/* * Copyright (C) 2009 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(WEBGL) #include "GraphicsContext3D.h" #import "BlockExceptions.h" #include "ANGLE/ShaderLang.h" #include "ArrayBuffer.h" #include "ArrayBufferView.h" #include "CanvasRenderingContext.h" #include #include "Extensions3DOpenGL.h" #include "Float32Array.h" #include "GraphicsContext.h" #include "HTMLCanvasElement.h" #include "ImageBuffer.h" #include "Int32Array.h" #include "NotImplemented.h" #include #include #include "Uint8Array.h" #include "WebGLLayer.h" #include "WebGLObject.h" #include #include namespace WebCore { static void setPixelFormat(Vector& attribs, int colorBits, int depthBits, bool accelerated, bool supersample, bool closest) { attribs.clear(); attribs.append(kCGLPFAColorSize); attribs.append(static_cast(colorBits)); attribs.append(kCGLPFADepthSize); attribs.append(static_cast(depthBits)); if (accelerated) attribs.append(kCGLPFAAccelerated); else { attribs.append(kCGLPFARendererID); attribs.append(static_cast(kCGLRendererGenericFloatID)); } if (supersample) attribs.append(kCGLPFASupersample); if (closest) attribs.append(kCGLPFAClosestPolicy); attribs.append(static_cast(0)); } PassRefPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) { // This implementation doesn't currently support rendering directly to the HostWindow. if (renderStyle == RenderDirectlyToHostWindow) return 0; RefPtr context = adoptRef(new GraphicsContext3D(attrs, hostWindow, false)); return context->m_contextObj ? context.release() : 0; } GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool) : m_currentWidth(0) , m_currentHeight(0) , m_contextObj(0) , m_attrs(attrs) , m_texture(0) , m_compositorTexture(0) , m_fbo(0) , m_depthStencilBuffer(0) , m_layerComposited(false) , m_internalColorFormat(0) , m_boundFBO(0) , m_activeTexture(0) , m_boundTexture0(0) , m_multisampleFBO(0) , m_multisampleDepthStencilBuffer(0) , m_multisampleColorBuffer(0) { UNUSED_PARAM(hostWindow); Vector attribs; CGLPixelFormatObj pixelFormatObj = 0; GLint numPixelFormats = 0; // We will try: // // 1) 32 bit RGBA/32 bit depth/accelerated/supersampled // 2) 32 bit RGBA/32 bit depth/accelerated // 3) 32 bit RGBA/16 bit depth/accelerated // 4) closest to 32 bit RGBA/16 bit depth/software renderer // // If none of that works, we simply fail and set m_contextObj to 0. setPixelFormat(attribs, 32, 32, true, true, false); CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); if (numPixelFormats == 0) { setPixelFormat(attribs, 32, 32, true, false, false); CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); if (numPixelFormats == 0) { setPixelFormat(attribs, 32, 16, true, false, false); CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); if (numPixelFormats == 0) { setPixelFormat(attribs, 32, 16, false, false, true); CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); if (numPixelFormats == 0) { // Could not find an acceptable renderer - fail return; } } } } CGLError err = CGLCreateContext(pixelFormatObj, 0, &m_contextObj); CGLDestroyPixelFormat(pixelFormatObj); if (err != kCGLNoError || !m_contextObj) { // Could not create the context - fail m_contextObj = 0; return; } // Set the current context to the one given to us. CGLSetCurrentContext(m_contextObj); validateAttributes(); // Create the WebGLLayer BEGIN_BLOCK_OBJC_EXCEPTIONS m_webGLLayer.adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:this]); #ifndef NDEBUG [m_webGLLayer.get() setName:@"WebGL Layer"]; #endif END_BLOCK_OBJC_EXCEPTIONS // create a texture to render into ::glGenTextures(1, &m_texture); ::glBindTexture(GL_TEXTURE_2D, m_texture); ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); ::glGenTextures(1, &m_compositorTexture); ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture); ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); ::glBindTexture(GL_TEXTURE_2D, 0); // create an FBO ::glGenFramebuffersEXT(1, &m_fbo); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); m_boundFBO = m_fbo; if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) ::glGenRenderbuffersEXT(1, &m_depthStencilBuffer); // create an multisample FBO if (m_attrs.antialias) { ::glGenFramebuffersEXT(1, &m_multisampleFBO); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); m_boundFBO = m_multisampleFBO; ::glGenRenderbuffersEXT(1, &m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) ::glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); } // ANGLE initialization. ShBuiltInResources ANGLEResources; ShInitBuiltInResources(&ANGLEResources); getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs); getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors); getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors); getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits); getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits); getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits); getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors); // Always set to 1 for OpenGL ES. ANGLEResources.MaxDrawBuffers = 1; m_compiler.setResources(ANGLEResources); ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); ::glEnable(GL_POINT_SPRITE); ::glClearColor(0, 0, 0, 0); } GraphicsContext3D::~GraphicsContext3D() { if (m_contextObj) { CGLSetCurrentContext(m_contextObj); ::glDeleteTextures(1, &m_texture); ::glDeleteTextures(1, &m_compositorTexture); if (m_attrs.antialias) { ::glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) ::glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); ::glDeleteFramebuffersEXT(1, &m_multisampleFBO); } else { if (m_attrs.stencil || m_attrs.depth) ::glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer); } ::glDeleteFramebuffersEXT(1, &m_fbo); CGLSetCurrentContext(0); CGLDestroyContext(m_contextObj); } } void GraphicsContext3D::makeContextCurrent() { if (!m_contextObj) return; CGLContextObj currentContext = CGLGetCurrentContext(); if (currentContext != m_contextObj) CGLSetCurrentContext(m_contextObj); } bool GraphicsContext3D::isGLES2Compliant() const { return false; } void GraphicsContext3D::setContextLostCallback(PassOwnPtr) { } } #endif // ENABLE(WEBGL)