/* * Copyright (c) 2010, 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(ACCELERATED_2D_CANVAS) || ENABLE(3D_CANVAS) #include "DrawingBuffer.h" #include "Extensions3D.h" namespace WebCore { PassRefPtr DrawingBuffer::create(GraphicsContext3D* context, const IntSize& size) { RefPtr drawingBuffer = adoptRef(new DrawingBuffer(context, size)); drawingBuffer->m_multisampleExtensionSupported = context->getExtensions()->supports("GL_ANGLE_framebuffer_blit") && context->getExtensions()->supports("GL_ANGLE_framebuffer_multisample"); return (drawingBuffer->m_context) ? drawingBuffer.release() : 0; } void DrawingBuffer::clear() { if (!m_context) return; m_context->makeContextCurrent(); m_context->deleteTexture(m_colorBuffer); m_colorBuffer = 0; if (m_multisampleColorBuffer) { m_context->deleteRenderbuffer(m_multisampleColorBuffer); m_multisampleColorBuffer = 0; } if (m_multisampleDepthStencilBuffer) { m_context->deleteRenderbuffer(m_multisampleDepthStencilBuffer); m_multisampleDepthStencilBuffer = 0; } if (m_depthStencilBuffer) { m_context->deleteRenderbuffer(m_depthStencilBuffer); m_depthStencilBuffer = 0; } if (m_multisampleFBO) { m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); m_context->deleteFramebuffer(m_multisampleFBO); m_multisampleFBO = 0; } m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); m_context->deleteFramebuffer(m_fbo); m_fbo = 0; m_context.clear(); } void DrawingBuffer::reset(const IntSize& newSize) { if (m_size == newSize) return; m_size = newSize; if (!m_context) return; m_context->makeContextCurrent(); const GraphicsContext3D::Attributes& attributes = m_context->getContextAttributes(); unsigned long internalColorFormat, colorFormat, internalDepthStencilFormat = 0; if (attributes.alpha) { internalColorFormat = GraphicsContext3D::RGBA; colorFormat = GraphicsContext3D::RGBA; } else { internalColorFormat = GraphicsContext3D::RGB; colorFormat = GraphicsContext3D::RGB; } if (attributes.stencil || attributes.depth) { // We don't allow the logic where stencil is required and depth is not. // See GraphicsContext3D constructor. if (attributes.stencil && attributes.depth) internalDepthStencilFormat = GraphicsContext3D::DEPTH_STENCIL; else internalDepthStencilFormat = GraphicsContext3D::DEPTH_COMPONENT; } // resize multisample FBO if (multisample()) { int maxSampleCount; m_context->getIntegerv(Extensions3D::MAX_SAMPLES, &maxSampleCount); int sampleCount = std::min(8, maxSampleCount); if (sampleCount > maxSampleCount) sampleCount = maxSampleCount; m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleColorBuffer); m_context->getExtensions()->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, internalColorFormat, m_size.width(), m_size.height()); m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::RENDERBUFFER, m_multisampleColorBuffer); if (attributes.stencil || attributes.depth) { m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_multisampleDepthStencilBuffer); m_context->getExtensions()->renderbufferStorageMultisample(GraphicsContext3D::RENDERBUFFER, sampleCount, internalDepthStencilFormat, m_size.width(), m_size.height()); if (attributes.stencil) m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_multisampleDepthStencilBuffer); if (attributes.depth) m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_multisampleDepthStencilBuffer); } m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { // Cleanup clear(); return; } } // resize regular FBO m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_colorBuffer); m_context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, internalColorFormat, m_size.width(), m_size.height(), 0, colorFormat, GraphicsContext3D::UNSIGNED_BYTE, 0); m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE, m_colorBuffer, 0); m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0); if (!multisample() && (attributes.stencil || attributes.depth)) { m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer); m_context->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, internalDepthStencilFormat, m_size.width(), m_size.height()); if (attributes.stencil) m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer); if (attributes.depth) m_context->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer); m_context->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0); } if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) { // Cleanup clear(); return; } if (multisample()) m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); // Initialize renderbuffers to 0. float clearColor[] = {0, 0, 0, 0}, clearDepth = 0; int clearStencil = 0; unsigned char colorMask[] = {true, true, true, true}, depthMask = true; unsigned int stencilMask = 0xffffffff; unsigned char isScissorEnabled = false; unsigned char isDitherEnabled = false; unsigned long clearMask = GraphicsContext3D::COLOR_BUFFER_BIT; m_context->getFloatv(GraphicsContext3D::COLOR_CLEAR_VALUE, clearColor); m_context->clearColor(0, 0, 0, 0); m_context->getBooleanv(GraphicsContext3D::COLOR_WRITEMASK, colorMask); m_context->colorMask(true, true, true, true); if (attributes.depth) { m_context->getFloatv(GraphicsContext3D::DEPTH_CLEAR_VALUE, &clearDepth); m_context->clearDepth(1); m_context->getBooleanv(GraphicsContext3D::DEPTH_WRITEMASK, &depthMask); m_context->depthMask(true); clearMask |= GraphicsContext3D::DEPTH_BUFFER_BIT; } if (attributes.stencil) { m_context->getIntegerv(GraphicsContext3D::STENCIL_CLEAR_VALUE, &clearStencil); m_context->clearStencil(0); m_context->getIntegerv(GraphicsContext3D::STENCIL_WRITEMASK, reinterpret_cast(&stencilMask)); m_context->stencilMaskSeparate(GraphicsContext3D::FRONT, 0xffffffff); clearMask |= GraphicsContext3D::STENCIL_BUFFER_BIT; } isScissorEnabled = m_context->isEnabled(GraphicsContext3D::SCISSOR_TEST); m_context->disable(GraphicsContext3D::SCISSOR_TEST); isDitherEnabled = m_context->isEnabled(GraphicsContext3D::DITHER); m_context->disable(GraphicsContext3D::DITHER); m_context->clear(clearMask); m_context->clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); m_context->colorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); if (attributes.depth) { m_context->clearDepth(clearDepth); m_context->depthMask(depthMask); } if (attributes.stencil) { m_context->clearStencil(clearStencil); m_context->stencilMaskSeparate(GraphicsContext3D::FRONT, stencilMask); } if (isScissorEnabled) m_context->enable(GraphicsContext3D::SCISSOR_TEST); else m_context->disable(GraphicsContext3D::SCISSOR_TEST); if (isDitherEnabled) m_context->enable(GraphicsContext3D::DITHER); else m_context->disable(GraphicsContext3D::DITHER); m_context->flush(); didReset(); } void DrawingBuffer::commit(long x, long y, long width, long height) { if (!m_context) return; if (width < 0) width = m_size.width(); if (height < 0) height = m_size.height(); m_context->makeContextCurrent(); if (m_multisampleFBO) { m_context->bindFramebuffer(Extensions3D::READ_FRAMEBUFFER, m_multisampleFBO); m_context->bindFramebuffer(Extensions3D::DRAW_FRAMEBUFFER, m_fbo); m_context->getExtensions()->blitFramebuffer(x, y, width, height, x, y, width, height, GraphicsContext3D::COLOR_BUFFER_BIT, GraphicsContext3D::LINEAR); } m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); } void DrawingBuffer::bind() { if (!m_context) return; m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO ? m_multisampleFBO : m_fbo); m_context->viewport(0, 0, m_size.width(), m_size.height()); } } // namespace WebCore #endif