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/*
* Copyright (C) 2010 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) 2015 The Qt Company Ltd.
*
* 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"
// Note this implementation serves a double role for Qt where it also handles OpenGLES.
#if USE(3D_GRAPHICS)
#include "GraphicsContext3D.h"
#include "Extensions3DOpenGL.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#include <QOpenGLContext>
#include <private/qopenglextensions_p.h>
#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
namespace WebCore {
void GraphicsContext3D::releaseShaderCompiler()
{
ASSERT(m_private);
makeContextCurrent();
m_functions->glReleaseShaderCompiler();
}
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
ASSERT(m_private);
bool readBGRA = !isGLES2Compliant() || platformGraphicsContext3D()->hasExtension("GL_EXT_read_format_bgra");
if (readBGRA)
m_functions->glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
else
m_functions->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.
}
}
void GraphicsContext3D::validateAttributes()
{
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;
}
}
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat = 0, 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;
}
// We don't allow the logic where stencil is required and depth is not.
bool supportPackedDepthStencilBuffer = false;
if (m_attrs.stencil || m_attrs.depth)
supportPackedDepthStencilBuffer = m_functions->hasOpenGLExtension(QOpenGLExtensions::PackedDepthStencil);
bool mustRestoreFBO = false;
// Resize multisample FBO.
if (m_attrs.antialias && !isGLES2Compliant()) {
GLint maxSampleCount;
m_functions->glGetIntegerv(GL_MAX_SAMPLES, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
if (sampleCount > maxSampleCount)
sampleCount = maxSampleCount;
if (m_state.boundFBO != m_multisampleFBO) {
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
mustRestoreFBO = true;
}
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, m_multisampleColorBuffer);
m_functions->glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, m_internalColorFormat, width, height);
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth) {
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, m_multisampleDepthStencilBuffer);
if (supportPackedDepthStencilBuffer)
m_functions->glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH24_STENCIL8, width, height);
else
m_functions->glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT, width, height);
if (m_attrs.stencil)
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthStencilBuffer);
if (m_attrs.depth)
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_multisampleDepthStencilBuffer);
}
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (m_functions->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
// FIXME: cleanup.
notImplemented();
}
}
// resize regular FBO
if (m_state.boundFBO != m_fbo) {
mustRestoreFBO = true;
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
}
m_functions->glBindTexture(GL_TEXTURE_2D, m_texture);
m_functions->glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
m_functions->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
m_functions->glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
m_functions->glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
m_functions->glBindTexture(GL_TEXTURE_2D, 0);
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) {
// Use a 24 bit depth buffer where we know we have it.
if (supportPackedDepthStencilBuffer || !isGLES2Compliant()) {
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
if (supportPackedDepthStencilBuffer)
m_functions->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
else
m_functions->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
if (m_attrs.stencil)
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
if (m_attrs.depth)
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, 0);
} else {
if (m_attrs.stencil) {
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer);
m_functions->glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer);
}
if (m_attrs.depth) {
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer);
m_functions->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
m_functions->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer);
}
m_functions->glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
}
if (m_functions->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
// FIXME: cleanup
notImplemented();
}
if (m_attrs.antialias && !isGLES2Compliant()) {
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
if (m_state.boundFBO == m_multisampleFBO)
mustRestoreFBO = false;
}
return mustRestoreFBO;
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect)
{
Q_ASSERT(m_private);
if (!m_attrs.antialias)
return;
if (!isGLES2Compliant()) {
m_functions->glBindFramebuffer(GL_READ_FRAMEBUFFER, m_multisampleFBO);
m_functions->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
IntRect resolveRect = rect;
if (rect.isEmpty())
resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight);
m_functions->glBlitFramebuffer(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
} else {
notImplemented();
}
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
if (!isGLES2Compliant()) {
switch (internalformat) {
case DEPTH_STENCIL:
internalformat = GL_DEPTH24_STENCIL8;
break;
case DEPTH_COMPONENT16:
internalformat = GL_DEPTH_COMPONENT;
break;
case RGBA4:
case RGB5_A1:
internalformat = GL_RGBA;
break;
case RGB565:
internalformat = GL_RGB;
break;
}
}
m_functions->glRenderbufferStorage(target, internalformat, width, height);
}
void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
{
makeContextCurrent();
if (!isGLES2Compliant()) {
// 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.
switch (pname) {
case MAX_FRAGMENT_UNIFORM_VECTORS:
m_functions->glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value);
*value /= 4;
break;
case MAX_VERTEX_UNIFORM_VECTORS:
m_functions->glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value);
*value /= 4;
break;
case MAX_VARYING_VECTORS:
m_functions->glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
*value /= 4;
break;
default:
m_functions->glGetIntegerv(pname, value);
}
} else {
m_functions->glGetIntegerv(pname, value);
}
}
void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision)
{
ASSERT(range);
ASSERT(precision);
makeContextCurrent();
m_functions->glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
}
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 (!isGLES2Compliant()) {
if (type == GL_FLOAT) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA32F;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB32F;
} else if (type == GL_HALF_FLOAT_OES) {
if (format == GL_RGBA)
openGLInternalFormat = GL_RGBA16F;
else if (format == GL_RGB)
openGLInternalFormat = GL_RGB16F;
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;
}
}
texImage2DDirect(target, level, openGLInternalFormat, width, height, border, format, type, pixels);
return true;
}
void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
{
makeContextCurrent();
m_functions->glDepthRangef(zNear, zFar);
}
void GraphicsContext3D::clearDepth(GC3Dclampf depth)
{
makeContextCurrent();
m_functions->glClearDepthf(depth);
}
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)
{
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();
m_functions->glFlush();
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) {
resolveMultisamplingIfNecessary(IntRect(x, y, width, height));
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_functions->glFlush();
}
m_functions->glReadPixels(x, y, width, height, format, type, data);
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO)
m_functions->glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
}
}
#endif // USE(3D_GRAPHICS)
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