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/*
Copyright (C) 2010 Tieto Corporation.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "config.h"
#include "GraphicsContext3D.h"
#if USE(OPENGL_ES_2)
#include "Extensions3DOpenGLES.h"
#else
#include "Extensions3DOpenGL.h"
#endif
#include "GraphicsContext.h"
#include "GraphicsSurface.h"
#include "HostWindow.h"
#include "ImageBuffer.h"
#include "ImageData.h"
#include "NativeImageQt.h"
#include "NotImplemented.h"
#include "OpenGLShims.h"
#include "QWebPageClient.h"
#include "SharedBuffer.h"
#include "TextureMapperPlatformLayer.h"
#include <qpa/qplatformpixmap.h>
#include <wtf/text/CString.h>
#if QT_VERSION >= 0x050100
#include <QOffscreenSurface>
#else
#include <QWindow>
#endif
#if USE(TEXTURE_MAPPER_GL)
#include <texmap/TextureMapperGL.h>
#endif
#if USE(3D_GRAPHICS)
namespace WebCore {
#if !defined(GLchar)
typedef char GLchar;
#endif
#if !defined(GL_DEPTH24_STENCIL8)
#define GL_DEPTH24_STENCIL8 0x88F0
#endif
class GraphicsContext3DPrivate
#if USE(ACCELERATED_COMPOSITING)
: public TextureMapperPlatformLayer
#endif
{
public:
GraphicsContext3DPrivate(GraphicsContext3D*, HostWindow*, GraphicsContext3D::RenderStyle);
~GraphicsContext3DPrivate();
#if USE(ACCELERATED_COMPOSITING)
virtual void paintToTextureMapper(TextureMapper*, const FloatRect& target, const TransformationMatrix&, float opacity);
#endif
#if USE(GRAPHICS_SURFACE)
virtual IntSize platformLayerSize() const;
virtual uint32_t copyToGraphicsSurface();
virtual GraphicsSurfaceToken graphicsSurfaceToken() const;
#endif
QRectF boundingRect() const;
void blitMultisampleFramebuffer() const;
void blitMultisampleFramebufferAndRestoreContext() const;
bool makeCurrentIfNeeded() const;
void createOffscreenBuffers();
void initializeANGLE();
void createGraphicsSurfaces(const IntSize&);
GraphicsContext3D* m_context;
HostWindow* m_hostWindow;
PlatformGraphicsSurface3D m_surface;
PlatformGraphicsContext3D m_platformContext;
QObject* m_surfaceOwner;
#if USE(GRAPHICS_SURFACE)
GraphicsSurface::Flags m_surfaceFlags;
RefPtr<GraphicsSurface> m_graphicsSurface;
#endif
};
bool GraphicsContext3D::isGLES2Compliant() const
{
#if USE(OPENGL_ES_2)
return true;
#else
return false;
#endif
}
GraphicsContext3DPrivate::GraphicsContext3DPrivate(GraphicsContext3D* context, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
: m_context(context)
, m_hostWindow(hostWindow)
, m_surface(0)
, m_platformContext(0)
, m_surfaceOwner(0)
{
if (renderStyle == GraphicsContext3D::RenderToCurrentGLContext) {
m_platformContext = QOpenGLContext::currentContext();
if (m_platformContext)
m_surface = m_platformContext->surface();
return;
}
QOpenGLContext* shareContext = 0;
if (hostWindow && hostWindow->platformPageClient() && hostWindow->platformPageClient()->makeOpenGLContextCurrentIfAvailable())
shareContext = QOpenGLContext::currentContext();
#if QT_VERSION >= 0x050100
QOffscreenSurface* surface = new QOffscreenSurface;
surface->create();
m_surface = surface;
m_surfaceOwner = surface;
#else
QWindow* window = new QWindow;
window->setSurfaceType(QSurface::OpenGLSurface);
window->setGeometry(-10, -10, 1, 1);
window->create();
m_surface = window;
m_surfaceOwner = window;
#endif
m_platformContext = new QOpenGLContext(m_surfaceOwner);
if (shareContext)
m_platformContext->setShareContext(shareContext);
if (!m_platformContext->create())
return;
makeCurrentIfNeeded();
#if USE(GRAPHICS_SURFACE)
IntSize surfaceSize(m_context->m_currentWidth, m_context->m_currentHeight);
m_surfaceFlags = GraphicsSurface::SupportsTextureTarget
| GraphicsSurface::SupportsSharing;
if (!surfaceSize.isEmpty())
m_graphicsSurface = GraphicsSurface::create(surfaceSize, m_surfaceFlags, m_platformContext);
#endif
}
void GraphicsContext3DPrivate::createOffscreenBuffers()
{
glGenFramebuffers(/* count */ 1, &m_context->m_fbo);
glGenTextures(1, &m_context->m_texture);
glBindTexture(GraphicsContext3D::TEXTURE_2D, m_context->m_texture);
glTexParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
glTexParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
glTexParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
glTexParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
glBindTexture(GraphicsContext3D::TEXTURE_2D, 0);
// Create a multisample FBO.
if (m_context->m_attrs.antialias) {
glGenFramebuffers(1, &m_context->m_multisampleFBO);
glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_multisampleFBO);
m_context->m_state.boundFBO = m_context->m_multisampleFBO;
glGenRenderbuffers(1, &m_context->m_multisampleColorBuffer);
if (m_context->m_attrs.stencil || m_context->m_attrs.depth)
glGenRenderbuffers(1, &m_context->m_multisampleDepthStencilBuffer);
} else {
// Bind canvas FBO.
glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_fbo);
m_context->m_state.boundFBO = m_context->m_fbo;
#if USE(OPENGL_ES_2)
if (m_context->m_attrs.depth)
glGenRenderbuffers(1, &m_context->m_depthBuffer);
if (m_context->m_attrs.stencil)
glGenRenderbuffers(1, &m_context->m_stencilBuffer);
#endif
if (m_context->m_attrs.stencil || m_context->m_attrs.depth)
glGenRenderbuffers(1, &m_context->m_depthStencilBuffer);
}
}
void GraphicsContext3DPrivate::initializeANGLE()
{
ShBuiltInResources ANGLEResources;
ShInitBuiltInResources(&ANGLEResources);
m_context->getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
m_context->getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
m_context->getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
m_context->getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
m_context->getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
m_context->getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
// Always set to 1 for OpenGL ES.
ANGLEResources.MaxDrawBuffers = 1;
Extensions3D* extensions = m_context->getExtensions();
if (extensions->supports("GL_ARB_texture_rectangle"))
ANGLEResources.ARB_texture_rectangle = 1;
GC3Dint range[2], precision;
m_context->getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision);
ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision);
m_context->m_compiler.setResources(ANGLEResources);
}
GraphicsContext3DPrivate::~GraphicsContext3DPrivate()
{
#if USE(ACCELERATED_COMPOSITING)
if (TextureMapperPlatformLayer::Client* client = TextureMapperPlatformLayer::client())
client->platformLayerWasDestroyed();
#endif
delete m_surfaceOwner;
m_surfaceOwner = 0;
}
static inline quint32 swapBgrToRgb(quint32 pixel)
{
return (((pixel << 16) | (pixel >> 16)) & 0x00ff00ff) | (pixel & 0xff00ff00);
}
#if USE(ACCELERATED_COMPOSITING)
void GraphicsContext3DPrivate::paintToTextureMapper(TextureMapper* textureMapper, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity)
{
m_context->markLayerComposited();
blitMultisampleFramebufferAndRestoreContext();
if (textureMapper->accelerationMode() == TextureMapper::OpenGLMode) {
TextureMapperGL* texmapGL = static_cast<TextureMapperGL*>(textureMapper);
#if USE(GRAPHICS_SURFACE)
ASSERT(m_graphicsSurface);
// CGL only provides us the context, but not the view the context is currently bound to.
// To make sure the context is bound the the right surface we have to do a makeCurrent through QOpenGL again.
// FIXME: Remove this code as soon as GraphicsSurfaceMac makes use of NSOpenGL.
QOpenGLContext* currentContext = QOpenGLContext::currentContext();
QSurface* currentSurface = currentContext->surface();
makeCurrentIfNeeded();
m_graphicsSurface->copyFromTexture(m_context->m_texture, IntRect(0, 0, m_context->m_currentWidth, m_context->m_currentHeight));
// CGL only provides us the context, but not the view the context is currently bound to.
// To make sure the context is bound the the right surface we have to do a makeCurrent through QOpenGL again.
// FIXME: Remove this code as soon as GraphicsSurfaceMac makes use of NSOpenGL.
currentContext->makeCurrent(currentSurface);
m_graphicsSurface->paintToTextureMapper(texmapGL, targetRect, matrix, opacity);
#else
TextureMapperGL::Flags flags = TextureMapperGL::ShouldFlipTexture | (m_context->m_attrs.alpha ? TextureMapperGL::ShouldBlend : 0);
IntSize textureSize(m_context->m_currentWidth, m_context->m_currentHeight);
texmapGL->drawTexture(m_context->m_texture, flags, textureSize, targetRect, matrix, opacity);
#endif
return;
}
GraphicsContext* context = textureMapper->graphicsContext();
QPainter* painter = context->platformContext();
painter->save();
painter->setTransform(matrix);
painter->setOpacity(opacity);
const int height = m_context->m_currentHeight;
const int width = m_context->m_currentWidth;
// Alternatively read pixels to a memory buffer.
QImage offscreenImage(width, height, QImage::Format_ARGB32);
quint32* imagePixels = reinterpret_cast<quint32*>(offscreenImage.bits());
makeCurrentIfNeeded();
glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_fbo);
glReadPixels(/* x */ 0, /* y */ 0, width, height, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, imagePixels);
glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_state.boundFBO);
// OpenGL gives us ABGR on 32 bits, and with the origin at the bottom left
// We need RGB32 or ARGB32_PM, with the origin at the top left.
quint32* pixelsSrc = imagePixels;
const int halfHeight = height / 2;
for (int row = 0; row < halfHeight; ++row) {
const int targetIdx = (height - 1 - row) * width;
quint32* pixelsDst = imagePixels + targetIdx;
for (int column = 0; column < width; ++column) {
quint32 tempPixel = *pixelsSrc;
*pixelsSrc = swapBgrToRgb(*pixelsDst);
*pixelsDst = swapBgrToRgb(tempPixel);
++pixelsSrc;
++pixelsDst;
}
}
if (static_cast<int>(height) % 2) {
for (int column = 0; column < width; ++column) {
*pixelsSrc = swapBgrToRgb(*pixelsSrc);
++pixelsSrc;
}
}
painter->drawImage(targetRect, offscreenImage);
painter->restore();
}
#endif // USE(ACCELERATED_COMPOSITING)
#if USE(GRAPHICS_SURFACE)
IntSize GraphicsContext3DPrivate::platformLayerSize() const
{
return IntSize(m_context->m_currentWidth, m_context->m_currentHeight);
}
uint32_t GraphicsContext3DPrivate::copyToGraphicsSurface()
{
if (!m_graphicsSurface)
return 0;
m_context->markLayerComposited();
blitMultisampleFramebufferAndRestoreContext();
m_graphicsSurface->copyFromTexture(m_context->m_texture, IntRect(0, 0, m_context->m_currentWidth, m_context->m_currentHeight));
return m_graphicsSurface->frontBuffer();
}
GraphicsSurfaceToken GraphicsContext3DPrivate::graphicsSurfaceToken() const
{
return m_graphicsSurface->exportToken();
}
#endif
QRectF GraphicsContext3DPrivate::boundingRect() const
{
return QRectF(QPointF(0, 0), QSizeF(m_context->m_currentWidth, m_context->m_currentHeight));
}
void GraphicsContext3DPrivate::blitMultisampleFramebuffer() const
{
if (!m_context->m_attrs.antialias)
return;
#if !USE(OPENGL_ES_2)
glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, m_context->m_multisampleFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, m_context->m_fbo);
glBlitFramebuffer(0, 0, m_context->m_currentWidth, m_context->m_currentHeight, 0, 0, m_context->m_currentWidth, m_context->m_currentHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
#endif
glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_context->m_state.boundFBO);
}
void GraphicsContext3DPrivate::blitMultisampleFramebufferAndRestoreContext() const
{
const QOpenGLContext* currentContext = QOpenGLContext::currentContext();
QSurface* currentSurface = 0;
if (currentContext && currentContext != m_platformContext) {
currentSurface = currentContext->surface();
m_platformContext->makeCurrent(m_surface);
}
if (m_context->m_attrs.antialias)
blitMultisampleFramebuffer();
// While the context is still bound, make sure all the Framebuffer content is in finished state.
// This is necessary as we are doing our own double buffering instead of using a drawable that provides swapBuffers.
glFinish();
if (currentContext && currentContext != m_platformContext)
const_cast<QOpenGLContext*>(currentContext)->makeCurrent(currentSurface);
}
bool GraphicsContext3DPrivate::makeCurrentIfNeeded() const
{
const QOpenGLContext* currentContext = QOpenGLContext::currentContext();
if (currentContext == m_platformContext)
return true;
return m_platformContext->makeCurrent(m_surface);
}
void GraphicsContext3DPrivate::createGraphicsSurfaces(const IntSize& size)
{
#if USE(GRAPHICS_SURFACE)
if (size.isEmpty())
m_graphicsSurface.clear();
else
m_graphicsSurface = GraphicsSurface::create(size, m_surfaceFlags, m_platformContext);
#endif
}
PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
{
// This implementation doesn't currently support rendering directly to the HostWindow.
if (renderStyle == RenderDirectlyToHostWindow)
return 0;
RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attrs, hostWindow, renderStyle));
return context->m_private ? context.release() : 0;
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
: m_currentWidth(0)
, m_currentHeight(0)
, m_compiler(isGLES2Compliant() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT)
, m_attrs(attrs)
, m_renderStyle(renderStyle)
, m_texture(0)
, m_compositorTexture(0)
, m_fbo(0)
#if USE(OPENGL_ES_2)
, m_depthBuffer(0)
, m_stencilBuffer(0)
#endif
, m_depthStencilBuffer(0)
, m_layerComposited(false)
, m_internalColorFormat(0)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
, m_private(adoptPtr(new GraphicsContext3DPrivate(this, hostWindow, renderStyle)))
{
validateAttributes();
if (!m_private->m_surface || !m_private->m_platformContext) {
LOG_ERROR("GraphicsContext3D: GL context creation failed.");
m_private = nullptr;
return;
}
static bool initialized = false;
static bool success = true;
if (!initialized) {
success = initializeOpenGLShims();
initialized = true;
}
if (!success) {
m_private = nullptr;
return;
}
if (renderStyle == RenderOffscreen)
m_private->createOffscreenBuffers();
m_private->initializeANGLE();
#if !USE(OPENGL_ES_2)
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
if (renderStyle != RenderToCurrentGLContext)
glClearColor(0.0, 0.0, 0.0, 0.0);
}
GraphicsContext3D::~GraphicsContext3D()
{
// If GraphicsContext3D init failed in constructor, m_private set to nullptr and no buffers are allocated.
if (!m_private)
return;
makeContextCurrent();
glDeleteTextures(1, &m_texture);
glDeleteFramebuffers(1, &m_fbo);
if (m_attrs.antialias) {
glDeleteRenderbuffers(1, &m_multisampleColorBuffer);
glDeleteFramebuffers(1, &m_multisampleFBO);
if (m_attrs.stencil || m_attrs.depth)
glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer);
} else if (m_attrs.stencil || m_attrs.depth) {
#if USE(OPENGL_ES_2)
if (m_attrs.depth)
glDeleteRenderbuffers(1, &m_depthBuffer);
if (m_attrs.stencil)
glDeleteRenderbuffers(1, &m_stencilBuffer);
#endif
glDeleteRenderbuffers(1, &m_depthStencilBuffer);
}
}
PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
{
return m_private->m_platformContext;
}
Platform3DObject GraphicsContext3D::platformTexture() const
{
return m_texture;
}
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* GraphicsContext3D::platformLayer() const
{
return m_private.get();
}
#endif
bool GraphicsContext3D::makeContextCurrent()
{
if (!m_private || m_renderStyle == RenderToCurrentGLContext)
return false;
return m_private->makeCurrentIfNeeded();
}
void GraphicsContext3D::paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight,
int canvasWidth, int canvasHeight, QPainter* context)
{
QImage image(imagePixels, imageWidth, imageHeight, NativeImageQt::defaultFormatForAlphaEnabledImages());
context->save();
context->translate(0, imageHeight);
context->scale(1, -1);
context->setCompositionMode(QPainter::CompositionMode_Source);
context->drawImage(QRect(0, 0, canvasWidth, -canvasHeight), image);
context->restore();
}
#if USE(GRAPHICS_SURFACE)
void GraphicsContext3D::createGraphicsSurfaces(const IntSize& size)
{
m_private->createGraphicsSurfaces(size);
}
#endif
GraphicsContext3D::ImageExtractor::~ImageExtractor()
{
}
bool GraphicsContext3D::ImageExtractor::extractImage(bool premultiplyAlpha, bool ignoreGammaAndColorProfile)
{
UNUSED_PARAM(ignoreGammaAndColorProfile);
if (!m_image)
return false;
// Is image already loaded? If not, load it.
if (m_image->data())
m_qtImage = QImage::fromData(reinterpret_cast<const uchar*>(m_image->data()->data()), m_image->data()->size());
else {
QPixmap* nativePixmap = m_image->nativeImageForCurrentFrame();
if (!nativePixmap)
return false;
// With QPA, we can avoid a deep copy.
m_qtImage = *nativePixmap->handle()->buffer();
}
m_alphaOp = AlphaDoNothing;
switch (m_qtImage.format()) {
case QImage::Format_RGB32:
// For opaque images, we should not premultiply or unmultiply alpha.
break;
case QImage::Format_ARGB32:
if (premultiplyAlpha)
m_alphaOp = AlphaDoPremultiply;
break;
case QImage::Format_ARGB32_Premultiplied:
if (!premultiplyAlpha)
m_alphaOp = AlphaDoUnmultiply;
break;
default:
// The image has a format that is not supported in packPixels. We have to convert it here.
m_qtImage = m_qtImage.convertToFormat(premultiplyAlpha ? QImage::Format_ARGB32_Premultiplied : QImage::Format_ARGB32);
break;
}
m_imageWidth = m_image->width();
m_imageHeight = m_image->height();
if (!m_imageWidth || !m_imageHeight)
return false;
m_imagePixelData = m_qtImage.constBits();
m_imageSourceFormat = DataFormatBGRA8;
m_imageSourceUnpackAlignment = 0;
return true;
}
void GraphicsContext3D::setContextLostCallback(PassOwnPtr<ContextLostCallback>)
{
}
void GraphicsContext3D::setErrorMessageCallback(PassOwnPtr<ErrorMessageCallback>)
{
}
}
#endif // USE(3D_GRAPHICS)
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