/* * 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 USE(ACCELERATED_COMPOSITING) #if ENABLE(WEBGL) #import "WebGLLayer.h" #import "GraphicsContext3D.h" #import "GraphicsLayer.h" #import #import #import #import using namespace WebCore; @implementation WebGLLayer -(id)initWithGraphicsContext3D:(GraphicsContext3D*)context { m_context = context; self = [super init]; return self; } -(CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask { // FIXME: The mask param tells you which display (on a multi-display system) // is to be used. But since we are now getting the pixel format from the // Canvas CGL context, we don't use it. This seems to do the right thing on // one multi-display system. But there may be cases where this is not the case. // If needed we will have to set the display mask in the Canvas CGLContext and // make sure it matches. UNUSED_PARAM(mask); return CGLRetainPixelFormat(CGLGetPixelFormat(m_context->platformGraphicsContext3D())); } -(CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat { CGLContextObj contextObj; CGLCreateContext(pixelFormat, m_context->platformGraphicsContext3D(), &contextObj); return contextObj; } -(void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp { m_context->prepareTexture(); CGLSetCurrentContext(glContext); CGRect frame = [self frame]; // draw the FBO into the layer glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_context->platformTexture()); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex2f(-1, -1); glTexCoord2f(1, 0); glVertex2f(1, -1); glTexCoord2f(1, 1); glVertex2f(1, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); // Call super to finalize the drawing. By default all it does is call glFlush(). [super drawInCGLContext:glContext pixelFormat:pixelFormat forLayerTime:timeInterval displayTime:timeStamp]; } static void freeData(void *, const void *data, size_t /* size */) { fastFree(const_cast(data)); } -(CGImageRef)copyImageSnapshotWithColorSpace:(CGColorSpaceRef)colorSpace { CGLSetCurrentContext(m_context->platformGraphicsContext3D()); RetainPtr imageColorSpace = colorSpace; if (!imageColorSpace) imageColorSpace.adoptCF(CGColorSpaceCreateDeviceRGB()); CGRect layerBounds = CGRectIntegral([self bounds]); size_t width = layerBounds.size.width; size_t height = layerBounds.size.height; size_t rowBytes = (width * 4 + 15) & ~15; size_t dataSize = rowBytes * height; void* data = fastMalloc(dataSize); if (!data) return 0; glPixelStorei(GL_PACK_ROW_LENGTH, rowBytes / 4); glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); CGDataProviderRef provider = CGDataProviderCreateWithData(0, data, dataSize, freeData); CGImageRef image = CGImageCreate(width, height, 8, 32, rowBytes, imageColorSpace.get(), kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host, provider, 0, true, kCGRenderingIntentDefault); CGDataProviderRelease(provider); return image; } - (void)display { [super display]; if (m_layerOwner) m_layerOwner->layerDidDisplay(self); } @end @implementation WebGLLayer(WebGLLayerAdditions) -(void)setLayerOwner:(GraphicsLayer*)aLayer { m_layerOwner = aLayer; } -(GraphicsLayer*)layerOwner { return m_layerOwner; } @end #endif // ENABLE(WEBGL) #endif // USE(ACCELERATED_COMPOSITING)