplyAlpha(row, width);
+ }
+ glTexSubImage2D(target, level, 0, height - i - 1,
+ width, 1,
+ format,
+ GL_UNSIGNED_BYTE,
+ row);
+ }
+ if (allocatedRow)
+ delete[] row;
+ } else {
+ // The pixels of cube maps' faces are defined with a top-down
+ // scanline ordering, unlike GL_TEXTURE_2D, so when uploading
+ // these, the above vertical flip is the wrong thing to do.
+ if (premultiplyAlpha)
+ glTexImage2D(target, level, internalFormat,
+ width,
+ height,
+ 0,
+ format,
+ GL_UNSIGNED_BYTE,
+ pixels);
+ else {
+ glTexImage2D(target, level, internalFormat,
+ width,
+ height,
+ 0,
+ format,
+ GL_UNSIGNED_BYTE,
+ 0);
+ unsigned char* row = new unsigned char[rowBytes];
+ for (int i = 0; i < height; i++) {
+ memcpy(row, pixels + (rowBytes * i), rowBytes);
+ unmultiplyAlpha(row, width);
+ glTexSubImage2D(target, level, 0, i,
+ width, 1,
+ format,
+ GL_UNSIGNED_BYTE,
+ row);
+ }
+ delete[] row;
+ }
+ }
+ return 0;
+}
+
+int GraphicsContext3D::texImage2D(unsigned target, unsigned level, Image* image,
+ bool flipY, bool premultiplyAlpha)
+{
+ ASSERT(image);
+
+ int res = -1;
+#if PLATFORM(SKIA)
+ NativeImageSkia* skiaImage = image->nativeImageForCurrentFrame();
+ if (!skiaImage) {
+ ASSERT_NOT_REACHED();
+ return -1;
+ }
+ SkBitmap::Config skiaConfig = skiaImage->config();
+ // FIXME: must support more image configurations.
+ if (skiaConfig != SkBitmap::kARGB_8888_Config) {
+ ASSERT_NOT_REACHED();
+ return -1;
+ }
+ SkBitmap& skiaImageRef = *skiaImage;
+ SkAutoLockPixels lock(skiaImageRef);
+ int width = skiaImage->width();
+ int height = skiaImage->height();
+ unsigned char* pixels =
+ reinterpret_cast<unsigned char*>(skiaImage->getPixels());
+ int rowBytes = skiaImage->rowBytes();
+ res = texImage2DHelper(target, level,
+ width, height,
+ rowBytes,
+ flipY, premultiplyAlpha,
+ GL_BGRA,
+ false,
+ pixels);
+#elif PLATFORM(CG)
+ CGImageRef cgImage = image->nativeImageForCurrentFrame();
+ if (!cgImage) {
+ ASSERT_NOT_REACHED();
+ return -1;
+ }
+ int width = CGImageGetWidth(cgImage);
+ int height = CGImageGetHeight(cgImage);
+ int rowBytes = width * 4;
+ CGImageAlphaInfo info = CGImageGetAlphaInfo(cgImage);
+ bool skipAlpha = (info == kCGImageAlphaNone
+ || info == kCGImageAlphaNoneSkipLast
+ || info == kCGImageAlphaNoneSkipFirst);
+ unsigned char* imageData = new unsigned char[height * rowBytes];
+ CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
+ CGContextRef tmpContext = CGBitmapContextCreate(imageData, width, height, 8, rowBytes,
+ colorSpace,
+ kCGImageAlphaPremultipliedLast);
+ CGColorSpaceRelease(colorSpace);
+ CGContextDrawImage(tmpContext,
+ CGRectMake(0, 0, static_cast<CGFloat>(width), static_cast<CGFloat>(height)),
+ cgImage);
+ CGContextRelease(tmpContext);
+ res = texImage2DHelper(target, level, width, height, rowBytes,
+ flipY, premultiplyAlpha, GL_RGBA, skipAlpha, imageData);
+ delete[] imageData;
+#else
+#error Must port to your platform
+#endif
+ return res;
+}
+
+int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLVideoElement* video,
+ bool flipY, bool premultiplyAlpha)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+GL_SAME_METHOD_3(TexParameterf, texParameterf, unsigned, unsigned, float);
+
+GL_SAME_METHOD_3(TexParameteri, texParameteri, unsigned, unsigned, int);
+
+int GraphicsContext3D::texSubImage2D(unsigned target,
+ unsigned level,
+ unsigned xoffset,
+ unsigned yoffset,
+ unsigned width,
+ unsigned height,
+ unsigned format,
+ unsigned type,
+ WebGLArray* pixels)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+int GraphicsContext3D::texSubImage2D(unsigned target,
+ unsigned level,
+ unsigned xoffset,
+ unsigned yoffset,
+ unsigned width,
+ unsigned height,
+ unsigned format,
+ unsigned type,
+ ImageData* pixels)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+int GraphicsContext3D::texSubImage2D(unsigned target,
+ unsigned level,
+ unsigned xoffset,
+ unsigned yoffset,
+ unsigned width,
+ unsigned height,
+ Image* image,
+ bool flipY,
+ bool premultiplyAlpha)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+int GraphicsContext3D::texSubImage2D(unsigned target,
+ unsigned level,
+ unsigned xoffset,
+ unsigned yoffset,
+ unsigned width,
+ unsigned height,
+ HTMLVideoElement* video,
+ bool flipY,
+ bool premultiplyAlpha)
+{
+ // FIXME: implement.
+ notImplemented();
+ return -1;
+}
+
+GL_SAME_METHOD_2(Uniform1f, uniform1f, long, float)
+
+void GraphicsContext3D::uniform1fv(long location, float* v, int size)
+{
+ makeContextCurrent();
+ glUniform1fv(location, size, v);
+}
+
+GL_SAME_METHOD_2(Uniform1i, uniform1i, long, int)
+
+void GraphicsContext3D::uniform1iv(long location, int* v, int size)
+{
+ makeContextCurrent();
+ glUniform1iv(location, size, v);
+}
+
+GL_SAME_METHOD_3(Uniform2f, uniform2f, long, float, float)
+
+void GraphicsContext3D::uniform2fv(long location, float* v, int size)
+{
+ makeContextCurrent();
+ glUniform2fv(location, size, v);
+}
+
+GL_SAME_METHOD_3(Uniform2i, uniform2i, long, int, int)
+
+void GraphicsContext3D::uniform2iv(long location, int* v, int size)
+{
+ makeContextCurrent();
+ glUniform2iv(location, size, v);
+}
+
+GL_SAME_METHOD_4(Uniform3f, uniform3f, long, float, float, float)
+
+void GraphicsContext3D::uniform3fv(long location, float* v, int size)
+{
+ makeContextCurrent();
+ glUniform3fv(location, size, v);
+}
+
+GL_SAME_METHOD_4(Uniform3i, uniform3i, long, int, int, int)
+
+void GraphicsContext3D::uniform3iv(long location, int* v, int size)
+{
+ makeContextCurrent();
+ glUniform3iv(location, size, v);
+}
+
+GL_SAME_METHOD_5(Uniform4f, uniform4f, long, float, float, float, float)
+
+void GraphicsContext3D::uniform4fv(long location, float* v, int size)
+{
+ makeContextCurrent();
+ glUniform4fv(location, size, v);
+}
+
+GL_SAME_METHOD_5(Uniform4i, uniform4i, long, int, int, int, int)
+
+void GraphicsContext3D::uniform4iv(long location, int* v, int size)
+{
+ makeContextCurrent();
+ glUniform4iv(location, size, v);
+}
+
+void GraphicsContext3D::uniformMatrix2fv(long location, bool transpose, float* value, int size)
+{
+ makeContextCurrent();
+ glUniformMatrix2fv(location, size, transpose, value);
+}
+
+void GraphicsContext3D::uniformMatrix3fv(long location, bool transpose, float* value, int size)
+{
+ makeContextCurrent();
+ glUniformMatrix3fv(location, size, transpose, value);
+}
+
+void GraphicsContext3D::uniformMatrix4fv(long location, bool transpose, float* value, int size)
+{
+ makeContextCurrent();
+ glUniformMatrix4fv(location, size, transpose, value);
+}
+
+GL_SAME_METHOD_1_X(UseProgram, useProgram, WebGLProgram*)
+
+GL_SAME_METHOD_1_X(ValidateProgram, validateProgram, WebGLProgram*)
+
+GL_SAME_METHOD_2(VertexAttrib1f, vertexAttrib1f, unsigned long, float)
+
+void GraphicsContext3D::vertexAttrib1fv(unsigned long indx, float* values)
+{
+ makeContextCurrent();
+ glVertexAttrib1fv(indx, values);
+}
+
+GL_SAME_METHOD_3(VertexAttrib2f, vertexAttrib2f, unsigned long, float, float)
+
+void GraphicsContext3D::vertexAttrib2fv(unsigned long indx, float* values)
+{
+ makeContextCurrent();
+ glVertexAttrib2fv(indx, values);
+}
+
+GL_SAME_METHOD_4(VertexAttrib3f, vertexAttrib3f, unsigned long, float, float, float)
+
+void GraphicsContext3D::vertexAttrib3fv(unsigned long indx, float* values)
+{
+ makeContextCurrent();
+ glVertexAttrib3fv(indx, values);
+}
+
+GL_SAME_METHOD_5(VertexAttrib4f, vertexAttrib4f, unsigned long, float, float, float, float)
+
+void GraphicsContext3D::vertexAttrib4fv(unsigned long indx, float* values)
+{
+ makeContextCurrent();
+ glVertexAttrib4fv(indx, values);
+}
+
+void GraphicsContext3D::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
+ unsigned long stride, unsigned long offset)
+{
+ m_internal->vertexAttribPointer(indx, size, type, normalized, stride, offset);
+}
+
+void GraphicsContext3D::viewport(long x, long y, unsigned long width, unsigned long height)
+{
+ makeContextCurrent();
+ m_internal->viewportImpl(x, y, width, height);
+}
+
+}
+
+#endif // ENABLE(3D_CANVAS)