/* * 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(3D_CANVAS) #include "GraphicsContext3D.h" #import "BlockExceptions.h" #include "CanvasObject.h" #include "ImageBuffer.h" #include "NotImplemented.h" #include "WebGLActiveInfo.h" #include "ArrayBufferView.h" #include "WebGLBuffer.h" #include "Float32Array.h" #include "WebGLFramebuffer.h" #include "Int32Array.h" #include "WebGLLayer.h" #include "WebGLProgram.h" #include "WebGLRenderbuffer.h" #include "WebGLShader.h" #include "WebGLTexture.h" #include "Uint8Array.h" #include #include #include #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)); } PassOwnPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow) { OwnPtr context(new GraphicsContext3D(attrs, hostWindow)); return context->m_contextObj ? context.release() : 0; } GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow) : m_currentWidth(0) , m_currentHeight(0) , m_attrs(attrs) , m_contextObj(0) , m_texture(0) , m_fbo(0) , m_depthStencilBuffer(0) , m_boundFBO(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); ::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); } ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); ::glClearColor(0, 0, 0, 0); } GraphicsContext3D::~GraphicsContext3D() { if (m_contextObj) { CGLSetCurrentContext(m_contextObj); ::glDeleteTextures(1, &m_texture); 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::validateAttributes() { const char* extensions = reinterpret_cast(::glGetString(GL_EXTENSIONS)); if (m_attrs.stencil) { if (std::strstr(extensions, "GL_EXT_packed_depth_stencil")) { if (!m_attrs.depth) m_attrs.depth = true; } else m_attrs.stencil = false; } if (m_attrs.antialias) { bool isValidVendor = true; // Currently in Mac we only turn on antialias if vendor is NVIDIA. const char* vendor = reinterpret_cast(::glGetString(GL_VENDOR)); if (!std::strstr(vendor, "NVIDIA")) isValidVendor = false; if (!isValidVendor || !std::strstr(extensions, "GL_EXT_framebuffer_multisample")) m_attrs.antialias = false; } // FIXME: instead of enforcing premultipliedAlpha = true, implement the // correct behavior when premultipliedAlpha = false is requested. m_attrs.premultipliedAlpha = true; } void GraphicsContext3D::makeContextCurrent() { CGLSetCurrentContext(m_contextObj); } void GraphicsContext3D::beginPaint(WebGLRenderingContext* context) { UNUSED_PARAM(context); } void GraphicsContext3D::endPaint() { } bool GraphicsContext3D::isGLES2Compliant() const { return false; } void GraphicsContext3D::reshape(int width, int height) { if (width == m_currentWidth && height == m_currentHeight || !m_contextObj) return; m_currentWidth = width; m_currentHeight = height; CGLSetCurrentContext(m_contextObj); GLuint internalColorFormat, colorFormat, internalDepthStencilFormat = 0; if (m_attrs.alpha) { internalColorFormat = GL_RGBA8; colorFormat = GL_RGBA; } else { internalColorFormat = GL_RGB8; colorFormat = GL_RGB; } if (m_attrs.stencil || m_attrs.depth) { // We don't allow the logic where stencil is required and depth is not. // See GraphicsContext3D constructor. if (m_attrs.stencil && m_attrs.depth) internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; else internalDepthStencilFormat = GL_DEPTH_COMPONENT; } bool mustRestoreFBO = false; // resize multisample FBO if (m_attrs.antialias) { GLint maxSampleCount; ::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); GLint sampleCount = std::min(8, maxSampleCount); if (sampleCount > maxSampleCount) sampleCount = maxSampleCount; if (m_boundFBO != m_multisampleFBO) { ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); mustRestoreFBO = true; } ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalColorFormat, width, height); ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) { ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); if (m_attrs.stencil) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); if (m_attrs.depth) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); } ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { // FIXME: cleanup. notImplemented(); } } // resize regular FBO if (m_boundFBO != m_fbo) { mustRestoreFBO = true; ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } ::glBindTexture(GL_TEXTURE_2D, m_texture); ::glTexImage2D(GL_TEXTURE_2D, 0, internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); ::glBindTexture(GL_TEXTURE_2D, 0); if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) { ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); if (m_attrs.stencil) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); if (m_attrs.depth) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { // FIXME: cleanup notImplemented(); } if (m_attrs.antialias) { ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); if (m_boundFBO == m_multisampleFBO) mustRestoreFBO = false; } // Initialize renderbuffers to 0. GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE, stencilMask = GL_TRUE; GLboolean isScissorEnabled = GL_FALSE; GLboolean isDitherEnabled = GL_FALSE; GLbitfield clearMask = GL_COLOR_BUFFER_BIT; ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if (m_attrs.depth) { ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); ::glDepthMask(GL_TRUE); clearMask |= GL_DEPTH_BUFFER_BIT; } if (m_attrs.stencil) { ::glGetBooleanv(GL_STENCIL_WRITEMASK, &stencilMask); ::glStencilMask(GL_TRUE); clearMask |= GL_STENCIL_BUFFER_BIT; } isScissorEnabled = ::glIsEnabled(GL_SCISSOR_TEST); ::glDisable(GL_SCISSOR_TEST); isDitherEnabled = ::glIsEnabled(GL_DITHER); ::glDisable(GL_DITHER); ::glClear(clearMask); ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); if (m_attrs.depth) ::glDepthMask(depthMask); if (m_attrs.stencil) ::glStencilMask(stencilMask); if (isScissorEnabled) ::glEnable(GL_SCISSOR_TEST); else ::glDisable(GL_SCISSOR_TEST); if (isDitherEnabled) ::glEnable(GL_DITHER); else ::glDisable(GL_DITHER); if (mustRestoreFBO) ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); ::glFlush(); } static inline void ensureContext(CGLContextObj context) { if (!context) return; CGLContextObj currentContext = CGLGetCurrentContext(); if (currentContext != context) CGLSetCurrentContext(context); } void GraphicsContext3D::prepareTexture() { ensureContext(m_contextObj); if (m_attrs.antialias) { ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); ::glBlitFramebufferEXT(0, 0, m_currentWidth, m_currentHeight, 0, 0, m_currentWidth, m_currentHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); } ::glFinish(); } void GraphicsContext3D::activeTexture(unsigned long texture) { ensureContext(m_contextObj); ::glActiveTexture(texture); } void GraphicsContext3D::attachShader(WebGLProgram* program, WebGLShader* shader) { ASSERT(program); ASSERT(shader); ensureContext(m_contextObj); ::glAttachShader((GLuint) program->object(), (GLuint) shader->object()); } void GraphicsContext3D::bindAttribLocation(WebGLProgram* program, unsigned long index, const String& name) { ASSERT(program); ensureContext(m_contextObj); ::glBindAttribLocation((GLuint) program->object(), index, name.utf8().data()); } void GraphicsContext3D::bindBuffer(unsigned long target, WebGLBuffer* buffer) { ensureContext(m_contextObj); ::glBindBuffer(target, buffer ? (GLuint) buffer->object() : 0); } void GraphicsContext3D::bindFramebuffer(unsigned long target, WebGLFramebuffer* buffer) { ensureContext(m_contextObj); GLuint fbo; if (buffer && buffer->object()) fbo = (GLuint)buffer->object(); else fbo = (m_attrs.antialias ? m_multisampleFBO : m_fbo); if (fbo != m_boundFBO) { ::glBindFramebufferEXT(target, fbo); m_boundFBO = fbo; } } void GraphicsContext3D::bindRenderbuffer(unsigned long target, WebGLRenderbuffer* renderbuffer) { ensureContext(m_contextObj); ::glBindRenderbufferEXT(target, renderbuffer ? (GLuint) renderbuffer->object() : 0); } void GraphicsContext3D::bindTexture(unsigned long target, WebGLTexture* texture) { ensureContext(m_contextObj); ::glBindTexture(target, texture ? (GLuint) texture->object() : 0); } void GraphicsContext3D::blendColor(double red, double green, double blue, double alpha) { ensureContext(m_contextObj); ::glBlendColor(static_cast(red), static_cast(green), static_cast(blue), static_cast(alpha)); } void GraphicsContext3D::blendEquation( unsigned long mode ) { ensureContext(m_contextObj); ::glBlendEquation(mode); } void GraphicsContext3D::blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha) { ensureContext(m_contextObj); ::glBlendEquationSeparate(modeRGB, modeAlpha); } void GraphicsContext3D::blendFunc(unsigned long sfactor, unsigned long dfactor) { ensureContext(m_contextObj); ::glBlendFunc(sfactor, dfactor); } void GraphicsContext3D::blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha) { ensureContext(m_contextObj); ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void GraphicsContext3D::bufferData(unsigned long target, int size, unsigned long usage) { ensureContext(m_contextObj); ::glBufferData(target, size, 0, usage); } void GraphicsContext3D::bufferData(unsigned long target, ArrayBufferView* array, unsigned long usage) { if (!array || !array->length()) return; ensureContext(m_contextObj); ::glBufferData(target, array->byteLength(), array->baseAddress(), usage); } void GraphicsContext3D::bufferSubData(unsigned long target, long offset, ArrayBufferView* array) { if (!array || !array->length()) return; ensureContext(m_contextObj); ::glBufferSubData(target, offset, array->byteLength(), array->baseAddress()); } unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target) { ensureContext(m_contextObj); return ::glCheckFramebufferStatusEXT(target); } void GraphicsContext3D::clearColor(double r, double g, double b, double a) { ensureContext(m_contextObj); ::glClearColor(static_cast(r), static_cast(g), static_cast(b), static_cast(a)); } void GraphicsContext3D::clear(unsigned long mask) { ensureContext(m_contextObj); ::glClear(mask); } void GraphicsContext3D::clearDepth(double depth) { ensureContext(m_contextObj); ::glClearDepth(depth); } void GraphicsContext3D::clearStencil(long s) { ensureContext(m_contextObj); ::glClearStencil(s); } void GraphicsContext3D::colorMask(bool red, bool green, bool blue, bool alpha) { ensureContext(m_contextObj); ::glColorMask(red, green, blue, alpha); } void GraphicsContext3D::compileShader(WebGLShader* shader) { ASSERT(shader); ensureContext(m_contextObj); ::glCompileShader((GLuint) shader->object()); } void GraphicsContext3D::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border) { ensureContext(m_contextObj); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) { ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); ::glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); } void GraphicsContext3D::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height) { ensureContext(m_contextObj); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) { ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); ::glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); } void GraphicsContext3D::cullFace(unsigned long mode) { ensureContext(m_contextObj); ::glCullFace(mode); } void GraphicsContext3D::depthFunc(unsigned long func) { ensureContext(m_contextObj); ::glDepthFunc(func); } void GraphicsContext3D::depthMask(bool flag) { ensureContext(m_contextObj); ::glDepthMask(flag); } void GraphicsContext3D::depthRange(double zNear, double zFar) { ensureContext(m_contextObj); ::glDepthRange(zNear, zFar); } void GraphicsContext3D::detachShader(WebGLProgram* program, WebGLShader* shader) { ASSERT(program); ASSERT(shader); ensureContext(m_contextObj); ::glDetachShader((GLuint) program->object(), (GLuint) shader->object()); } void GraphicsContext3D::disable(unsigned long cap) { ensureContext(m_contextObj); ::glDisable(cap); } void GraphicsContext3D::disableVertexAttribArray(unsigned long index) { ensureContext(m_contextObj); ::glDisableVertexAttribArray(index); } void GraphicsContext3D::drawArrays(unsigned long mode, long first, long count) { ensureContext(m_contextObj); ::glDrawArrays(mode, first, count); } void GraphicsContext3D::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) { ensureContext(m_contextObj); ::glDrawElements(mode, count, type, reinterpret_cast(static_cast(offset))); } void GraphicsContext3D::enable(unsigned long cap) { ensureContext(m_contextObj); ::glEnable(cap); } void GraphicsContext3D::enableVertexAttribArray(unsigned long index) { ensureContext(m_contextObj); ::glEnableVertexAttribArray(index); } void GraphicsContext3D::finish() { ensureContext(m_contextObj); ::glFinish(); } void GraphicsContext3D::flush() { ensureContext(m_contextObj); ::glFlush(); } void GraphicsContext3D::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLRenderbuffer* buffer) { ensureContext(m_contextObj); GLuint renderbuffer = (buffer ? (GLuint) buffer->object() : 0); if (attachment == DEPTH_STENCIL_ATTACHMENT) { ::glFramebufferRenderbufferEXT(target, DEPTH_ATTACHMENT, renderbuffertarget, renderbuffer); ::glFramebufferRenderbufferEXT(target, STENCIL_ATTACHMENT, renderbuffertarget, renderbuffer); } else ::glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, renderbuffer); } void GraphicsContext3D::framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLTexture* texture, long level) { ensureContext(m_contextObj); ::glFramebufferTexture2DEXT(target, attachment, textarget, texture ? (GLuint) texture->object() : 0, level); } void GraphicsContext3D::frontFace(unsigned long mode) { ensureContext(m_contextObj); ::glFrontFace(mode); } void GraphicsContext3D::generateMipmap(unsigned long target) { ensureContext(m_contextObj); ::glGenerateMipmapEXT(target); } bool GraphicsContext3D::getActiveAttrib(WebGLProgram* program, unsigned long index, ActiveInfo& info) { if (!program->object()) { synthesizeGLError(INVALID_VALUE); return false; } ensureContext(m_contextObj); GLint maxAttributeSize = 0; ::glGetProgramiv(static_cast(program->object()), GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxAttributeSize); GLchar name[maxAttributeSize]; // GL_ACTIVE_ATTRIBUTE_MAX_LENGTH includes null termination GLsizei nameLength = 0; GLint size = 0; GLenum type = 0; ::glGetActiveAttrib(static_cast(program->object()), index, maxAttributeSize, &nameLength, &size, &type, name); if (!nameLength) return false; info.name = String(name, nameLength); info.type = type; info.size = size; return true; } bool GraphicsContext3D::getActiveUniform(WebGLProgram* program, unsigned long index, ActiveInfo& info) { if (!program->object()) { synthesizeGLError(INVALID_VALUE); return false; } ensureContext(m_contextObj); GLint maxUniformSize = 0; ::glGetProgramiv(static_cast(program->object()), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformSize); GLchar name[maxUniformSize]; // GL_ACTIVE_UNIFORM_MAX_LENGTH includes null termination GLsizei nameLength = 0; GLint size = 0; GLenum type = 0; ::glGetActiveUniform(static_cast(program->object()), index, maxUniformSize, &nameLength, &size, &type, name); if (!nameLength) return false; info.name = String(name, nameLength); info.type = type; info.size = size; return true; } int GraphicsContext3D::getAttribLocation(WebGLProgram* program, const String& name) { if (!program) return -1; ensureContext(m_contextObj); return ::glGetAttribLocation((GLuint) program->object(), name.utf8().data()); } GraphicsContext3D::Attributes GraphicsContext3D::getContextAttributes() { return m_attrs; } unsigned long GraphicsContext3D::getError() { if (m_syntheticErrors.size() > 0) { ListHashSet::iterator iter = m_syntheticErrors.begin(); unsigned long err = *iter; m_syntheticErrors.remove(iter); return err; } ensureContext(m_contextObj); return ::glGetError(); } String GraphicsContext3D::getString(unsigned long name) { ensureContext(m_contextObj); return String((const char*) ::glGetString(name)); } void GraphicsContext3D::hint(unsigned long target, unsigned long mode) { ensureContext(m_contextObj); ::glHint(target, mode); } bool GraphicsContext3D::isBuffer(WebGLBuffer* buffer) { if (!buffer) return false; ensureContext(m_contextObj); return ::glIsBuffer((GLuint) buffer->object()); } bool GraphicsContext3D::isEnabled(unsigned long cap) { ensureContext(m_contextObj); return ::glIsEnabled(cap); } bool GraphicsContext3D::isFramebuffer(WebGLFramebuffer* framebuffer) { if (!framebuffer) return false; ensureContext(m_contextObj); return ::glIsFramebufferEXT((GLuint) framebuffer->object()); } bool GraphicsContext3D::isProgram(WebGLProgram* program) { if (!program) return false; ensureContext(m_contextObj); return ::glIsProgram((GLuint) program->object()); } bool GraphicsContext3D::isRenderbuffer(WebGLRenderbuffer* renderbuffer) { if (!renderbuffer) return false; ensureContext(m_contextObj); return ::glIsRenderbufferEXT((GLuint) renderbuffer->object()); } bool GraphicsContext3D::isShader(WebGLShader* shader) { if (!shader) return false; ensureContext(m_contextObj); return ::glIsShader((GLuint) shader->object()); } bool GraphicsContext3D::isTexture(WebGLTexture* texture) { if (!texture) return false; ensureContext(m_contextObj); return ::glIsTexture((GLuint) texture->object()); } void GraphicsContext3D::lineWidth(double width) { ensureContext(m_contextObj); ::glLineWidth(static_cast(width)); } void GraphicsContext3D::linkProgram(WebGLProgram* program) { ASSERT(program); ensureContext(m_contextObj); ::glLinkProgram((GLuint) program->object()); } void GraphicsContext3D::pixelStorei(unsigned long pname, long param) { ensureContext(m_contextObj); ::glPixelStorei(pname, param); } void GraphicsContext3D::polygonOffset(double factor, double units) { ensureContext(m_contextObj); ::glPolygonOffset(static_cast(factor), static_cast(units)); } void GraphicsContext3D::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* data) { // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., // all previous rendering calls should be done before reading pixels. ensureContext(m_contextObj); ::glFlush(); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) { ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); ::glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); ::glFlush(); } ::glReadPixels(x, y, width, height, format, type, data); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); } void GraphicsContext3D::releaseShaderCompiler() { // FIXME: This is not implemented on desktop OpenGL. We need to have ifdefs for the different GL variants ensureContext(m_contextObj); //::glReleaseShaderCompiler(); } void GraphicsContext3D::renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height) { ensureContext(m_contextObj); switch (internalformat) { case DEPTH_STENCIL: internalformat = GL_DEPTH24_STENCIL8_EXT; break; case DEPTH_COMPONENT16: internalformat = GL_DEPTH_COMPONENT; break; case RGBA4: case RGB5_A1: internalformat = GL_RGBA; break; case RGB565: internalformat = GL_RGB; break; } ::glRenderbufferStorageEXT(target, internalformat, width, height); } void GraphicsContext3D::sampleCoverage(double value, bool invert) { ensureContext(m_contextObj); ::glSampleCoverage(static_cast(value), invert); } void GraphicsContext3D::scissor(long x, long y, unsigned long width, unsigned long height) { ensureContext(m_contextObj); ::glScissor(x, y, width, height); } void GraphicsContext3D::shaderSource(WebGLShader* shader, const String& string) { ASSERT(shader); ensureContext(m_contextObj); const CString& cs = string.utf8(); const char* s = cs.data(); int length = string.length(); ::glShaderSource((GLuint) shader->object(), 1, &s, &length); } void GraphicsContext3D::stencilFunc(unsigned long func, long ref, unsigned long mask) { ensureContext(m_contextObj); ::glStencilFunc(func, ref, mask); } void GraphicsContext3D::stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask) { ensureContext(m_contextObj); ::glStencilFuncSeparate(face, func, ref, mask); } void GraphicsContext3D::stencilMask(unsigned long mask) { ensureContext(m_contextObj); ::glStencilMask(mask); } void GraphicsContext3D::stencilMaskSeparate(unsigned long face, unsigned long mask) { ensureContext(m_contextObj); ::glStencilMaskSeparate(face, mask); } void GraphicsContext3D::stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass) { ensureContext(m_contextObj); ::glStencilOp(fail, zfail, zpass); } void GraphicsContext3D::stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass) { ensureContext(m_contextObj); ::glStencilOpSeparate(face, fail, zfail, zpass); } void GraphicsContext3D::texParameterf(unsigned target, unsigned pname, float value) { ensureContext(m_contextObj); ::glTexParameterf(target, pname, static_cast(value)); } void GraphicsContext3D::texParameteri(unsigned target, unsigned pname, int value) { ensureContext(m_contextObj); ::glTexParameteri(target, pname, static_cast(value)); } void GraphicsContext3D::uniform1f(long location, float v0) { ensureContext(m_contextObj); ::glUniform1f(location, v0); } void GraphicsContext3D::uniform1fv(long location, float* array, int size) { ensureContext(m_contextObj); ::glUniform1fv(location, size, array); } void GraphicsContext3D::uniform2f(long location, float v0, float v1) { ensureContext(m_contextObj); ::glUniform2f(location, v0, v1); } void GraphicsContext3D::uniform2fv(long location, float* array, int size) { // FIXME: length needs to be a multiple of 2 ensureContext(m_contextObj); ::glUniform2fv(location, size, array); } void GraphicsContext3D::uniform3f(long location, float v0, float v1, float v2) { ensureContext(m_contextObj); ::glUniform3f(location, v0, v1, v2); } void GraphicsContext3D::uniform3fv(long location, float* array, int size) { // FIXME: length needs to be a multiple of 3 ensureContext(m_contextObj); ::glUniform3fv(location, size, array); } void GraphicsContext3D::uniform4f(long location, float v0, float v1, float v2, float v3) { ensureContext(m_contextObj); ::glUniform4f(location, v0, v1, v2, v3); } void GraphicsContext3D::uniform4fv(long location, float* array, int size) { // FIXME: length needs to be a multiple of 4 ensureContext(m_contextObj); ::glUniform4fv(location, size, array); } void GraphicsContext3D::uniform1i(long location, int v0) { ensureContext(m_contextObj); ::glUniform1i(location, v0); } void GraphicsContext3D::uniform1iv(long location, int* array, int size) { ensureContext(m_contextObj); ::glUniform1iv(location, size, array); } void GraphicsContext3D::uniform2i(long location, int v0, int v1) { ensureContext(m_contextObj); ::glUniform2i(location, v0, v1); } void GraphicsContext3D::uniform2iv(long location, int* array, int size) { // FIXME: length needs to be a multiple of 2 ensureContext(m_contextObj); ::glUniform2iv(location, size, array); } void GraphicsContext3D::uniform3i(long location, int v0, int v1, int v2) { ensureContext(m_contextObj); ::glUniform3i(location, v0, v1, v2); } void GraphicsContext3D::uniform3iv(long location, int* array, int size) { // FIXME: length needs to be a multiple of 3 ensureContext(m_contextObj); ::glUniform3iv(location, size, array); } void GraphicsContext3D::uniform4i(long location, int v0, int v1, int v2, int v3) { ensureContext(m_contextObj); ::glUniform4i(location, v0, v1, v2, v3); } void GraphicsContext3D::uniform4iv(long location, int* array, int size) { // FIXME: length needs to be a multiple of 4 ensureContext(m_contextObj); ::glUniform4iv(location, size, array); } void GraphicsContext3D::uniformMatrix2fv(long location, bool transpose, float* array, int size) { // FIXME: length needs to be a multiple of 4 ensureContext(m_contextObj); ::glUniformMatrix2fv(location, size, transpose, array); } void GraphicsContext3D::uniformMatrix3fv(long location, bool transpose, float* array, int size) { // FIXME: length needs to be a multiple of 9 ensureContext(m_contextObj); ::glUniformMatrix3fv(location, size, transpose, array); } void GraphicsContext3D::uniformMatrix4fv(long location, bool transpose, float* array, int size) { // FIXME: length needs to be a multiple of 16 ensureContext(m_contextObj); ::glUniformMatrix4fv(location, size, transpose, array); } void GraphicsContext3D::useProgram(WebGLProgram* program) { ASSERT(program); ensureContext(m_contextObj); ::glUseProgram((GLuint) program->object()); } void GraphicsContext3D::validateProgram(WebGLProgram* program) { ASSERT(program); ensureContext(m_contextObj); ::glValidateProgram((GLuint) program->object()); } void GraphicsContext3D::vertexAttrib1f(unsigned long indx, float v0) { ensureContext(m_contextObj); ::glVertexAttrib1f(indx, v0); } void GraphicsContext3D::vertexAttrib1fv(unsigned long indx, float* array) { ensureContext(m_contextObj); ::glVertexAttrib1fv(indx, array); } void GraphicsContext3D::vertexAttrib2f(unsigned long indx, float v0, float v1) { ensureContext(m_contextObj); ::glVertexAttrib2f(indx, v0, v1); } void GraphicsContext3D::vertexAttrib2fv(unsigned long indx, float* array) { ensureContext(m_contextObj); ::glVertexAttrib2fv(indx, array); } void GraphicsContext3D::vertexAttrib3f(unsigned long indx, float v0, float v1, float v2) { ensureContext(m_contextObj); ::glVertexAttrib3f(indx, v0, v1, v2); } void GraphicsContext3D::vertexAttrib3fv(unsigned long indx, float* array) { ensureContext(m_contextObj); ::glVertexAttrib3fv(indx, array); } void GraphicsContext3D::vertexAttrib4f(unsigned long indx, float v0, float v1, float v2, float v3) { ensureContext(m_contextObj); ::glVertexAttrib4f(indx, v0, v1, v2, v3); } void GraphicsContext3D::vertexAttrib4fv(unsigned long indx, float* array) { ensureContext(m_contextObj); ::glVertexAttrib4fv(indx, array); } void GraphicsContext3D::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset) { ensureContext(m_contextObj); ::glVertexAttribPointer(indx, size, type, normalized, stride, reinterpret_cast(static_cast(offset))); } void GraphicsContext3D::viewport(long x, long y, unsigned long width, unsigned long height) { ensureContext(m_contextObj); ::glViewport(static_cast(x), static_cast(y), static_cast(width), static_cast(height)); } void GraphicsContext3D::getBooleanv(unsigned long pname, unsigned char* value) { ensureContext(m_contextObj); ::glGetBooleanv(pname, value); } void GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname, int* value) { ensureContext(m_contextObj); ::glGetBufferParameteriv(target, pname, value); } void GraphicsContext3D::getFloatv(unsigned long pname, float* value) { ensureContext(m_contextObj); ::glGetFloatv(pname, value); } void GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value) { ensureContext(m_contextObj); if (attachment == DEPTH_STENCIL_ATTACHMENT) attachment = DEPTH_ATTACHMENT; // Or STENCIL_ATTACHMENT, either works. ::glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); } void GraphicsContext3D::getIntegerv(unsigned long pname, int* value) { // Need to emulate IMPLEMENTATION_COLOR_READ_FORMAT/TYPE for GL. Any valid // combination should work, but GL_RGB/GL_UNSIGNED_BYTE might be the most // useful for desktop WebGL users. ensureContext(m_contextObj); switch (pname) { case IMPLEMENTATION_COLOR_READ_FORMAT: *value = GL_RGB; break; case IMPLEMENTATION_COLOR_READ_TYPE: *value = GL_UNSIGNED_BYTE; break; default: ::glGetIntegerv(pname, value); } } void GraphicsContext3D::getProgramiv(WebGLProgram* program, unsigned long pname, int* value) { ensureContext(m_contextObj); ::glGetProgramiv((GLuint) program->object(), pname, value); } String GraphicsContext3D::getProgramInfoLog(WebGLProgram* program) { ASSERT(program); ensureContext(m_contextObj); GLint length; ::glGetProgramiv((GLuint) program->object(), GL_INFO_LOG_LENGTH, &length); GLsizei size; GLchar* info = (GLchar*) fastMalloc(length); if (!info) return ""; ::glGetProgramInfoLog((GLuint) program->object(), length, &size, info); String s(info); fastFree(info); return s; } void GraphicsContext3D::getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value) { ensureContext(m_contextObj); ::glGetRenderbufferParameterivEXT(target, pname, value); } void GraphicsContext3D::getShaderiv(WebGLShader* shader, unsigned long pname, int* value) { ASSERT(shader); ensureContext(m_contextObj); ::glGetShaderiv((GLuint) shader->object(), pname, value); } String GraphicsContext3D::getShaderInfoLog(WebGLShader* shader) { ASSERT(shader); ensureContext(m_contextObj); GLint length; ::glGetShaderiv((GLuint) shader->object(), GL_INFO_LOG_LENGTH, &length); GLsizei size; GLchar* info = (GLchar*) fastMalloc(length); if (!info) return ""; ::glGetShaderInfoLog((GLuint) shader->object(), length, &size, info); String s(info); fastFree(info); return s; } String GraphicsContext3D::getShaderSource(WebGLShader* shader) { ASSERT(shader); ensureContext(m_contextObj); GLint length; ::glGetShaderiv((GLuint) shader->object(), GL_SHADER_SOURCE_LENGTH, &length); GLsizei size; GLchar* info = (GLchar*) fastMalloc(length); if (!info) return ""; ::glGetShaderSource((GLuint) shader->object(), length, &size, info); String s(info); fastFree(info); return s; } void GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname, float* value) { ensureContext(m_contextObj); ::glGetTexParameterfv(target, pname, value); } void GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname, int* value) { ensureContext(m_contextObj); ::glGetTexParameteriv(target, pname, value); } void GraphicsContext3D::getUniformfv(WebGLProgram* program, long location, float* value) { ensureContext(m_contextObj); ::glGetUniformfv((GLuint) program->object(), location, value); } void GraphicsContext3D::getUniformiv(WebGLProgram* program, long location, int* value) { ensureContext(m_contextObj); ::glGetUniformiv((GLuint) program->object(), location, value); } long GraphicsContext3D::getUniformLocation(WebGLProgram* program, const String& name) { ASSERT(program); ensureContext(m_contextObj); return ::glGetUniformLocation((GLuint) program->object(), name.utf8().data()); } void GraphicsContext3D::getVertexAttribfv(unsigned long index, unsigned long pname, float* value) { ensureContext(m_contextObj); ::glGetVertexAttribfv(index, pname, value); } void GraphicsContext3D::getVertexAttribiv(unsigned long index, unsigned long pname, int* value) { ensureContext(m_contextObj); ::glGetVertexAttribiv(index, pname, value); } long GraphicsContext3D::getVertexAttribOffset(unsigned long index, unsigned long pname) { ensureContext(m_contextObj); void* pointer; ::glGetVertexAttribPointerv(index, pname, &pointer); return reinterpret_cast(pointer); } int GraphicsContext3D::texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, void* pixels) { ensureContext(m_contextObj); ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); return 0; } int GraphicsContext3D::texSubImage2D(unsigned target, unsigned level, unsigned xoff, unsigned yoff, unsigned width, unsigned height, unsigned format, unsigned type, void* pixels) { ensureContext(m_contextObj); // FIXME: we will need to deal with PixelStore params when dealing with image buffers that differ from the subimage size ::glTexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels); return 0; } unsigned GraphicsContext3D::createBuffer() { ensureContext(m_contextObj); GLuint o; glGenBuffers(1, &o); return o; } unsigned GraphicsContext3D::createFramebuffer() { ensureContext(m_contextObj); GLuint o; glGenFramebuffersEXT(1, &o); return o; } unsigned GraphicsContext3D::createProgram() { ensureContext(m_contextObj); return glCreateProgram(); } unsigned GraphicsContext3D::createRenderbuffer() { ensureContext(m_contextObj); GLuint o; glGenRenderbuffersEXT(1, &o); return o; } unsigned GraphicsContext3D::createShader(unsigned long type) { ensureContext(m_contextObj); return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); } unsigned GraphicsContext3D::createTexture() { ensureContext(m_contextObj); GLuint o; glGenTextures(1, &o); return o; } void GraphicsContext3D::deleteBuffer(unsigned buffer) { ensureContext(m_contextObj); glDeleteBuffers(1, &buffer); } void GraphicsContext3D::deleteFramebuffer(unsigned framebuffer) { ensureContext(m_contextObj); glDeleteFramebuffersEXT(1, &framebuffer); } void GraphicsContext3D::deleteProgram(unsigned program) { ensureContext(m_contextObj); glDeleteProgram(program); } void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer) { ensureContext(m_contextObj); glDeleteRenderbuffersEXT(1, &renderbuffer); } void GraphicsContext3D::deleteShader(unsigned shader) { ensureContext(m_contextObj); glDeleteShader(shader); } void GraphicsContext3D::deleteTexture(unsigned texture) { ensureContext(m_contextObj); glDeleteTextures(1, &texture); } 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: return 0; } } void GraphicsContext3D::synthesizeGLError(unsigned long error) { m_syntheticErrors.add(error); } } #endif // ENABLE(3D_CANVAS)