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Diffstat (limited to 'WebKit/chromium/src/GraphicsContext3D.cpp')
-rw-r--r-- | WebKit/chromium/src/GraphicsContext3D.cpp | 2218 |
1 files changed, 0 insertions, 2218 deletions
diff --git a/WebKit/chromium/src/GraphicsContext3D.cpp b/WebKit/chromium/src/GraphicsContext3D.cpp deleted file mode 100644 index 83574da..0000000 --- a/WebKit/chromium/src/GraphicsContext3D.cpp +++ /dev/null @@ -1,2218 +0,0 @@ -/* - * 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 OS(WINDOWS) -#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 OS(DARWIN) -#define USE_TEXTURE_RECTANGLE_FOR_FRAMEBUFFER -#endif - -#if OS(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(GraphicsContext3D::Attributes attrs); - ~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 bindFramebuffer(unsigned long target, - WebGLFramebuffer* framebuffer); - 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(); - GraphicsContext3D::Attributes getContextAttributes(); - 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: - GraphicsContext3D::Attributes m_attrs; - - unsigned int m_texture; - unsigned int m_fbo; - unsigned int m_depthBuffer; - unsigned int m_cachedWidth, m_cachedHeight; - - // For tracking which FBO is bound - unsigned int m_boundFBO; - -#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 - - static bool s_initializedGLEW; -#if OS(WINDOWS) - HWND m_canvasWindow; - HDC m_canvasDC; - HGLRC m_contextObj; -#elif PLATFORM(CG) - CGLPBufferObj m_pbuffer; - CGLContextObj m_contextObj; - unsigned char* m_renderOutput; -#elif OS(LINUX) - 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 - class GLConnection { - public: - ~GLConnection(); - - static GLConnection* create(); - - GLXFBConfig* chooseFBConfig(int screen, const int *attrib_list, int *nelements) - { - return m_glXChooseFBConfig(m_display, screen, attrib_list, nelements); - } - - GLXContext createNewContext(GLXFBConfig config, int renderType, GLXContext shareList, Bool direct) - { - return m_glXCreateNewContext(m_display, config, renderType, shareList, direct); - } - - GLXPbuffer createPbuffer(GLXFBConfig config, const int *attribList) - { - return m_glXCreatePbuffer(m_display, config, attribList); - } - - void destroyPbuffer(GLXPbuffer pbuf) - { - m_glXDestroyPbuffer(m_display, pbuf); - } - - Bool makeCurrent(GLXDrawable drawable, GLXContext ctx) - { - return m_glXMakeCurrent(m_display, drawable, ctx); - } - - void destroyContext(GLXContext ctx) - { - m_glXDestroyContext(m_display, ctx); - } - - GLXContext getCurrentContext() - { - return m_glXGetCurrentContext(); - } - - private: - Display* m_display; - 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; - - GLConnection(Display* display, - void* libGL, - PFNGLXCHOOSEFBCONFIGPROC chooseFBConfig, - PFNGLXCREATENEWCONTEXTPROC createNewContext, - PFNGLXCREATEPBUFFERPROC createPbuffer, - PFNGLXDESTROYPBUFFERPROC destroyPbuffer, - PFNGLXMAKECURRENTPROC makeCurrent, - PFNGLXDESTROYCONTEXTPROC destroyContext, - PFNGLXGETCURRENTCONTEXTPROC getCurrentContext) - : m_libGL(libGL) - , m_display(display) - , m_glXChooseFBConfig(chooseFBConfig) - , m_glXCreateNewContext(createNewContext) - , m_glXCreatePbuffer(createPbuffer) - , m_glXDestroyPbuffer(destroyPbuffer) - , m_glXMakeCurrent(makeCurrent) - , m_glXDestroyContext(destroyContext) - , m_glXGetCurrentContext(getCurrentContext) - { - } - }; - - static GLConnection* s_gl; -#else - #error Must port GraphicsContext3D to your platform -#endif -}; - -bool GraphicsContext3DInternal::s_initializedGLEW = false; - -#if OS(LINUX) -GraphicsContext3DInternal::GLConnection* GraphicsContext3DInternal::s_gl = 0; - -GraphicsContext3DInternal::GLConnection* GraphicsContext3DInternal::GLConnection::create() -{ - Display* dpy = XOpenDisplay(0); - if (!dpy) { - printf("GraphicsContext3D: error opening X display\n"); - return 0; - } - - // 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. - void* libGL = dlopen("libGL.so.1", RTLD_LAZY | RTLD_GLOBAL); - if (!libGL) { - XCloseDisplay(dpy); - printf("GraphicsContext3D: error opening libGL.so.1: %s\n", dlerror()); - return 0; - } - - PFNGLXCHOOSEFBCONFIGPROC chooseFBConfig = (PFNGLXCHOOSEFBCONFIGPROC) dlsym(libGL, "glXChooseFBConfig"); - PFNGLXCREATENEWCONTEXTPROC createNewContext = (PFNGLXCREATENEWCONTEXTPROC) dlsym(libGL, "glXCreateNewContext"); - PFNGLXCREATEPBUFFERPROC createPbuffer = (PFNGLXCREATEPBUFFERPROC) dlsym(libGL, "glXCreatePbuffer"); - PFNGLXDESTROYPBUFFERPROC destroyPbuffer = (PFNGLXDESTROYPBUFFERPROC) dlsym(libGL, "glXDestroyPbuffer"); - PFNGLXMAKECURRENTPROC makeCurrent = (PFNGLXMAKECURRENTPROC) dlsym(libGL, "glXMakeCurrent"); - PFNGLXDESTROYCONTEXTPROC destroyContext = (PFNGLXDESTROYCONTEXTPROC) dlsym(libGL, "glXDestroyContext"); - PFNGLXGETCURRENTCONTEXTPROC getCurrentContext = (PFNGLXGETCURRENTCONTEXTPROC) dlsym(libGL, "glXGetCurrentContext"); - if (!chooseFBConfig || !createNewContext || !createPbuffer - || !destroyPbuffer || !makeCurrent || !destroyContext - || !getCurrentContext) { - XCloseDisplay(dpy); - dlclose(libGL); - printf("GraphicsContext3D: error looking up bootstrapping entry points\n"); - return 0; - } - return new GLConnection(dpy, - libGL, - chooseFBConfig, - createNewContext, - createPbuffer, - destroyPbuffer, - makeCurrent, - destroyContext, - getCurrentContext); -} - -GraphicsContext3DInternal::GLConnection::~GLConnection() -{ - XCloseDisplay(m_display); - dlclose(m_libGL); -} - -#endif // OS(LINUX) - -GraphicsContext3DInternal::VertexAttribPointerState::VertexAttribPointerState() - : enabled(false) - , buffer(0) - , indx(0) - , size(0) - , type(0) - , normalized(false) - , stride(0) - , offset(0) -{ -} - -GraphicsContext3DInternal::GraphicsContext3DInternal(GraphicsContext3D::Attributes attrs) - : m_attrs(attrs) - , m_texture(0) - , m_fbo(0) - , m_depthBuffer(0) - , m_boundFBO(0) -#ifdef FLIP_FRAMEBUFFER_VERTICALLY - , m_scanline(0) -#endif - , m_boundArrayBuffer(0) -#if PLATFORM(SKIA) - , m_resizingBitmap(0) -#endif -#if OS(WINDOWS) - , m_canvasWindow(0) - , m_canvasDC(0) - , m_contextObj(0) -#elif PLATFORM(CG) - , m_pbuffer(0) - , m_contextObj(0) - , m_renderOutput(0) -#elif OS(LINUX) - , m_contextObj(0) - , m_pbuffer(0) -#else -#error Must port to your platform -#endif -{ - // FIXME: we need to take into account the user's requested - // context creation attributes, in particular stencil and - // antialias, and determine which could and could not be honored - // based on the capabilities of the OpenGL implementation. - m_attrs.alpha = true; - m_attrs.depth = true; - m_attrs.stencil = false; - m_attrs.antialias = false; - m_attrs.premultipliedAlpha = true; - -#if OS(WINDOWS) - 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 OS(LINUX) - if (!s_gl) { - s_gl = GLConnection::create(); - if (!s_gl) - return; - } - - int configAttrs[] = { - GLX_DRAWABLE_TYPE, - GLX_PBUFFER_BIT, - GLX_RENDER_TYPE, - GLX_RGBA_BIT, - GLX_DOUBLEBUFFER, - 0, - 0 - }; - int nelements = 0; - GLXFBConfig* config = s_gl->chooseFBConfig(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 = s_gl->createNewContext(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 = s_gl->createPbuffer(config[0], pbufferAttrs); - XFree(config); - if (!pbuffer) { - printf("GraphicsContext3D: glxCreatePbuffer failed\n"); - return; - } - if (!s_gl->makeCurrent(pbuffer, context)) { - printf("GraphicsContext3D: glXMakeCurrent failed\n"); - return; - } - m_contextObj = context; - m_pbuffer = pbuffer; -#else -#error Must port to your platform -#endif - - if (!s_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; - } - s_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 OS(WINDOWS) - 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_renderOutput) - delete[] m_renderOutput; -#elif OS(LINUX) - s_gl->makeCurrent(0, 0); - s_gl->destroyContext(m_contextObj); - s_gl->destroyPbuffer(m_pbuffer); -#else -#error Must port to your platform -#endif - m_contextObj = 0; -} - -bool GraphicsContext3DInternal::makeContextCurrent() -{ -#if OS(WINDOWS) - 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 OS(LINUX) - if (s_gl->getCurrentContext() != m_contextObj) - if (s_gl->makeCurrent(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); - m_boundFBO = 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); - -#if PLATFORM(CG) - // Need to reallocate the client-side backing store. - // FIXME: make this more efficient. - if (m_renderOutput) { - delete[] m_renderOutput; - m_renderOutput = 0; - } - int rowBytes = width * 4; - m_renderOutput = new unsigned char[height * rowBytes]; -#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; - bool mustRestoreFBO = (m_boundFBO != m_fbo); - if (mustRestoreFBO) - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); -#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) { - pixels = m_renderOutput; - glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); - } -#else -#error Must port to your platform -#endif - - if (mustRestoreFBO) - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); - -#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) { - int rowBytes = m_cachedWidth * 4; - CGDataProviderRef dataProvider = CGDataProviderCreateWithData(0, m_renderOutput, rowBytes * m_cachedHeight, 0); - CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); - CGImageRef cgImage = CGImageCreate(m_cachedWidth, - m_cachedHeight, - 8, - 32, - rowBytes, - colorSpace, - kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host, - dataProvider, - 0, - false, - kCGRenderingIntentDefault); - // 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); - CGContextSetInterpolationQuality(imageBuffer->context()->platformContext(), - kCGInterpolationNone); - CGContextDrawImage(imageBuffer->context()->platformContext(), - rect, cgImage); - CGImageRelease(cgImage); - CGColorSpaceRelease(colorSpace); - CGDataProviderRelease(dataProvider); - } -#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); -} - -void GraphicsContext3DInternal::bindFramebuffer(unsigned long target, - WebGLFramebuffer* framebuffer) -{ - makeContextCurrent(); - GLuint id = EXTRACT(framebuffer); - if (!id) - id = m_fbo; - glBindFramebufferEXT(target, id); - m_boundFBO = id; -} - -// 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(); -} - -GraphicsContext3D::Attributes GraphicsContext3DInternal::getContextAttributes() -{ - return m_attrs; -} - -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(GraphicsContext3D::Attributes attrs) -{ - PassOwnPtr<GraphicsContext3D> context = new GraphicsContext3D(attrs); - // FIXME: add error checking - return context; -} - -GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs) - : m_currentWidth(0) - , m_currentHeight(0) - , m_internal(new GraphicsContext3DInternal(attrs)) -{ -} - -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); -} - -void GraphicsContext3D::bindFramebuffer(unsigned long target, WebGLFramebuffer* framebuffer) -{ - m_internal->bindFramebuffer(target, framebuffer); -} - -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); -} - -GraphicsContext3D::Attributes GraphicsContext3D::getContextAttributes() -{ - return m_internal->getContextAttributes(); -} - -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, - void* 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); - return 0; -} - -// 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); - CGContextSetBlendMode(tmpContext, kCGBlendModeCopy); - 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; -} - -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, - void* pixels) -{ - glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); - return 0; -} - -int GraphicsContext3D::texSubImage2D(unsigned target, - unsigned level, - unsigned xoffset, - unsigned yoffset, - Image* image, - 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) |