/* * Copyright (C) 2010 Apple Inc. All rights reserved. * Copyright (C) 2011 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: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if USE(3D_GRAPHICS) #include "GraphicsContext3D.h" #include "Extensions3DOpenGL.h" #include "IntRect.h" #include "IntSize.h" #include "NotImplemented.h" #include #include #include #include #include #if PLATFORM(MAC) #include #elif PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(QT) #include "OpenGLShims.h" #endif namespace WebCore { void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) { ::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); } void GraphicsContext3D::validateAttributes() { Extensions3D* extensions = getExtensions(); validateDepthStencil("GL_EXT_packed_depth_stencil"); if (m_attrs.antialias) { bool isValidVendor = true; // Currently in Mac we only turn on antialias if vendor is NVIDIA, // or if ATI and on 10.7.2 and above. const char* vendor = reinterpret_cast(::glGetString(GL_VENDOR)); if (!vendor || (!std::strstr(vendor, "NVIDIA") && !(std::strstr(vendor, "ATI") && systemAllowsMultisamplingOnATICards()))) isValidVendor = false; if (!isValidVendor || !extensions->supports("GL_ANGLE_framebuffer_multisample") || isGLES2Compliant()) m_attrs.antialias = false; else extensions->ensureEnabled("GL_ANGLE_framebuffer_multisample"); } } bool GraphicsContext3D::reshapeFBOs(const IntSize& size) { const int width = size.width(); const int height = size.height(); GLuint colorFormat, internalDepthStencilFormat = 0; if (m_attrs.alpha) { m_internalColorFormat = GL_RGBA8; colorFormat = GL_RGBA; } else { m_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::validateAttributes. Extensions3D* extensions = getExtensions(); // Use a 24 bit depth buffer where we know we have it. if (extensions->supports("GL_EXT_packed_depth_stencil")) 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, m_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, m_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, m_compositorTexture); ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 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; } return mustRestoreFBO; } void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) { ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); IntRect resolveRect = rect; if (rect.isEmpty()) resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight); ::glBlitFramebufferEXT(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR); } void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) { makeContextCurrent(); 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::getIntegerv(GC3Denum pname, GC3Dint* value) { // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS // because desktop GL's corresponding queries return the number of components // whereas GLES2 return the number of vectors (each vector has 4 components). // Therefore, the value returned by desktop GL needs to be divided by 4. makeContextCurrent(); switch (pname) { case MAX_FRAGMENT_UNIFORM_VECTORS: ::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); *value /= 4; break; case MAX_VERTEX_UNIFORM_VECTORS: ::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); *value /= 4; break; case MAX_VARYING_VECTORS: ::glGetIntegerv(GL_MAX_VARYING_FLOATS, value); *value /= 4; break; default: ::glGetIntegerv(pname, value); } } void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) { UNUSED_PARAM(shaderType); ASSERT(range); ASSERT(precision); makeContextCurrent(); switch (precisionType) { case GraphicsContext3D::LOW_INT: case GraphicsContext3D::MEDIUM_INT: case GraphicsContext3D::HIGH_INT: // These values are for a 32-bit twos-complement integer format. range[0] = 31; range[1] = 30; precision[0] = 0; break; case GraphicsContext3D::LOW_FLOAT: case GraphicsContext3D::MEDIUM_FLOAT: case GraphicsContext3D::HIGH_FLOAT: // These values are for an IEEE single-precision floating-point format. range[0] = 127; range[1] = 127; precision[0] = 23; break; default: ASSERT_NOT_REACHED(); break; } } bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) { if (width && height && !pixels) { synthesizeGLError(INVALID_VALUE); return false; } GC3Denum openGLInternalFormat = internalformat; if (type == GL_FLOAT) { if (format == GL_RGBA) openGLInternalFormat = GL_RGBA32F_ARB; else if (format == GL_RGB) openGLInternalFormat = GL_RGB32F_ARB; } texImage2DDirect(target, level, openGLInternalFormat, width, height, border, format, type, pixels); return true; } void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) { makeContextCurrent(); ::glDepthRange(zNear, zFar); } void GraphicsContext3D::clearDepth(GC3Dclampf depth) { makeContextCurrent(); ::glClearDepth(depth); } bool GraphicsContext3D::systemAllowsMultisamplingOnATICards() const { #if PLATFORM(MAC) #if PLATFORM(IOS) || __MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 return true; #else ASSERT(isMainThread()); static SInt32 version; if (!version) { if (Gestalt(gestaltSystemVersion, &version) != noErr) return false; } // See https://bugs.webkit.org/show_bug.cgi?id=77922 for more details return version >= 0x1072; #endif // SNOW_LEOPARD and LION #else return false; #endif // PLATFORM(MAC) } Extensions3D* GraphicsContext3D::getExtensions() { if (!m_extensions) m_extensions = adoptPtr(new Extensions3DOpenGL(this)); return m_extensions.get(); } void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum 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. makeContextCurrent(); ::glFlush(); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) { resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); ::glFlush(); } ::glReadPixels(x, y, width, height, format, type, data); if (m_attrs.antialias && m_boundFBO == m_multisampleFBO) ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); } } #endif // USE(3D_GRAPHICS)