1 /*
2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 * Copyright (C) 2011 Igalia S.L.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions
7 * are met:
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 *
14 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
16 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
17 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
18 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
19 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
20 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
21 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
22 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
23 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
24 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25 */
26
27 #include "config.h"
28 #include "GraphicsContext3D.h"
29
30 #if ENABLE(WEBGL)
31
32 #include "Extensions3DOpenGL.h"
33 #include "GraphicsContext3DInternal.h"
34 #include "OpenGLShims.h"
35 #include "ShaderLang.h"
36 #include <wtf/NotFound.h>
37
38 namespace WebCore {
39
create(GraphicsContext3D::Attributes attributes,HostWindow * hostWindow,GraphicsContext3D::RenderStyle renderStyle)40 PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
41 {
42 // This implementation doesn't currently support rendering directly to the HostWindow.
43 if (renderStyle == RenderDirectlyToHostWindow)
44 return 0;
45
46 GraphicsContext3DInternal* internal = GraphicsContext3DInternal::create();
47 if (!internal)
48 return 0;
49
50 RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, false));
51 context->m_internal.set(internal);
52 return context.release();
53 }
54
GraphicsContext3D(GraphicsContext3D::Attributes attributes,HostWindow *,bool)55 GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, bool)
56 : m_currentWidth(0)
57 , m_currentHeight(0)
58 , m_attrs(attributes)
59 , m_texture(0)
60 , m_fbo(0)
61 , m_depthStencilBuffer(0)
62 , m_boundFBO(0)
63 , m_multisampleFBO(0)
64 , m_multisampleDepthStencilBuffer(0)
65 , m_multisampleColorBuffer(0)
66 {
67 GraphicsContext3DInternal::addActiveGraphicsContext(this);
68
69 validateAttributes();
70
71 // Create a texture to render into.
72 ::glGenTextures(1, &m_texture);
73 ::glBindTexture(GL_TEXTURE_2D, m_texture);
74 ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
75 ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
76 ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
77 ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
78 ::glBindTexture(GL_TEXTURE_2D, 0);
79
80 // Create an FBO.
81 ::glGenFramebuffersEXT(1, &m_fbo);
82 ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
83
84 m_boundFBO = m_fbo;
85 if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth))
86 ::glGenRenderbuffersEXT(1, &m_depthStencilBuffer);
87
88 // Create a multisample FBO.
89 if (m_attrs.antialias) {
90 ::glGenFramebuffersEXT(1, &m_multisampleFBO);
91 ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
92 m_boundFBO = m_multisampleFBO;
93 ::glGenRenderbuffersEXT(1, &m_multisampleColorBuffer);
94 if (m_attrs.stencil || m_attrs.depth)
95 ::glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
96 }
97
98 // ANGLE initialization.
99 ShBuiltInResources ANGLEResources;
100 ShInitBuiltInResources(&ANGLEResources);
101
102 getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
103 getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
104 getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
105 getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
106 getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
107 getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
108 getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
109
110 // Always set to 1 for OpenGL ES.
111 ANGLEResources.MaxDrawBuffers = 1;
112 m_compiler.setResources(ANGLEResources);
113
114 ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
115 ::glEnable(GL_POINT_SPRITE);
116 ::glClearColor(0, 0, 0, 0);
117 }
118
~GraphicsContext3D()119 GraphicsContext3D::~GraphicsContext3D()
120 {
121 GraphicsContext3DInternal::removeActiveGraphicsContext(this);
122 if (!m_internal->m_context)
123 return;
124
125 makeContextCurrent();
126 ::glDeleteTextures(1, &m_texture);
127 if (m_attrs.antialias) {
128 ::glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer);
129 if (m_attrs.stencil || m_attrs.depth)
130 ::glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
131 ::glDeleteFramebuffersEXT(1, &m_multisampleFBO);
132 } else {
133 if (m_attrs.stencil || m_attrs.depth)
134 ::glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer);
135 }
136 ::glDeleteFramebuffersEXT(1, &m_fbo);
137 }
138
makeContextCurrent()139 void GraphicsContext3D::makeContextCurrent()
140 {
141 if (!m_internal)
142 return;
143 m_internal->makeContextCurrent();
144 }
145
platformGraphicsContext3D()146 PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
147 {
148 return m_internal->m_context;
149 }
150
isGLES2Compliant() const151 bool GraphicsContext3D::isGLES2Compliant() const
152 {
153 return false;
154 }
155
156 }
157
158 #endif // ENABLE(WEBGL)
159