1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567
|
/*
* Copyright (C) 2010, 2013 Apple Inc. All rights reserved.
* Copyright (C) 2011 Google Inc. All rights reserved.
* Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com>
* Copyright (C) 2012 Research In Motion Limited. All rights reserved.
* Copyright (C) 2014 Digia Plc. and/or its subsidiary(-ies).
*
* 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 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 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"
// Note this implementation serves a double role for Qt where it also handles OpenGLES.
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GraphicsContext3D.h"
#if PLATFORM(IOS)
#include "GraphicsContext3DIOS.h"
#endif
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#include "TemporaryOpenGLSetting.h"
#include <algorithm>
#include <cstring>
#include <wtf/MainThread.h>
#include <wtf/text/CString.h>
#if USE(ACCELERATE)
#include <Accelerate/Accelerate.h>
#endif
#if PLATFORM(IOS)
#import <OpenGLES/ES2/glext.h>
// From <OpenGLES/glext.h>
#define GL_RGBA32F_ARB 0x8814
#define GL_RGB32F_ARB 0x8815
#elif PLATFORM(MAC)
#include <OpenGL/gl.h>
#elif PLATFORM(GTK) || PLATFORM(EFL) || PLATFORM(WIN)
#include "OpenGLShims.h"
#endif
#if PLATFORM(QT)
#define FUNCTIONS m_functions
#include "OpenGLShimsQt.h"
#include <QOpenGLContext>
#define scopedScissor(c, s) scopedScissor(m_functions, c, s)
#define scopedDither(c, s) scopedDither(m_functions, c, s)
#define scopedDepth(c, s) scopedDepth(m_functions, c, s)
#define scopedStencil(c, s) scopedStencil(m_functions, c, s)
#ifndef GL_BGRA
#define GL_BGRA 0x80E1
#endif
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif
#ifndef GL_MAX_VARYING_FLOATS
#define GL_MAX_VARYING_FLOATS 0x8B4B
#endif
#ifndef GL_ALPHA16F_ARB
#define GL_ALPHA16F_ARB 0x881C
#endif
#ifndef GL_LUMINANCE16F_ARB
#define GL_LUMINANCE16F_ARB 0x881E
#endif
#ifndef GL_LUMINANCE_ALPHA16F_ARB
#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
#endif
#ifndef GL_HALF_FLOAT_OES
#define GL_HALF_FLOAT_OES 0x8D61
#endif
#endif
namespace WebCore {
void GraphicsContext3D::releaseShaderCompiler()
{
makeContextCurrent();
#if PLATFORM(QT)
ASSERT(m_private);
m_functions->glReleaseShaderCompiler();
#else
notImplemented();
#endif
}
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
// NVIDIA drivers have a bug where calling readPixels in BGRA can return the wrong values for the alpha channel when the alpha is off for the context.
if (!m_attrs.alpha && getExtensions()->isNVIDIA()) {
::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
#if USE(ACCELERATE)
vImage_Buffer src;
src.height = height;
src.width = width;
src.rowBytes = width * 4;
src.data = pixels;
vImage_Buffer dest;
dest.height = height;
dest.width = width;
dest.rowBytes = width * 4;
dest.data = pixels;
// Swap pixel channels from RGBA to BGRA.
const uint8_t map[4] = { 2, 1, 0, 3 };
vImagePermuteChannels_ARGB8888(&src, &dest, map, kvImageNoFlags);
#else
int totalBytes = width * height * 4;
for (int i = 0; i < totalBytes; i += 4)
std::swap(pixels[i], pixels[i + 2]);
#endif
} else {
#if PLATFORM(QT)
ASSERT(m_private);
bool readBGRA = !isGLES2Compliant() || platformGraphicsContext3D()->hasExtension("GL_EXT_read_format_bgra");
if (readBGRA)
glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
else
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
int totalBytes = width * height * 4;
if (!readBGRA) {
for (int i = 0; i < totalBytes; i += 4)
std::swap(pixels[i], pixels[i + 2]); // Convert to BGRA.
}
#else
::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
#endif
}
}
void GraphicsContext3D::validateAttributes()
{
#if PLATFORM(QT)
if (isGLES2Compliant())
validateDepthStencil("GL_OES_packed_depth_stencil");
else
validateDepthStencil("GL_EXT_packed_depth_stencil");
if (m_attrs.antialias && isGLES2Compliant()) {
if (!m_functions->hasOpenGLExtension(QOpenGLExtensions::FramebufferMultisample) || !m_functions->hasOpenGLExtension(QOpenGLExtensions::FramebufferBlit))
m_attrs.antialias = false;
}
#else
validateDepthStencil("GL_EXT_packed_depth_stencil");
#endif
}
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat, internalDepthStencilFormat = 0;
GLuint pixelDataType = 0;
if (m_attrs.alpha) {
m_internalColorFormat = isGLES2Compliant() ? GL_RGBA : GL_RGBA8;
colorFormat = GL_RGBA;
pixelDataType = GL_UNSIGNED_BYTE;
} else {
m_internalColorFormat = isGLES2Compliant() ? GL_RGB : GL_RGB8;
colorFormat = GL_RGB;
pixelDataType = isGLES2Compliant() ? GL_UNSIGNED_SHORT_5_6_5 : GL_UNSIGNED_BYTE;
}
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
#if PLATFORM(IOS)
internalDepthStencilFormat = GL_DEPTH_COMPONENT16;
#else
internalDepthStencilFormat = GL_DEPTH_COMPONENT;
#endif
}
// Resize multisample FBO.
if (m_attrs.antialias && !isGLES2Compliant()) {
GLint maxSampleCount;
::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
if (sampleCount > maxSampleCount)
sampleCount = maxSampleCount;
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer);
#if PLATFORM(IOS)
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, GL_RGBA8_OES, width, height);
#else
::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height);
#endif
::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
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
ASSERT(m_texture);
#if PLATFORM(IOS)
::glBindRenderbuffer(GL_RENDERBUFFER, m_texture);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture);
setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight);
#else
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
if (m_compositorTexture) {
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
#if USE(COORDINATED_GRAPHICS_THREADED)
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_compositorFBO);
::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_compositorTexture, 0);
attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height);
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
#endif
}
#endif
attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height);
bool mustRestoreFBO = true;
if (m_attrs.antialias && !isGLES2Compliant()) {
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
if (m_state.boundFBO == m_multisampleFBO)
mustRestoreFBO = false;
} else {
if (m_state.boundFBO == m_fbo)
mustRestoreFBO = false;
}
return mustRestoreFBO;
}
void GraphicsContext3D::attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height)
{
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) {
#if PLATFORM(QT)
bool supportPackedDepthStencilBuffer = internalDepthStencilFormat == GL_DEPTH24_STENCIL8_EXT;
if (supportPackedDepthStencilBuffer || !isGLES2Compliant()) {
#endif
::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 PLATFORM(QT)
} else {
if (m_attrs.stencil) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_stencilBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8, width, height);
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_stencilBuffer);
}
if (m_attrs.depth) {
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height);
::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
}
::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
}
#endif
}
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
// FIXME: cleanup
notImplemented();
}
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
#if PLATFORM(QT)
Q_ASSERT(m_private);
if (!m_attrs.antialias)
return;
// QTFIXME: Probably not needed, iOS uses following code successfully
if (isGLES2Compliant()) {
notImplemented();
return;
}
#endif
TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE);
TemporaryOpenGLSetting scopedDepth(GL_DEPTH_TEST, GL_FALSE);
TemporaryOpenGLSetting scopedStencil(GL_STENCIL_TEST, GL_FALSE);
GLint boundFrameBuffer;
::glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer);
::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO);
::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo);
#if PLATFORM(IOS)
UNUSED_PARAM(rect);
::glResolveMultisampleFramebufferAPPLE();
const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT };
::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards);
::glBindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer);
#else
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);
#endif
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
#if !PLATFORM(IOS)
#if PLATFORM(QT)
if (!isGLES2Compliant()) {
#endif
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;
}
#if PLATFORM(QT)
}
#endif
#endif
::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();
#if PLATFORM(QT)
if (isGLES2Compliant()) {
::glGetIntegerv(pname, value);
return;
}
#endif
switch (pname) {
#if !PLATFORM(IOS)
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;
#endif
case MAX_TEXTURE_SIZE:
::glGetIntegerv(MAX_TEXTURE_SIZE, value);
if (getExtensions()->requiresRestrictedMaximumTextureSize())
*value = std::min(4096, *value);
break;
case MAX_CUBE_MAP_TEXTURE_SIZE:
::glGetIntegerv(MAX_CUBE_MAP_TEXTURE_SIZE, value);
if (getExtensions()->requiresRestrictedMaximumTextureSize())
*value = std::min(1024, *value);
break;
default:
::glGetIntegerv(pname, value);
}
}
void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision)
{
#if !PLATFORM(QT)
UNUSED_PARAM(shaderType);
#endif
ASSERT(range);
ASSERT(precision);
makeContextCurrent();
#if PLATFORM(QT)
m_functions->glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
return;
#endif
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 openGLFormat = format;
GC3Denum openGLInternalFormat = internalformat;
#if !PLATFORM(IOS)
#if PLATFORM(QT)
if (!isGLES2Compliant()) {
#endif
if (type == GL_FLOAT) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA32F_ARB;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB32F_ARB;
} else if (type == HALF_FLOAT_OES) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA16F_ARB;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB16F_ARB;
else if (format == GL_LUMINANCE)
openGLInternalFormat = GL_LUMINANCE16F_ARB;
else if (format == GL_ALPHA)
openGLInternalFormat = GL_ALPHA16F_ARB;
else if (format == GL_LUMINANCE_ALPHA)
openGLInternalFormat = GL_LUMINANCE_ALPHA16F_ARB;
type = GL_HALF_FLOAT_ARB;
}
ASSERT(format != Extensions3D::SRGB8_ALPHA8_EXT);
if (format == Extensions3D::SRGB_ALPHA_EXT)
openGLFormat = GL_RGBA;
else if (format == Extensions3D::SRGB_EXT)
openGLFormat = GL_RGB;
#if PLATFORM(QT)
}
#endif
#endif
texImage2DDirect(target, level, openGLInternalFormat, width, height, border, openGLFormat, type, pixels);
return true;
}
void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
{
makeContextCurrent();
#if PLATFORM(IOS)
::glDepthRangef(static_cast<float>(zNear), static_cast<float>(zFar));
#else
::glDepthRange(zNear, zFar);
#endif
}
void GraphicsContext3D::clearDepth(GC3Dclampf depth)
{
makeContextCurrent();
#if PLATFORM(IOS)
::glClearDepthf(static_cast<float>(depth));
#else
::glClearDepth(depth);
#endif
}
Extensions3D* GraphicsContext3D::getExtensions()
{
if (!m_extensions)
m_extensions = std::make_unique<Extensions3DOpenGL>(this);
return m_extensions.get();
}
void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data)
{
ASSERT(m_private);
// 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_state.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_state.boundFBO == m_multisampleFBO)
::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO);
}
}
#endif // ENABLE(GRAPHICS_CONTEXT_3D)
|