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author | kbr@google.com <kbr@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-28 20:58:52 +0000 |
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committer | kbr@google.com <kbr@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-09-28 20:58:52 +0000 |
commit | 50e8299eb26f3a289c35badb7e740eb109981cd1 (patch) | |
tree | bf281eb3aee39a02f0b28bb1c8b8e2bff59bd2ad /webkit/api | |
parent | 3676406485fd9d45aad8f9ed52b390c0c093b684 (diff) | |
download | chromium_src-50e8299eb26f3a289c35badb7e740eb109981cd1.zip chromium_src-50e8299eb26f3a289c35badb7e740eb109981cd1.tar.gz chromium_src-50e8299eb26f3a289c35badb7e740eb109981cd1.tar.bz2 |
Incorporated initial WebGL implementation for Chrome, currently
disabled in the build. Change ENABLE_3D_CANVAS to 1 in
src/third_party/WebKit/WebKit/chromium/features.gypi and regenerate
project files to compile. Current code is Windows-specific and
requires the sandbox to be disabled. Follow-on work will add ports to
other platforms and eventually work with the sandbox enabled.
This CL follows https://bugs.webkit.org/show_bug.cgi?id=29664 .
BUG=http://code.google.com/p/chromium/issues/detail?id=21852
TEST=none (runs preexisting WebGL layout tests; more coming)
Review URL: http://codereview.chromium.org/219001
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@27404 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'webkit/api')
-rw-r--r-- | webkit/api/src/GraphicsContext3D.cpp | 2012 |
1 files changed, 2012 insertions, 0 deletions
diff --git a/webkit/api/src/GraphicsContext3D.cpp b/webkit/api/src/GraphicsContext3D.cpp new file mode 100644 index 0000000..1819490 --- /dev/null +++ b/webkit/api/src/GraphicsContext3D.cpp @@ -0,0 +1,2012 @@ +/* + * 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 "CanvasBuffer.h" +#include "CanvasByteArray.h" +#include "CanvasFloatArray.h" +#include "CanvasFramebuffer.h" +#include "CanvasIntArray.h" +#include "CanvasObject.h" +#include "CanvasProgram.h" +#include "CanvasRenderbuffer.h" +#include "CanvasRenderingContext3D.h" +#include "CanvasShader.h" +#include "CanvasTexture.h" +#include "CanvasUnsignedByteArray.h" +#include "CString.h" +#include "HTMLCanvasElement.h" +#include "HTMLImageElement.h" +#include "ImageBuffer.h" +#include "ImageData.h" +#include "NotImplemented.h" +#include <wtf/FastMalloc.h> + +#include <stdio.h> + +#if PLATFORM(WIN_OS) +#include <windows.h> +#endif + +#include "GL/glew.h" + +#include "NativeImageSkia.h" + +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 == NULL ? 0 : val->object()) + +class GraphicsContext3DInternal { +public: + GraphicsContext3DInternal(); + ~GraphicsContext3DInternal(); + + void checkError() const; + bool makeContextCurrent(); + + PlatformGraphicsContext3D platformGraphicsContext3D() const; + Platform3DObject platformTexture() const; + + void reshape(int width, int height); + + void beginPaint(CanvasRenderingContext3D* context); + + bool validateTextureTarget(int target); + bool validateTextureParameter(int param); + + void activeTexture(unsigned long texture); + void bindBuffer(unsigned long target, + CanvasBuffer* buffer); + void bindTexture(unsigned long target, + CanvasTexture* texture); + void bufferDataImpl(unsigned long target, int size, const void* data, unsigned long usage); + void colorMask(bool red, bool green, bool blue, bool alpha); + void depthMask(bool flag); + void disable(unsigned long cap); + void disableVertexAttribArray(unsigned long index); + void enable(unsigned long cap); + void enableVertexAttribArray(unsigned long index); + void useProgram(CanvasProgram* program); + 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); + +private: + unsigned int m_texture; + unsigned int m_fbo; + unsigned int m_depthBuffer; + + // Objects for flipping the render output vertically + unsigned int m_altTexture; + unsigned int m_quadVBO; + unsigned int m_quadProgram; + unsigned int m_quadTexLocation; + + // Storage for saving/restoring buffer, vertex attribute, + // blending, and program state when drawing flipped quad + unsigned int m_currentProgram; + bool m_blendEnabled; + bool m_depthTestEnabled; + bool m_depthMaskEnabled; + bool m_colorMask[4]; + 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; + }; + VertexAttribPointerState m_vertexAttribPointerState[1]; + unsigned int m_activeTextureUnit; + class TextureUnitState { + public: + TextureUnitState(); + + unsigned long target; + unsigned int texture; + }; + TextureUnitState m_textureUnitState[1]; + int m_viewport[4]; + +#if PLATFORM(WIN_OS) + HWND m_canvasWindow; + HDC m_canvasDC; + HGLRC m_contextObj; +#else + #error Must port GraphicsContext3D to your platform +#endif +}; + +GraphicsContext3DInternal::VertexAttribPointerState::VertexAttribPointerState() + : enabled(false) + , buffer(0) + , indx(0) + , size(0) + , type(0) + , normalized(false) + , stride(0) + , offset(0) +{ +} + +GraphicsContext3DInternal::TextureUnitState::TextureUnitState() + : target(0) + , texture(0) +{ +} + +GraphicsContext3DInternal::GraphicsContext3DInternal() + : m_texture(0) + , m_fbo(0) + , m_depthBuffer(0) + , m_altTexture(0) + , m_quadVBO(0) + , m_quadProgram(0) + , m_quadTexLocation(0) + , m_currentProgram(0) + , m_blendEnabled(false) + , m_depthTestEnabled(false) + , m_depthMaskEnabled(true) + , m_boundArrayBuffer(0) + , m_activeTextureUnit(0) +#if PLATFORM(WIN_OS) + , m_canvasWindow(NULL) + , m_canvasDC(NULL) + , m_contextObj(NULL) +#else +#error Must port to your platform +#endif +{ + for (int i = 0; i < 4; i++) { + m_viewport[i] = 0; + m_colorMask[i] = true; + } +#if PLATFORM(WIN_OS) + WNDCLASS wc; + if (!GetClassInfo(GetModuleHandle(NULL), L"CANVASGL", &wc)) { + ZeroMemory(&wc, sizeof(WNDCLASS)); + wc.style = CS_OWNDC; + wc.hInstance = GetModuleHandle(NULL); + 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, NULL, NULL, GetModuleHandle(NULL), NULL); + 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 = NULL; + setSwapInterval = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT"); + if (setSwapInterval != NULL) + setSwapInterval(1); +#endif // RENDER_TO_DEBUGGING_WINDOW + +#else +#error Must port to your platform +#endif + + // Initialize GLEW and check for GL 2.0 support by the drivers. + GLenum glewInitResult = glewInit(); + if (!glewIsSupported("GL_VERSION_2_0")) { + printf("GraphicsContext3D: OpenGL 2.0 not supported\n"); + return; + } +} + +GraphicsContext3DInternal::~GraphicsContext3DInternal() +{ + makeContextCurrent(); +#ifndef RENDER_TO_DEBUGGING_WINDOW + glDeleteRenderbuffersEXT(1, &m_depthBuffer); + glDeleteTextures(1, &m_texture); + glDeleteTextures(1, &m_altTexture); + glDeleteFramebuffersEXT(1, &m_fbo); +#endif // !RENDER_TO_DEBUGGING_WINDOW +#if PLATFORM(WIN_OS) + wglMakeCurrent(NULL, NULL); + wglDeleteContext(m_contextObj); + ReleaseDC(m_canvasWindow, m_canvasDC); + DestroyWindow(m_canvasWindow); +#else +#error Must port to your platform +#endif + m_contextObj = NULL; +} + +void GraphicsContext3DInternal::checkError() const +{ + // FIXME: This needs to only be done in the debug context. It + // will need to throw an exception on error. + GLenum error = glGetError(); + if (error != GL_NO_ERROR) { + printf("GL Error : %x\n", error); + notImplemented(); + } +} + +bool GraphicsContext3DInternal::makeContextCurrent() +{ +#if PLATFORM(WIN_OS) + if (wglGetCurrentContext() != m_contextObj) + if (wglMakeCurrent(m_canvasDC, 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() +{ + GLuint texture = 0; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, 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 + + makeContextCurrent(); + +#ifndef RENDER_TO_DEBUGGING_WINDOW + if (m_texture == 0) { + // Generate the texture objects + m_texture = createTextureObject(); + m_altTexture = createTextureObject(); + + // Generate the framebuffer object + glGenFramebuffersEXT(1, &m_fbo); + + // Generate the depth buffer + glGenRenderbuffersEXT(1, &m_depthBuffer); + + checkError(); + } + + // Reallocate the color and depth buffers + glBindTexture(GL_TEXTURE_2D, m_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); + glBindTexture(GL_TEXTURE_2D, m_altTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); + glBindTexture(GL_TEXTURE_2D, 0); + + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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, GL_TEXTURE_2D, 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 + + glClear(GL_COLOR_BUFFER_BIT); + viewportImpl(0, 0, width, height); +} + +void GraphicsContext3DInternal::beginPaint(CanvasRenderingContext3D* context) +{ + makeContextCurrent(); + +#ifdef RENDER_TO_DEBUGGING_WINDOW + SwapBuffers(m_canvasDC); +#else + if (m_quadVBO == 0) { + // Prepare necessary objects for rendering. + glGenBuffers(1, &m_quadVBO); + GLfloat vertices[] = {-1.0f, -1.0f, + 1.0f, -1.0f, + 1.0f, 1.0f, + -1.0f, -1.0f, + 1.0f, 1.0f, + -1.0f, 1.0f}; + glBindBuffer(GL_ARRAY_BUFFER, m_quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // Vertex shader does vertical flip. + const GLchar* vertexShaderSrc = + "attribute vec2 g_Position;\n" + "varying vec2 texCoord;\n" + "void main()\n" + "{\n" + " texCoord = vec2((g_Position.x + 1.0) * 0.5,\n" + " (1.0 - g_Position.y) * 0.5);\n" + " gl_Position = vec4(g_Position, 0.0, 1.0);\n" + "}\n"; + // Fragment shader does optional premultiplication of alpha + // into color channels. + const GLchar* fragmentShaderNoPremultSrc = + "varying vec2 texCoord;\n" + "uniform sampler2D texSampler;\n" + "void main()\n" + "{\n" + " gl_FragColor = texture2D(texSampler, texCoord);\n" + "}\n"; + const GLchar* fragmentShaderPremultSrc = + "varying vec2 texCoord;\n" + "uniform sampler2D texSampler;\n" + "void main()\n" + "{\n" + " vec4 color = texture2D(texSampler, texCoord);\n" + " gl_FragColor = vec4(color.r * color.a,\n" + " color.g * color.a,\n" + " color.b * color.a,\n" + " color.a);\n" + "}\n"; + GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertexShader, 1, &vertexShaderSrc, NULL); + checkError(); + GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); + // FIXME: hook up fragmentShaderPremultSrc based on canvas + // context attributes. + glShaderSource(fragmentShader, 1, &fragmentShaderNoPremultSrc, NULL); + checkError(); + m_quadProgram = glCreateProgram(); + glAttachShader(m_quadProgram, vertexShader); + glAttachShader(m_quadProgram, fragmentShader); + glBindAttribLocation(m_quadProgram, 0, "g_Position"); + glLinkProgram(m_quadProgram); + checkError(); + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + m_quadTexLocation = glGetUniformLocation(m_quadProgram, "texSampler"); + checkError(); + } + + // We've just rendered a frame into m_texture. Bind m_altTexture + // as the framebuffer texture, and draw m_texture on to a quad, + // flipping it vertically and performing alpha premultiplication + // and color channel swizzling. Then read back the FBO. + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_altTexture, 0); + glUseProgram(m_quadProgram); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_texture); + glUniform1i(m_quadTexLocation, 0); + glBindBuffer(GL_ARRAY_BUFFER, m_quadVBO); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); + glEnableVertexAttribArray(0); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + glDepthMask(false); + glColorMask(true, true, true, true); + + HTMLCanvasElement* canvas = context->canvas(); + ImageBuffer* imageBuffer = canvas->buffer(); + const SkBitmap& bitmap = *imageBuffer->context()->platformContext()->bitmap(); + ASSERT(bitmap.config() == SkBitmap::kARGB_8888_Config); + glViewport(0, 0, bitmap.width(), bitmap.height()); + + glDrawArrays(GL_TRIANGLES, 0, 6); + + // Read back the frame buffer. + SkAutoLockPixels bitmapLock(bitmap); + glReadPixels(0, 0, bitmap.width(), bitmap.height(), GL_BGRA, GL_UNSIGNED_BYTE, bitmap.getPixels()); + + // Restore the previous FBO state. + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); + + // Restore the user's OpenGL state. + glUseProgram(m_currentProgram); + const VertexAttribPointerState& state = m_vertexAttribPointerState[0]; + if (state.buffer) { + glBindBuffer(GL_ARRAY_BUFFER, state.buffer); + glVertexAttribPointer(state.indx, state.size, state.type, state.normalized, + state.stride, reinterpret_cast<void*>(static_cast<intptr_t>(state.offset))); + } + glBindBuffer(GL_ARRAY_BUFFER, m_boundArrayBuffer); + if (state.enabled) + glEnableVertexAttribArray(0); + else + glDisableVertexAttribArray(0); + const TextureUnitState& texState = m_textureUnitState[0]; + glBindTexture(texState.target, texState.texture); + glActiveTexture(m_activeTextureUnit); + if (m_blendEnabled) + glEnable(GL_BLEND); + if (m_depthTestEnabled) + glEnable(GL_DEPTH_TEST); + glDepthMask(m_depthMaskEnabled); + glColorMask(m_colorMask[0], m_colorMask[1], m_colorMask[2], m_colorMask[3]); + glViewport(m_viewport[0], m_viewport[1], + m_viewport[2], m_viewport[3]); +#endif // RENDER_TO_DEBUGGING_WINDOW +} + +bool GraphicsContext3DInternal::validateTextureTarget(int target) +{ + return (target == GL_TEXTURE_2D || + target == GL_TEXTURE_CUBE_MAP); +} + +bool GraphicsContext3DInternal::validateTextureParameter(int param) +{ + return (param == GL_TEXTURE_MAG_FILTER || + param == GL_TEXTURE_MIN_FILTER || + param == GL_TEXTURE_WRAP_S || + param == GL_TEXTURE_WRAP_T); +} + +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(); + m_activeTextureUnit = texture; + glActiveTexture(texture); +} + +void GraphicsContext3DInternal::bindBuffer(unsigned long target, + CanvasBuffer* buffer) +{ + makeContextCurrent(); + GLuint bufID = EXTRACT(buffer); + if (target == GL_ARRAY_BUFFER) + m_boundArrayBuffer = bufID; + glBindBuffer(target, bufID); +} + +// 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, CanvasTexture*) +void GraphicsContext3DInternal::bindTexture(unsigned long target, + CanvasTexture* texture) +{ + makeContextCurrent(); + unsigned int textureObject = EXTRACT(texture); + + if (m_activeTextureUnit == 0) { + TextureUnitState& state = m_textureUnitState[m_activeTextureUnit]; + state.target = target; + state.texture = textureObject; + } + + 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 != NULL) { + 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::colorMask(bool red, bool green, bool blue, bool alpha) +{ + makeContextCurrent(); + m_colorMask[0] = red; + m_colorMask[1] = green; + m_colorMask[2] = blue; + m_colorMask[3] = alpha; + glColorMask(red, green, blue, alpha); +} + +void GraphicsContext3DInternal::depthMask(bool flag) +{ + makeContextCurrent(); + m_depthMaskEnabled = flag; + glDepthMask(flag); +} + +void GraphicsContext3DInternal::disable(unsigned long cap) +{ + makeContextCurrent(); + switch (cap) { + case GL_BLEND: + m_blendEnabled = false; + case GL_DEPTH_TEST: + m_depthTestEnabled = false; + default: + break; + } + glDisable(cap); +} + +void GraphicsContext3DInternal::disableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + if (index == 0) { + m_vertexAttribPointerState[0].enabled = false; + } + glDisableVertexAttribArray(index); +} + +void GraphicsContext3DInternal::enable(unsigned long cap) +{ + makeContextCurrent(); + switch (cap) { + case GL_BLEND: + m_blendEnabled = true; + case GL_DEPTH_TEST: + m_depthTestEnabled = true; + default: + break; + } + glEnable(cap); +} + +void GraphicsContext3DInternal::enableVertexAttribArray(unsigned long index) +{ + makeContextCurrent(); + if (index == 0) + m_vertexAttribPointerState[0].enabled = true; + glEnableVertexAttribArray(index); +} + +void GraphicsContext3DInternal::useProgram(CanvasProgram* program) +{ + makeContextCurrent(); + m_currentProgram = EXTRACT(program); + glUseProgram(m_currentProgram); +} + +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 == 0) { + VertexAttribPointerState& state = m_vertexAttribPointerState[0]; + 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) +{ + m_viewport[0] = x; + m_viewport[1] = y; + m_viewport[2] = width; + m_viewport[3] = height; + glViewport(x, y, width, height); +} + +// GraphicsContext3D ----------------------------------------------------- + +#define GRAPHICS_CONTEXT_NAME 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 GRAPHICS_CONTEXT_NAME::##name() \ +{ \ + makeContextCurrent(); gl##glname(); \ +} + +#define GL_SAME_METHOD_1(glname, name, t1) \ +void GRAPHICS_CONTEXT_NAME::##name(t1 a1) \ +{ \ + makeContextCurrent(); gl##glname(a1); \ +} + +#define GL_SAME_METHOD_1_X(glname, name, t1) \ +void GRAPHICS_CONTEXT_NAME::##name(t1 a1) \ +{ \ + makeContextCurrent(); gl##glname(EXTRACT(a1)); \ +} + +#define GL_SAME_METHOD_2(glname, name, t1, t2) \ +void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \ +{ \ + makeContextCurrent(); gl##glname(a1,a2); \ +} + +#define GL_SAME_METHOD_2_X12(glname, name, t1, t2) \ +void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \ +{ \ + makeContextCurrent(); gl##glname(EXTRACT(a1),EXTRACT(a2)); \ +} + +#define GL_SAME_METHOD_2_X2(glname, name, t1, t2) \ +void GRAPHICS_CONTEXT_NAME::##name(t1 a1, t2 a2) \ +{ \ + makeContextCurrent(); gl##glname(a1,EXTRACT(a2)); \ +} + +#define GL_SAME_METHOD_3(glname, name, t1, t2, t3) \ +void GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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 GRAPHICS_CONTEXT_NAME::##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); \ +} + +GraphicsContext3D::GraphicsContext3D() + : m_currentWidth(0) + , m_currentHeight(0) + , m_internal(new GraphicsContext3DInternal()) +{ +} + +GraphicsContext3D::~GraphicsContext3D() +{ +} + +PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const +{ + return m_internal->platformGraphicsContext3D(); +} + +Platform3DObject GraphicsContext3D::platformTexture() const +{ + return m_internal->platformTexture(); +} + +void GraphicsContext3D::checkError() const +{ + m_internal->checkError(); +} + +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(CanvasRenderingContext3D* 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: + return 0; + } +} + +unsigned GraphicsContext3D::createBuffer() +{ + makeContextCurrent(); + GLuint o; + glGenBuffers(1, &o); + return o; +} + +unsigned GraphicsContext3D::createFramebuffer() +{ + makeContextCurrent(); + GLuint o; + glGenFramebuffers(1, &o); + return o; +} + +unsigned GraphicsContext3D::createProgram() +{ + makeContextCurrent(); + return glCreateProgram(); +} + +unsigned GraphicsContext3D::createRenderbuffer() +{ + makeContextCurrent(); + GLuint o; + glGenRenderbuffers(1, &o); + return o; +} + +unsigned GraphicsContext3D::createShader(ShaderType 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(); + glDeleteFramebuffers(1, &framebuffer); +} + +void GraphicsContext3D::deleteProgram(unsigned program) +{ + makeContextCurrent(); + glDeleteProgram(program); +} + +void GraphicsContext3D::deleteRenderbuffer(unsigned renderbuffer) +{ + makeContextCurrent(); + glDeleteRenderbuffers(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, CanvasProgram*, CanvasShader*) + +void GraphicsContext3D::bindAttribLocation(CanvasProgram* program, + unsigned long index, + const String& name) +{ + if (!program) + return; + makeContextCurrent(); + glBindAttribLocation(EXTRACT(program), index, name.utf8().data()); +} + +void GraphicsContext3D::bindBuffer(unsigned long target, + CanvasBuffer* buffer) +{ + m_internal->bindBuffer(target, buffer); +} + +GL_SAME_METHOD_2_X2(BindFramebuffer, bindFramebuffer, unsigned long, CanvasFramebuffer*) + +GL_SAME_METHOD_2_X2(BindRenderbuffer, bindRenderbuffer, unsigned long, CanvasRenderbuffer*) + +// 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, CanvasTexture*) +void GraphicsContext3D::bindTexture(unsigned long target, + CanvasTexture* 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, NULL, usage); +} + +void GraphicsContext3D::bufferData(unsigned long target, CanvasArray* array, unsigned long usage) +{ + m_internal->bufferDataImpl(target, array->sizeInBytes(), array->baseAddress(), usage); +} + +void GraphicsContext3D::bufferSubData(unsigned long target, long offset, CanvasArray* 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->sizeInBytes(), array->baseAddress()); +} + +unsigned long GraphicsContext3D::checkFramebufferStatus(unsigned long target) +{ + makeContextCurrent(); + return glCheckFramebufferStatus(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) + +void GraphicsContext3D::colorMask(bool red, bool green, bool blue, bool alpha) +{ + m_internal->colorMask(red, green, blue, alpha); +} + +GL_SAME_METHOD_1_X(CompileShader, compileShader, CanvasShader*) + +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) + +void GraphicsContext3D::depthMask(bool flag) +{ + m_internal->depthMask(flag); +} + +GL_SAME_METHOD_2(DepthRange, depthRange, double, double) + +void GraphicsContext3D::detachShader(CanvasProgram* program, CanvasShader* shader) +{ + if (!program || !shader) + return; + + makeContextCurrent(); + glDetachShader(EXTRACT(program), EXTRACT(shader)); +} + +void GraphicsContext3D::disable(unsigned long cap) +{ + m_internal->disable(cap); +} + +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: 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))); +} + +void GraphicsContext3D::enable(unsigned long cap) +{ + m_internal->enable(cap); +} + +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(FramebufferRenderbuffer, framebufferRenderbuffer, unsigned long, unsigned long, unsigned long, CanvasRenderbuffer*) + +GL_SAME_METHOD_5_X4(FramebufferTexture2D, framebufferTexture2D, unsigned long, unsigned long, unsigned long, CanvasTexture*, 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. +} + +int GraphicsContext3D::getAttribLocation(CanvasProgram* program, const String& name) +{ + if (!program) + return -1; + + makeContextCurrent(); + return glGetAttribLocation(EXTRACT(program), name.utf8().data()); +} + +bool GraphicsContext3D::getBoolean(unsigned long pname) +{ + makeContextCurrent(); + GLboolean val; + // FIXME: validate pname to ensure it returns only a single value. + glGetBooleanv(pname, &val); + return static_cast<bool>(val); +} + +PassRefPtr<CanvasUnsignedByteArray> GraphicsContext3D::getBooleanv(unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getBufferParameteri(unsigned long target, unsigned long pname) +{ + makeContextCurrent(); + GLint data; + glGetBufferParameteriv(target, pname, &data); + return static_cast<int>(data); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getBufferParameteriv(unsigned long target, unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +unsigned long GraphicsContext3D::getError() +{ + makeContextCurrent(); + return glGetError(); +} + +float GraphicsContext3D::getFloat(unsigned long pname) +{ + makeContextCurrent(); + GLfloat val; + // FIXME: validate pname to ensure it returns only a single value. + glGetFloatv(pname, &val); + return static_cast<float>(val); +} + +PassRefPtr<CanvasFloatArray> GraphicsContext3D::getFloatv(unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getFramebufferAttachmentParameteri(unsigned long target, + unsigned long attachment, + unsigned long pname) +{ + makeContextCurrent(); + GLint data; + glGetFramebufferAttachmentParameteriv(target, attachment, pname, &data); + return static_cast<int>(data); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getFramebufferAttachmentParameteriv(unsigned long target, + unsigned long attachment, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getInteger(unsigned long pname) +{ + makeContextCurrent(); + GLint val; + // FIXME: validate pname to ensure it returns only a single value. + glGetIntegerv(pname, &val); + return static_cast<int>(val); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getIntegerv(unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getProgrami(CanvasProgram* program, + unsigned long pname) +{ + makeContextCurrent(); + GLint param; + glGetProgramiv(EXTRACT(program), pname, ¶m); + return static_cast<int>(param); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getProgramiv(CanvasProgram* program, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +String GraphicsContext3D::getProgramInfoLog(CanvasProgram* program) +{ + makeContextCurrent(); + GLuint programID = EXTRACT(program); + GLint logLength; + glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength); + if (logLength == 0) + return String(); + GLchar* log = NULL; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return String(); + GLsizei returnedLogLength; + glGetProgramInfoLog(programID, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + String res = String::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +int GraphicsContext3D::getRenderbufferParameteri(unsigned long target, + unsigned long pname) +{ + makeContextCurrent(); + GLint param; + glGetRenderbufferParameteriv(target, pname, ¶m); + return static_cast<int>(param); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getRenderbufferParameteriv(unsigned long target, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getShaderi(CanvasShader* shader, + unsigned long pname) +{ + makeContextCurrent(); + GLint param; + glGetShaderiv(EXTRACT(shader), pname, ¶m); + return static_cast<int>(param); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getShaderiv(CanvasShader* shader, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +String GraphicsContext3D::getShaderInfoLog(CanvasShader* shader) +{ + makeContextCurrent(); + GLuint shaderID = EXTRACT(shader); + GLint logLength; + glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength); + if (logLength == 0) + return String(); + GLchar* log = NULL; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return String(); + GLsizei returnedLogLength; + glGetShaderInfoLog(shaderID, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + String res = String::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +String GraphicsContext3D::getShaderSource(CanvasShader* shader) +{ + makeContextCurrent(); + GLuint shaderID = EXTRACT(shader); + GLint logLength; + glGetShaderiv(shaderID, GL_SHADER_SOURCE_LENGTH, &logLength); + if (logLength == 0) + return String(); + GLchar* log = NULL; + if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) + return String(); + GLsizei returnedLogLength; + glGetShaderSource(shaderID, logLength, &returnedLogLength, log); + ASSERT(logLength == returnedLogLength + 1); + String res = String::fromUTF8(log, returnedLogLength); + fastFree(log); + return res; +} + +String GraphicsContext3D::getString(unsigned long name) +{ + makeContextCurrent(); + return String::fromUTF8(reinterpret_cast<const char*>(glGetString(name))); +} + +float GraphicsContext3D::getTexParameterf(unsigned long target, unsigned long pname) +{ + makeContextCurrent(); + if (!m_internal->validateTextureTarget(target)) { + // FIXME: throw exception. + return 0; + } + + if (!m_internal->validateTextureParameter(pname)) { + // FIXME: throw exception. + return 0; + } + + GLfloat param; + glGetTexParameterfv(target, pname, ¶m); + return static_cast<float>(param); +} + +PassRefPtr<CanvasFloatArray> GraphicsContext3D::getTexParameterfv(unsigned long target, unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getTexParameteri(unsigned long target, unsigned long pname) +{ + makeContextCurrent(); + if (!m_internal->validateTextureTarget(target)) { + // FIXME: throw exception. + return 0; + } + + if (!m_internal->validateTextureParameter(pname)) { + // FIXME: throw exception. + return 0; + } + + GLint param; + glGetTexParameteriv(target, pname, ¶m); + return static_cast<int>(param); +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getTexParameteriv(unsigned long target, unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +float GraphicsContext3D::getUniformf(CanvasProgram* program, long location) +{ + // FIXME: implement. + notImplemented(); + return 0; +} + +PassRefPtr<CanvasFloatArray> GraphicsContext3D::getUniformfv(CanvasProgram* program, long location) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getUniformi(CanvasProgram* program, long location) +{ + // FIXME: implement. + notImplemented(); + return 0; +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getUniformiv(CanvasProgram* program, long location) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +long GraphicsContext3D::getUniformLocation(CanvasProgram* program, const String& name) +{ + if (!program) + return -1; + + makeContextCurrent(); + return glGetUniformLocation(EXTRACT(program), name.utf8().data()); +} + +float GraphicsContext3D::getVertexAttribf(unsigned long index, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return 0; +} + +PassRefPtr<CanvasFloatArray> GraphicsContext3D::getVertexAttribfv(unsigned long index, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +int GraphicsContext3D::getVertexAttribi(unsigned long index, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +PassRefPtr<CanvasIntArray> GraphicsContext3D::getVertexAttribiv(unsigned long index, + unsigned long pname) +{ + // FIXME: implement. + notImplemented(); + return NULL; +} + +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(CanvasBuffer* buffer) +{ + makeContextCurrent(); + return glIsBuffer(EXTRACT(buffer)); +} + +bool GraphicsContext3D::isEnabled(unsigned long cap) +{ + makeContextCurrent(); + return glIsEnabled(cap); +} + +bool GraphicsContext3D::isFramebuffer(CanvasFramebuffer* framebuffer) +{ + makeContextCurrent(); + return glIsFramebuffer(EXTRACT(framebuffer)); +} + +bool GraphicsContext3D::isProgram(CanvasProgram* program) +{ + makeContextCurrent(); + return glIsProgram(EXTRACT(program)); +} + +bool GraphicsContext3D::isRenderbuffer(CanvasRenderbuffer* renderbuffer) +{ + makeContextCurrent(); + return glIsRenderbuffer(EXTRACT(renderbuffer)); +} + +bool GraphicsContext3D::isShader(CanvasShader* shader) +{ + makeContextCurrent(); + return glIsShader(EXTRACT(shader)); +} + +bool GraphicsContext3D::isTexture(CanvasTexture* texture) +{ + makeContextCurrent(); + return glIsTexture(EXTRACT(texture)); +} + +GL_SAME_METHOD_1(LineWidth, lineWidth, double) + +GL_SAME_METHOD_1_X(LinkProgram, linkProgram, CanvasProgram*) + +void GraphicsContext3D::pixelStorei(unsigned long pname, long param) +{ + if (pname != GL_PACK_ALIGNMENT && + pname != GL_UNPACK_ALIGNMENT) { + // FIXME: force fake GL error to be produced and throw + // exception. + return; + } + + makeContextCurrent(); + glPixelStorei(pname, param); +} + +GL_SAME_METHOD_2(PolygonOffset, polygonOffset, double, double) + +void GraphicsContext3D::releaseShaderCompiler() +{ +} + +GL_SAME_METHOD_4(RenderbufferStorage, 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(CanvasShader* 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) + +int GraphicsContext3D::texImage2D(unsigned target, + unsigned level, + unsigned internalformat, + unsigned width, + unsigned height, + unsigned border, + unsigned format, + unsigned type, + CanvasArray* 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->baseAddress()); + return 0; +} + +int GraphicsContext3D::texImage2D(unsigned target, + unsigned level, + unsigned internalformat, + unsigned width, + unsigned height, + unsigned border, + unsigned format, + unsigned type, + ImageData* pixels) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +// 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); + } + } +} + +int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLImageElement* image, + bool flipY, bool premultiplyAlpha) +{ + CachedImage* cachedImage = image->cachedImage(); + if (cachedImage == NULL) { + ASSERT_NOT_REACHED(); + return -1; + } + Image* img = cachedImage->image(); + NativeImageSkia* skiaImage = img->nativeImageForCurrentFrame(); + if (skiaImage == NULL) { + 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(); + 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, GL_RGBA8, + width, + height, + 0, + GL_BGRA, + GL_UNSIGNED_BYTE, + NULL); + unsigned char* pixels = + reinterpret_cast<unsigned char*>(skiaImage->getPixels()); + int rowBytes = skiaImage->rowBytes(); + + unsigned char* row = NULL; + 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, + GL_BGRA, + 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, GL_RGBA8, + width, + height, + 0, + GL_BGRA, + GL_UNSIGNED_BYTE, + skiaImage->getPixels()); + else { + glTexImage2D(target, level, GL_RGBA8, + width, + height, + 0, + GL_BGRA, + GL_UNSIGNED_BYTE, + NULL); + unsigned char* pixels = + reinterpret_cast<unsigned char*>(skiaImage->getPixels()); + int rowBytes = skiaImage->rowBytes(); + 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, + GL_BGRA, + GL_UNSIGNED_BYTE, + row); + } + delete[] row; + } + } + return 0; +} + +int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLCanvasElement* canvas, + bool flipY, bool premultiplyAlpha) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +int GraphicsContext3D::texImage2D(unsigned target, unsigned level, HTMLVideoElement* video, + bool flipY, bool premultiplyAlpha) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +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, + CanvasArray* pixels) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +int GraphicsContext3D::texSubImage2D(unsigned target, + unsigned level, + unsigned xoffset, + unsigned yoffset, + unsigned width, + unsigned height, + unsigned format, + unsigned type, + ImageData* pixels) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +int GraphicsContext3D::texSubImage2D(unsigned target, + unsigned level, + unsigned xoffset, + unsigned yoffset, + unsigned width, + unsigned height, + HTMLImageElement* image, + bool flipY, + bool premultiplyAlpha) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +int GraphicsContext3D::texSubImage2D(unsigned target, + unsigned level, + unsigned xoffset, + unsigned yoffset, + unsigned width, + unsigned height, + HTMLCanvasElement* canvas, + bool flipY, + bool premultiplyAlpha) +{ + // FIXME: implement. + notImplemented(); + return -1; +} + +int GraphicsContext3D::texSubImage2D(unsigned target, + unsigned level, + unsigned xoffset, + unsigned yoffset, + unsigned width, + unsigned height, + HTMLVideoElement* video, + 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); +} + +void GraphicsContext3D::useProgram(CanvasProgram* program) +{ + m_internal->useProgram(program); +} + +GL_SAME_METHOD_1_X(ValidateProgram, validateProgram, CanvasProgram*) + +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) |