File: TextureMapperGL.cpp

package info (click to toggle)
qtwebkit-opensource-src 5.7.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 291,692 kB
  • ctags: 268,122
  • sloc: cpp: 1,360,420; python: 70,286; ansic: 42,986; perl: 35,476; ruby: 12,236; objc: 9,465; xml: 8,396; asm: 3,873; yacc: 2,397; sh: 1,647; makefile: 650; lex: 644; java: 110
file content (1288 lines) | stat: -rw-r--r-- 50,709 bytes parent folder | download | duplicates (3)
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
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
/*
 Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
 Copyright (C) 2012 Igalia S.L.
 Copyright (C) 2012 Adobe Systems Incorporated

 This library is free software; you can redistribute it and/or
 modify it under the terms of the GNU Library General Public
 License as published by the Free Software Foundation; either
 version 2 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
 Library General Public License for more details.

 You should have received a copy of the GNU Library General Public License
 along with this library; see the file COPYING.LIB.  If not, write to
 the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 Boston, MA 02110-1301, USA.
 */

#include "config.h"
#include "TextureMapperGL.h"

#include "Extensions3D.h"
#include "FilterOperations.h"
#include "GraphicsContext.h"
#include "Image.h"
#include "LengthFunctions.h"
#include "NotImplemented.h"
#include "TextureMapperShaderProgram.h"
#include "Timer.h"
#include <wtf/HashMap.h>
#include <wtf/OwnArrayPtr.h>
#include <wtf/PassOwnArrayPtr.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/TemporaryChange.h>

#if PLATFORM(QT)
#include <QPaintEngine>
#include "NativeImageQt.h"
#endif

#if USE(CAIRO)
#include "CairoUtilities.h"
#include "RefPtrCairo.h"
#include <cairo.h>
#include <wtf/text/CString.h>
#endif

#if ENABLE(CSS_SHADERS)
#include "CustomFilterCompiledProgram.h"
#include "CustomFilterOperation.h"
#include "CustomFilterProgram.h"
#include "CustomFilterRenderer.h"
#include "CustomFilterValidatedProgram.h"
#include "ValidatedCustomFilterOperation.h"
#endif

#if !USE(TEXMAP_OPENGL_ES_2)
// FIXME: Move to Extensions3D.h.
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#endif

#if USE(ACCELERATED_COMPOSITING) && USE(TEXTURE_MAPPER)

namespace WebCore {
struct TextureMapperGLData {
    WTF_MAKE_FAST_ALLOCATED;
public:
    struct SharedGLData : public RefCounted<SharedGLData> {

        typedef HashMap<PlatformGraphicsContext3D, SharedGLData*> GLContextDataMap;
        static GLContextDataMap& glContextDataMap()
        {
            static GLContextDataMap map;
            return map;
        }

        static PassRefPtr<SharedGLData> currentSharedGLData(GraphicsContext3D* context)
        {
            GLContextDataMap::iterator it = glContextDataMap().find(context->platformGraphicsContext3D());
            if (it != glContextDataMap().end())
                return it->value;

            return adoptRef(new SharedGLData(context));
        }

        PassRefPtr<TextureMapperShaderProgram> getShaderProgram(TextureMapperShaderProgram::Options options)
        {
            HashMap<TextureMapperShaderProgram::Options, RefPtr<TextureMapperShaderProgram> >::AddResult result = m_programs.add(options, 0);
            if (result.isNewEntry)
                result.iterator->value = TextureMapperShaderProgram::create(m_context, options);

            return result.iterator->value;
        }

        HashMap<TextureMapperShaderProgram::Options, RefPtr<TextureMapperShaderProgram> > m_programs;
        RefPtr<GraphicsContext3D> m_context;

        explicit SharedGLData(GraphicsContext3D* context)
            : m_context(context)
        {
            glContextDataMap().add(context->platformGraphicsContext3D(), this);
        }

        ~SharedGLData()
        {
            GLContextDataMap::const_iterator end = glContextDataMap().end();
            GLContextDataMap::iterator it;
            for (it = glContextDataMap().begin(); it != end; ++it) {
                if (it->value == this)
                    break;
            }

            ASSERT(it != end);
            glContextDataMap().remove(it);
        }
    };

    SharedGLData& sharedGLData() const
    {
        return *sharedData;
    }

    void initializeStencil();

    explicit TextureMapperGLData(GraphicsContext3D* context)
        : context(context)
        , PaintFlags(0)
        , previousProgram(0)
        , targetFrameBuffer(0)
        , didModifyStencil(false)
        , previousScissorState(0)
        , previousDepthState(0)
        , sharedData(TextureMapperGLData::SharedGLData::currentSharedGLData(this->context))
#if ENABLE(CSS_FILTERS)
        , filterInfo(0)
#endif
    { }

    ~TextureMapperGLData();
    Platform3DObject getStaticVBO(GC3Denum target, GC3Dsizeiptr, const void* data);

    GraphicsContext3D* context;
    TransformationMatrix projectionMatrix;
    TextureMapper::PaintFlags PaintFlags;
    GC3Dint previousProgram;
    GC3Dint targetFrameBuffer;
    bool didModifyStencil;
    GC3Dint previousScissorState;
    GC3Dint previousDepthState;
    GC3Dint viewport[4];
    GC3Dint previousScissor[4];
    RefPtr<SharedGLData> sharedData;
    RefPtr<BitmapTexture> currentSurface;
    HashMap<const void*, Platform3DObject> vbos;
#if ENABLE(CSS_FILTERS)
    const BitmapTextureGL::FilterInfo* filterInfo;
#endif
};

Platform3DObject TextureMapperGLData::getStaticVBO(GC3Denum target, GC3Dsizeiptr size, const void* data)
{
    HashMap<const void*, Platform3DObject>::AddResult result = vbos.add(data, 0);
    if (result.isNewEntry) {
        Platform3DObject vbo = context->createBuffer();
        context->bindBuffer(target, vbo);
        context->bufferData(target, size, data, GraphicsContext3D::STATIC_DRAW);
        result.iterator->value = vbo;
    }

    return result.iterator->value;
}

TextureMapperGLData::~TextureMapperGLData()
{
    HashMap<const void*, Platform3DObject>::iterator end = vbos.end();
    for (HashMap<const void*, Platform3DObject>::iterator it = vbos.begin(); it != end; ++it)
        context->deleteBuffer(it->value);
}

void TextureMapperGL::ClipStack::reset(const IntRect& rect, TextureMapperGL::ClipStack::YAxisMode mode)
{
    clipStack.clear();
    size = rect.size();
    yAxisMode = mode;
    clipState = TextureMapperGL::ClipState(rect);
    clipStateDirty = true;
}

void TextureMapperGL::ClipStack::intersect(const IntRect& rect)
{
    clipState.scissorBox.intersect(rect);
    clipStateDirty = true;
}

void TextureMapperGL::ClipStack::setStencilIndex(int stencilIndex)
{
    clipState.stencilIndex = stencilIndex;
    clipStateDirty = true;
}

void TextureMapperGL::ClipStack::push()
{
    clipStack.append(clipState);
    clipStateDirty = true;
}

void TextureMapperGL::ClipStack::pop()
{
    if (clipStack.isEmpty())
        return;
    clipState = clipStack.last();
    clipStack.removeLast();
    clipStateDirty = true;
}

void TextureMapperGL::ClipStack::apply(GraphicsContext3D* context)
{
    if (clipState.scissorBox.isEmpty())
        return;

    context->scissor(clipState.scissorBox.x(),
        (yAxisMode == InvertedYAxis) ? size.height() - clipState.scissorBox.maxY() : clipState.scissorBox.y(),
        clipState.scissorBox.width(), clipState.scissorBox.height());
    context->stencilOp(GraphicsContext3D::KEEP, GraphicsContext3D::KEEP, GraphicsContext3D::KEEP);
    context->stencilFunc(GraphicsContext3D::EQUAL, clipState.stencilIndex - 1, clipState.stencilIndex - 1);
    if (clipState.stencilIndex == 1)
        context->disable(GraphicsContext3D::STENCIL_TEST);
    else
        context->enable(GraphicsContext3D::STENCIL_TEST);
}

void TextureMapperGL::ClipStack::applyIfNeeded(GraphicsContext3D* context)
{
    if (!clipStateDirty)
        return;

    clipStateDirty = false;
    apply(context);
}

void TextureMapperGLData::initializeStencil()
{
    if (currentSurface) {
        static_cast<BitmapTextureGL*>(currentSurface.get())->initializeStencil();
        return;
    }

    if (didModifyStencil)
        return;

    context->clearStencil(0);
    context->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
    didModifyStencil = true;
}

BitmapTextureGL* toBitmapTextureGL(BitmapTexture* texture)
{
    if (!texture || !texture->isBackedByOpenGL())
        return 0;

    return static_cast<BitmapTextureGL*>(texture);
}

TextureMapperGL::TextureMapperGL()
    : TextureMapper(OpenGLMode)
    , m_enableEdgeDistanceAntialiasing(false)
{
    m_context3D = GraphicsContext3D::createForCurrentGLContext();
    m_data = new TextureMapperGLData(m_context3D.get());
}

TextureMapperGL::ClipStack& TextureMapperGL::clipStack()
{
    return data().currentSurface ? toBitmapTextureGL(data().currentSurface.get())->m_clipStack : m_clipStack;
}

void TextureMapperGL::beginPainting(PaintFlags flags)
{
    m_context3D->getIntegerv(GraphicsContext3D::CURRENT_PROGRAM, &data().previousProgram);
    data().previousScissorState = m_context3D->isEnabled(GraphicsContext3D::SCISSOR_TEST);
    data().previousDepthState = m_context3D->isEnabled(GraphicsContext3D::DEPTH_TEST);
#if PLATFORM(QT)
    if (m_context) {
        QPainter* painter = m_context->platformContext();
        painter->save();
        painter->beginNativePainting();
    }
#endif
    m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
    m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
    data().didModifyStencil = false;
    m_context3D->depthMask(0);
    m_context3D->getIntegerv(GraphicsContext3D::VIEWPORT, data().viewport);
    m_context3D->getIntegerv(GraphicsContext3D::SCISSOR_BOX, data().previousScissor);
    m_clipStack.reset(IntRect(0, 0, data().viewport[2], data().viewport[3]), ClipStack::InvertedYAxis);
    m_context3D->getIntegerv(GraphicsContext3D::FRAMEBUFFER_BINDING, &data().targetFrameBuffer);
    data().PaintFlags = flags;
    bindSurface(0);
}

void TextureMapperGL::endPainting()
{
    if (data().didModifyStencil) {
        m_context3D->clearStencil(1);
        m_context3D->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
    }

    m_context3D->useProgram(data().previousProgram);

    m_context3D->scissor(data().previousScissor[0], data().previousScissor[1], data().previousScissor[2], data().previousScissor[3]);
    if (data().previousScissorState)
        m_context3D->enable(GraphicsContext3D::SCISSOR_TEST);
    else
        m_context3D->disable(GraphicsContext3D::SCISSOR_TEST);

    if (data().previousDepthState)
        m_context3D->enable(GraphicsContext3D::DEPTH_TEST);
    else
        m_context3D->disable(GraphicsContext3D::DEPTH_TEST);

#if PLATFORM(QT)
    if (!m_context)
        return;
    QPainter* painter = m_context->platformContext();
    painter->endNativePainting();
    painter->restore();
#endif
}

void TextureMapperGL::drawBorder(const Color& color, float width, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix)
{
    if (clipStack().isCurrentScissorBoxEmpty())
        return;

    RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(TextureMapperShaderProgram::SolidColor);
    m_context3D->useProgram(program->programID());

    float r, g, b, a;
    Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
    m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
    m_context3D->lineWidth(width);

    draw(targetRect, modelViewMatrix, program.get(), GraphicsContext3D::LINE_LOOP, color.hasAlpha() ? ShouldBlend : 0);
}

// FIXME: drawNumber() should save a number texture-atlas and re-use whenever possible.
void TextureMapperGL::drawNumber(int number, const Color& color, const FloatPoint& targetPoint, const TransformationMatrix& modelViewMatrix)
{
    int pointSize = 8;
#if PLATFORM(QT)
    QString counterString = QString::number(number);

    QFont font(QString::fromLatin1("Monospace"), pointSize, QFont::Bold);
    font.setStyleHint(QFont::TypeWriter);

    QFontMetrics fontMetrics(font);
    int width = fontMetrics.width(counterString) + 4;
    int height = fontMetrics.height();

    IntSize size(width, height);
    IntRect sourceRect(IntPoint::zero(), size);
    IntRect targetRect(roundedIntPoint(targetPoint), size);

    QImage image(size, NativeImageQt::defaultFormatForAlphaEnabledImages());
    QPainter painter(&image);
    painter.fillRect(sourceRect, Color::createUnchecked(color.blue(), color.green(), color.red())); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
    painter.setFont(font);
    painter.setPen(Qt::white);
    painter.drawText(2, height * 0.85, counterString);

    RefPtr<BitmapTexture> texture = acquireTextureFromPool(size);
    const uchar* bits = image.bits();
    static_cast<BitmapTextureGL*>(texture.get())->updateContentsNoSwizzle(bits, sourceRect, IntPoint::zero(), image.bytesPerLine());
    drawTexture(*texture, targetRect, modelViewMatrix, 1.0f, AllEdges);

#elif USE(CAIRO)
    CString counterString = String::number(number).ascii();
    // cairo_text_extents() requires a cairo_t, so dimensions need to be guesstimated.
    int width = counterString.length() * pointSize * 1.2;
    int height = pointSize * 1.5;

    cairo_surface_t* surface = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, width, height);
    cairo_t* cr = cairo_create(surface);

    float r, g, b, a;
    color.getRGBA(r, g, b, a);
    cairo_set_source_rgba(cr, b, g, r, a); // Since we won't swap R+B when uploading a texture, paint with the swapped R+B color.
    cairo_rectangle(cr, 0, 0, width, height);
    cairo_fill(cr);

    cairo_select_font_face(cr, "Monospace", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_BOLD);
    cairo_set_font_size(cr, pointSize);
    cairo_set_source_rgb(cr, 1, 1, 1);
    cairo_move_to(cr, 2, pointSize);
    cairo_show_text(cr, counterString.data());

    IntSize size(width, height);
    IntRect sourceRect(IntPoint::zero(), size);
    IntRect targetRect(roundedIntPoint(targetPoint), size);

    RefPtr<BitmapTexture> texture = acquireTextureFromPool(size);
    const unsigned char* bits = cairo_image_surface_get_data(surface);
    int stride = cairo_image_surface_get_stride(surface);
    static_cast<BitmapTextureGL*>(texture.get())->updateContentsNoSwizzle(bits, sourceRect, IntPoint::zero(), stride);
    drawTexture(*texture, targetRect, modelViewMatrix, 1.0f, AllEdges);

    cairo_surface_destroy(surface);
    cairo_destroy(cr);

#else
    UNUSED_PARAM(number);
    UNUSED_PARAM(pointSize);
    UNUSED_PARAM(targetPoint);
    UNUSED_PARAM(modelViewMatrix);
    notImplemented();
#endif
}

#if ENABLE(CSS_FILTERS)

static TextureMapperShaderProgram::Options optionsForFilterType(FilterOperation::OperationType type, unsigned pass)
{
    switch (type) {
    case FilterOperation::GRAYSCALE:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::GrayscaleFilter;
    case FilterOperation::SEPIA:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SepiaFilter;
    case FilterOperation::SATURATE:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::SaturateFilter;
    case FilterOperation::HUE_ROTATE:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::HueRotateFilter;
    case FilterOperation::INVERT:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::InvertFilter;
    case FilterOperation::BRIGHTNESS:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::BrightnessFilter;
    case FilterOperation::CONTRAST:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::ContrastFilter;
    case FilterOperation::OPACITY:
        return TextureMapperShaderProgram::Texture | TextureMapperShaderProgram::OpacityFilter;
    case FilterOperation::BLUR:
        return TextureMapperShaderProgram::BlurFilter;
    case FilterOperation::DROP_SHADOW:
        return TextureMapperShaderProgram::AlphaBlur
            | (pass ? TextureMapperShaderProgram::ContentTexture | TextureMapperShaderProgram::SolidColor: 0);
    default:
        ASSERT_NOT_REACHED();
        return 0;
    }
}

static unsigned getPassesRequiredForFilter(FilterOperation::OperationType type)
{
    switch (type) {
    case FilterOperation::GRAYSCALE:
    case FilterOperation::SEPIA:
    case FilterOperation::SATURATE:
    case FilterOperation::HUE_ROTATE:
    case FilterOperation::INVERT:
    case FilterOperation::BRIGHTNESS:
    case FilterOperation::CONTRAST:
    case FilterOperation::OPACITY:
#if ENABLE(CSS_SHADERS)
    case FilterOperation::CUSTOM:
    case FilterOperation::VALIDATED_CUSTOM:
#endif
        return 1;
    case FilterOperation::BLUR:
    case FilterOperation::DROP_SHADOW:
        // We use two-passes (vertical+horizontal) for blur and drop-shadow.
        return 2;
    default:
        return 0;
    }
}

// Create a normal distribution of 21 values between -2 and 2.
static const unsigned GaussianKernelHalfWidth = 11;
static const float GaussianKernelStep = 0.2;

static inline float gauss(float x)
{
    return exp(-(x * x) / 2.);
}

static float* gaussianKernel()
{
    static bool prepared = false;
    static float kernel[GaussianKernelHalfWidth] = {0, };

    if (prepared)
        return kernel;

    kernel[0] = gauss(0);
    float sum = kernel[0];
    for (unsigned i = 1; i < GaussianKernelHalfWidth; ++i) {
        kernel[i] = gauss(i * GaussianKernelStep);
        sum += 2 * kernel[i];
    }

    // Normalize the kernel.
    float scale = 1 / sum;
    for (unsigned i = 0; i < GaussianKernelHalfWidth; ++i)
        kernel[i] *= scale;

    prepared = true;
    return kernel;
}

static void prepareFilterProgram(TextureMapperShaderProgram* program, const FilterOperation& operation, unsigned pass, const IntSize& size, GC3Duint contentTexture)
{
    RefPtr<GraphicsContext3D> context = program->context();
    context->useProgram(program->programID());

    switch (operation.getOperationType()) {
    case FilterOperation::GRAYSCALE:
    case FilterOperation::SEPIA:
    case FilterOperation::SATURATE:
    case FilterOperation::HUE_ROTATE:
        context->uniform1f(program->filterAmountLocation(), static_cast<const BasicColorMatrixFilterOperation&>(operation).amount());
        break;
    case FilterOperation::INVERT:
    case FilterOperation::BRIGHTNESS:
    case FilterOperation::CONTRAST:
    case FilterOperation::OPACITY:
        context->uniform1f(program->filterAmountLocation(), static_cast<const BasicComponentTransferFilterOperation&>(operation).amount());
        break;
    case FilterOperation::BLUR: {
        const BlurFilterOperation& blur = static_cast<const BlurFilterOperation&>(operation);
        FloatSize radius;

        // Blur is done in two passes, first horizontally and then vertically. The same shader is used for both.
        if (pass)
            radius.setHeight(floatValueForLength(blur.stdDeviation(), size.height()) / size.height());
        else
            radius.setWidth(floatValueForLength(blur.stdDeviation(), size.width()) / size.width());

        context->uniform2f(program->blurRadiusLocation(), radius.width(), radius.height());
        context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
        break;
    }
    case FilterOperation::DROP_SHADOW: {
        const DropShadowFilterOperation& shadow = static_cast<const DropShadowFilterOperation&>(operation);
        context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
        switch (pass) {
        case 0:
            // First pass: horizontal alpha blur.
            context->uniform2f(program->blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
            context->uniform2f(program->shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
            break;
        case 1:
            // Second pass: we need the shadow color and the content texture for compositing.
            float r, g, b, a;
            Color(premultipliedARGBFromColor(shadow.color())).getRGBA(r, g, b, a);
            context->uniform4f(program->colorLocation(), r, g, b, a);
            context->uniform2f(program->blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
            context->uniform2f(program->shadowOffsetLocation(), 0, 0);
            context->activeTexture(GraphicsContext3D::TEXTURE1);
            context->bindTexture(GraphicsContext3D::TEXTURE_2D, contentTexture);
            context->uniform1i(program->contentTextureLocation(), 1);
            break;
        }
        break;
    }
    default:
        break;
    }
}
#endif

void TextureMapperGL::drawTexture(const BitmapTexture& texture, const FloatRect& targetRect, const TransformationMatrix& matrix, float opacity, unsigned exposedEdges)
{
    if (!texture.isValid())
        return;

    if (clipStack().isCurrentScissorBoxEmpty())
        return;

    const BitmapTextureGL& textureGL = static_cast<const BitmapTextureGL&>(texture);
#if ENABLE(CSS_FILTERS)
    TemporaryChange<const BitmapTextureGL::FilterInfo*> filterInfo(data().filterInfo, textureGL.filterInfo());
#endif

    drawTexture(textureGL.id(), textureGL.isOpaque() ? 0 : ShouldBlend, textureGL.size(), targetRect, matrix, opacity, exposedEdges);
}

void TextureMapperGL::drawTexture(Platform3DObject texture, Flags flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, unsigned exposedEdges)
{
    bool useRect = flags & ShouldUseARBTextureRect;
    bool useAntialiasing = m_enableEdgeDistanceAntialiasing
        && exposedEdges == AllEdges
        && !modelViewMatrix.mapQuad(targetRect).isRectilinear();

    TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::Texture;
    if (useRect)
        options |= TextureMapperShaderProgram::Rect;
    if (opacity < 1)
        options |= TextureMapperShaderProgram::Opacity;
    if (useAntialiasing) {
        options |= TextureMapperShaderProgram::Antialiasing;
        flags |= ShouldAntialias;
    }

#if ENABLE(CSS_FILTERS)
    RefPtr<FilterOperation> filter = data().filterInfo ? data().filterInfo->filter: 0;
    GC3Duint filterContentTextureID = 0;

    if (filter) {
        if (data().filterInfo->contentTexture)
            filterContentTextureID = toBitmapTextureGL(data().filterInfo->contentTexture.get())->id();
        options |= optionsForFilterType(filter->getOperationType(), data().filterInfo->pass);
        if (filter->affectsOpacity())
            flags |= ShouldBlend;
    }
#endif

    if (useAntialiasing || opacity < 1)
        flags |= ShouldBlend;

    RefPtr<TextureMapperShaderProgram> program;
    program = data().sharedGLData().getShaderProgram(options);

#if ENABLE(CSS_FILTERS)
    if (filter)
        prepareFilterProgram(program.get(), *filter.get(), data().filterInfo->pass, textureSize, filterContentTextureID);
#endif

    drawTexturedQuadWithProgram(program.get(), texture, flags, textureSize, targetRect, modelViewMatrix, opacity);
}

void TextureMapperGL::drawSolidColor(const FloatRect& rect, const TransformationMatrix& matrix, const Color& color)
{
    Flags flags = 0;
    TextureMapperShaderProgram::Options options = TextureMapperShaderProgram::SolidColor;
    if (!matrix.mapQuad(rect).isRectilinear()) {
        options |= TextureMapperShaderProgram::Antialiasing;
        flags |= ShouldBlend | ShouldAntialias;
    }

    RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(options);
    m_context3D->useProgram(program->programID());

    float r, g, b, a;
    Color(premultipliedARGBFromColor(color)).getRGBA(r, g, b, a);
    m_context3D->uniform4f(program->colorLocation(), r, g, b, a);
    if (a < 1)
        flags |= ShouldBlend;

    draw(rect, matrix, program.get(), GraphicsContext3D::TRIANGLE_FAN, flags);
}

void TextureMapperGL::drawEdgeTriangles(TextureMapperShaderProgram* program)
{
    const GC3Dfloat left = 0;
    const GC3Dfloat top = 0;
    const GC3Dfloat right = 1;
    const GC3Dfloat bottom = 1;
    const GC3Dfloat center = 0.5;

// Each 4d triangle consists of a center point and two edge points, where the zw coordinates
// of each vertex equals the nearest point to the vertex on the edge.
#define SIDE_TRIANGLE_DATA(x1, y1, x2, y2) \
    x1, y1, x1, y1, \
    x2, y2, x2, y2, \
    center, center, (x1 + x2) / 2, (y1 + y2) / 2

    static const GC3Dfloat unitRectSideTriangles[] = {
        SIDE_TRIANGLE_DATA(left, top, right, top),
        SIDE_TRIANGLE_DATA(left, top, left, bottom),
        SIDE_TRIANGLE_DATA(right, top, right, bottom),
        SIDE_TRIANGLE_DATA(left, bottom, right, bottom)
    };
#undef SIDE_TRIANGLE_DATA

    Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 48, unitRectSideTriangles);
    m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
    m_context3D->vertexAttribPointer(program->vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
    m_context3D->drawArrays(GraphicsContext3D::TRIANGLES, 0, 12);
    m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}

void TextureMapperGL::drawUnitRect(TextureMapperShaderProgram* program, GC3Denum drawingMode)
{
    static const GC3Dfloat unitRect[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
    Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, unitRect);
    m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
    m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
    m_context3D->drawArrays(drawingMode, 0, 4);
    m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
}

void TextureMapperGL::draw(const FloatRect& rect, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram* shaderProgram, GC3Denum drawingMode, Flags flags)
{
    TransformationMatrix matrix =
        TransformationMatrix(modelViewMatrix).multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), rect));

    m_context3D->enableVertexAttribArray(shaderProgram->vertexLocation());
    shaderProgram->setMatrix(shaderProgram->modelViewMatrixLocation(), matrix);
    shaderProgram->setMatrix(shaderProgram->projectionMatrixLocation(), data().projectionMatrix);

    if (isInMaskMode()) {
        m_context3D->blendFunc(GraphicsContext3D::ZERO, GraphicsContext3D::SRC_ALPHA);
        m_context3D->enable(GraphicsContext3D::BLEND);
    } else {
        if (flags & ShouldBlend) {
            m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
            m_context3D->enable(GraphicsContext3D::BLEND);
        } else
            m_context3D->disable(GraphicsContext3D::BLEND);
    }

    if (flags & ShouldAntialias)
        drawEdgeTriangles(shaderProgram);
    else
        drawUnitRect(shaderProgram, drawingMode);

    m_context3D->disableVertexAttribArray(shaderProgram->vertexLocation());
    m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
    m_context3D->enable(GraphicsContext3D::BLEND);
}

void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram* program, uint32_t texture, Flags flags, const IntSize& size, const FloatRect& rect, const TransformationMatrix& modelViewMatrix, float opacity)
{
    m_context3D->useProgram(program->programID());
    m_context3D->activeTexture(GraphicsContext3D::TEXTURE0);
    GC3Denum target = flags & ShouldUseARBTextureRect ? GC3Denum(Extensions3D::TEXTURE_RECTANGLE_ARB) : GC3Denum(GraphicsContext3D::TEXTURE_2D);
    m_context3D->bindTexture(target, texture);
    m_context3D->uniform1i(program->samplerLocation(), 0);
    if (wrapMode() == RepeatWrap) {
        m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::REPEAT);
        m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::REPEAT);
    }

    TransformationMatrix patternTransform = this->patternTransform();
    if (flags & ShouldFlipTexture)
        patternTransform.flipY();
    if (flags & ShouldUseARBTextureRect)
        patternTransform.scaleNonUniform(size.width(), size.height());
    if (flags & ShouldFlipTexture)
        patternTransform.translate(0, -1);

    program->setMatrix(program->textureSpaceMatrixLocation(), patternTransform);
    m_context3D->uniform1f(program->opacityLocation(), opacity);

    if (opacity < 1)
        flags |= ShouldBlend;

    draw(rect, modelViewMatrix, program, GraphicsContext3D::TRIANGLE_FAN, flags);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
}

BitmapTextureGL::BitmapTextureGL(TextureMapperGL* textureMapper)
    : m_id(0)
    , m_fbo(0)
    , m_rbo(0)
    , m_depthBufferObject(0)
    , m_shouldClear(true)
    , m_context3D(textureMapper->graphicsContext3D())
{
}

bool BitmapTextureGL::canReuseWith(const IntSize& contentsSize, Flags)
{
    return contentsSize == m_textureSize;
}

#if OS(DARWIN)
#define DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#else
#define DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE GraphicsContext3D::UNSIGNED_BYTE
#endif

static void swizzleBGRAToRGBA(uint32_t* data, const IntRect& rect, int stride = 0)
{
    stride = stride ? stride : rect.width();
    for (int y = rect.y(); y < rect.maxY(); ++y) {
        uint32_t* p = data + y * stride;
        for (int x = rect.x(); x < rect.maxX(); ++x)
            p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00);
    }
}

// If GL_EXT_texture_format_BGRA8888 is supported in the OpenGLES
// internal and external formats need to be BGRA
static bool driverSupportsExternalTextureBGRA(GraphicsContext3D* context)
{
    if (context->isGLES2Compliant()) {
        static bool supportsExternalTextureBGRA = context->getExtensions()->supports("GL_EXT_texture_format_BGRA8888");
        return supportsExternalTextureBGRA;
    }

    return true;
}

static bool driverSupportsSubImage(GraphicsContext3D* context)
{
    if (context->isGLES2Compliant()) {
        static bool supportsSubImage = context->getExtensions()->supports("GL_EXT_unpack_subimage");
        return supportsSubImage;
    }

    return true;
}

void BitmapTextureGL::didReset()
{
    if (!m_id)
        m_id = m_context3D->createTexture();

    m_shouldClear = true;
    if (m_textureSize == contentSize())
        return;


    m_textureSize = contentSize();
    m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
    m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);

    Platform3DObject internalFormat = GraphicsContext3D::RGBA;
    Platform3DObject externalFormat = GraphicsContext3D::BGRA;
    if (m_context3D->isGLES2Compliant()) {
        if (driverSupportsExternalTextureBGRA(m_context3D.get()))
            internalFormat = GraphicsContext3D::BGRA;
        else
            externalFormat = GraphicsContext3D::RGBA;
    }

    m_context3D->texImage2DDirect(GraphicsContext3D::TEXTURE_2D, 0, internalFormat, m_textureSize.width(), m_textureSize.height(), 0, externalFormat, DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE, 0);
}

void BitmapTextureGL::updateContentsNoSwizzle(const void* srcData, const IntRect& targetRect, const IntPoint& sourceOffset, int bytesPerLine, unsigned bytesPerPixel, Platform3DObject glFormat)
{
    m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);
    if (driverSupportsSubImage(m_context3D.get())) { // For ES drivers that don't support sub-images.
        // Use the OpenGL sub-image extension, now that we know it's available.
        m_context3D->pixelStorei(GL_UNPACK_ROW_LENGTH, bytesPerLine / bytesPerPixel);
        m_context3D->pixelStorei(GL_UNPACK_SKIP_ROWS, sourceOffset.y());
        m_context3D->pixelStorei(GL_UNPACK_SKIP_PIXELS, sourceOffset.x());
    }

    m_context3D->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, targetRect.x(), targetRect.y(), targetRect.width(), targetRect.height(), glFormat, DEFAULT_TEXTURE_PIXEL_TRANSFER_TYPE, srcData);

    if (driverSupportsSubImage(m_context3D.get())) { // For ES drivers that don't support sub-images.
        m_context3D->pixelStorei(GL_UNPACK_ROW_LENGTH, 0);
        m_context3D->pixelStorei(GL_UNPACK_SKIP_ROWS, 0);
        m_context3D->pixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
    }
}

void BitmapTextureGL::updateContents(const void* srcData, const IntRect& targetRect, const IntPoint& sourceOffset, int bytesPerLine, UpdateContentsFlag updateContentsFlag)
{
    Platform3DObject glFormat = GraphicsContext3D::RGBA;
    m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, m_id);

    const unsigned bytesPerPixel = 4;
    char* data = reinterpret_cast<char*>(const_cast<void*>(srcData));
    Vector<char> temporaryData;
    IntPoint adjustedSourceOffset = sourceOffset;

    // Texture upload requires subimage buffer if driver doesn't support subimage and we don't have full image upload.
    bool requireSubImageBuffer = !driverSupportsSubImage(m_context3D.get())
        && !(bytesPerLine == static_cast<int>(targetRect.width() * bytesPerPixel) && adjustedSourceOffset == IntPoint::zero());

    // prepare temporaryData if necessary
    if ((!driverSupportsExternalTextureBGRA(m_context3D.get()) && updateContentsFlag == UpdateCannotModifyOriginalImageData) || requireSubImageBuffer) {
        temporaryData.resize(targetRect.width() * targetRect.height() * bytesPerPixel);
        data = temporaryData.data();
        const char* bits = static_cast<const char*>(srcData);
        const char* src = bits + sourceOffset.y() * bytesPerLine + sourceOffset.x() * bytesPerPixel;
        char* dst = data;
        const int targetBytesPerLine = targetRect.width() * bytesPerPixel;
        for (int y = 0; y < targetRect.height(); ++y) {
            memcpy(dst, src, targetBytesPerLine);
            src += bytesPerLine;
            dst += targetBytesPerLine;
        }

        bytesPerLine = targetBytesPerLine;
        adjustedSourceOffset = IntPoint(0, 0);
    }

    if (driverSupportsExternalTextureBGRA(m_context3D.get()))
        glFormat = GraphicsContext3D::BGRA;
    else
        swizzleBGRAToRGBA(reinterpret_cast_ptr<uint32_t*>(data), IntRect(adjustedSourceOffset, targetRect.size()), bytesPerLine / bytesPerPixel);

    updateContentsNoSwizzle(data, targetRect, adjustedSourceOffset, bytesPerLine, bytesPerPixel, glFormat);
}

void BitmapTextureGL::updateContents(Image* image, const IntRect& targetRect, const IntPoint& offset, UpdateContentsFlag updateContentsFlag)
{
    if (!image)
        return;
    NativeImagePtr frameImage = image->nativeImageForCurrentFrame();
    if (!frameImage)
        return;

    int bytesPerLine;
    const char* imageData;

#if PLATFORM(QT)
    QImage qImage;
    QPaintEngine* paintEngine = frameImage->paintEngine();
    if (paintEngine && paintEngine->type() == QPaintEngine::Raster) {
        // QRasterPixmapData::toImage() will deep-copy the backing QImage if there's an active QPainter on it.
        // For performance reasons, we don't want that here, so we temporarily redirect the paint engine.
        QPaintDevice* currentPaintDevice = paintEngine->paintDevice();
        paintEngine->setPaintDevice(0);
        qImage = frameImage->toImage();
        paintEngine->setPaintDevice(currentPaintDevice);
    } else
        qImage = frameImage->toImage();
    imageData = reinterpret_cast<const char*>(qImage.constBits());
    bytesPerLine = qImage.bytesPerLine();
#elif USE(CAIRO)
    cairo_surface_t* surface = frameImage.get();
    imageData = reinterpret_cast<const char*>(cairo_image_surface_get_data(surface));
    bytesPerLine = cairo_image_surface_get_stride(surface);
#endif

    updateContents(imageData, targetRect, offset, bytesPerLine, updateContentsFlag);
}

#if ENABLE(CSS_SHADERS)
void TextureMapperGL::removeCachedCustomFilterProgram(CustomFilterProgram* program)
{
    m_customFilterPrograms.remove(program->programInfo());
}

bool TextureMapperGL::drawUsingCustomFilter(BitmapTexture& target, const BitmapTexture& source, const FilterOperation& filter)
{
    RefPtr<CustomFilterRenderer> renderer;
    switch (filter.getOperationType()) {
    case FilterOperation::CUSTOM: {
        // WebKit2 pipeline is using the CustomFilterOperation, that's because of the "de-serialization" that
        // happens in CoordinatedGraphicsArgumentCoders.
        const CustomFilterOperation* customFilter = static_cast<const CustomFilterOperation*>(&filter);
        RefPtr<CustomFilterProgram> program = customFilter->program();
        renderer = CustomFilterRenderer::create(m_context3D, program->programType(), customFilter->parameters(), 
            customFilter->meshRows(), customFilter->meshColumns(), customFilter->meshType());
        CustomFilterProgramMap::AddResult result = m_customFilterPrograms.add(program->programInfo(), 0);
        if (result.isNewEntry)
            result.iterator->value = CustomFilterCompiledProgram::create(m_context3D, program->vertexShaderString(), program->fragmentShaderString(), program->programType());
        renderer->setCompiledProgram(result.iterator->value);
        break;
    }
    case FilterOperation::VALIDATED_CUSTOM: {
        // WebKit1 uses the ValidatedCustomFilterOperation.
        const ValidatedCustomFilterOperation* customFilter = static_cast<const ValidatedCustomFilterOperation*>(&filter);
        RefPtr<CustomFilterValidatedProgram> program = customFilter->validatedProgram();
        renderer = CustomFilterRenderer::create(m_context3D, program->programInfo().programType(), customFilter->parameters(),
            customFilter->meshRows(), customFilter->meshColumns(), customFilter->meshType());
        RefPtr<CustomFilterCompiledProgram> compiledProgram;
        CustomFilterProgramMap::AddResult result = m_customFilterPrograms.add(program->programInfo(), 0);
        if (result.isNewEntry)
            result.iterator->value = CustomFilterCompiledProgram::create(m_context3D, program->validatedVertexShader(), program->validatedFragmentShader(), program->programInfo().programType());
        renderer->setCompiledProgram(result.iterator->value);
        break;
    }
    default:
        ASSERT_NOT_REACHED();
        return false;
    }
    if (!renderer || !renderer->prepareForDrawing())
        return false;
    static_cast<BitmapTextureGL&>(target).initializeDepthBuffer();
    m_context3D->enable(GraphicsContext3D::BLEND);
    m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
    m_context3D->enable(GraphicsContext3D::DEPTH_TEST);
    m_context3D->depthFunc(GraphicsContext3D::LESS);
    m_context3D->clearDepth(1);
    m_context3D->depthMask(1);
    m_context3D->clearColor(0, 0, 0, 0);
    m_context3D->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT);
    renderer->draw(static_cast<const BitmapTextureGL&>(source).id(), source.size());
    m_context3D->disable(GraphicsContext3D::DEPTH_TEST);
    m_context3D->disable(GraphicsContext3D::BLEND);
    m_context3D->depthMask(0);
    return true;
}
#endif

#if ENABLE(CSS_FILTERS)
void TextureMapperGL::drawFiltered(const BitmapTexture& sampler, const BitmapTexture* contentTexture, const FilterOperation& filter, int pass)
{
    // For standard filters, we always draw the whole texture without transformations.
    TextureMapperShaderProgram::Options options = optionsForFilterType(filter.getOperationType(), pass);
    RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(options);
    ASSERT(program);

    prepareFilterProgram(program.get(), filter, pass, sampler.contentSize(), contentTexture ? static_cast<const BitmapTextureGL*>(contentTexture)->id() : 0);
    FloatRect targetRect(IntPoint::zero(), sampler.contentSize());
    drawTexturedQuadWithProgram(program.get(), static_cast<const BitmapTextureGL&>(sampler).id(), 0, IntSize(1, 1), targetRect, TransformationMatrix(), 1);
}

static bool isCustomFilter(FilterOperation::OperationType type)
{
#if ENABLE(CSS_SHADERS)
    return type == FilterOperation::CUSTOM || type == FilterOperation::VALIDATED_CUSTOM;
#else
    return false;
#endif
}

PassRefPtr<BitmapTexture> BitmapTextureGL::applyFilters(TextureMapper* textureMapper, const FilterOperations& filters)
{
    if (filters.isEmpty())
        return this;

    TextureMapperGL* texmapGL = static_cast<TextureMapperGL*>(textureMapper);
    RefPtr<BitmapTexture> previousSurface = texmapGL->data().currentSurface;
    RefPtr<BitmapTexture> resultSurface = this;
    RefPtr<BitmapTexture> intermediateSurface;
    RefPtr<BitmapTexture> spareSurface;

    m_filterInfo = FilterInfo();

    for (size_t i = 0; i < filters.size(); ++i) {
        RefPtr<FilterOperation> filter = filters.operations()[i];
        ASSERT(filter);

        bool custom = isCustomFilter(filter->getOperationType());

        int numPasses = getPassesRequiredForFilter(filter->getOperationType());
        for (int j = 0; j < numPasses; ++j) {
            bool last = (i == filters.size() - 1) && (j == numPasses - 1);
            if (custom || !last) {
                if (!intermediateSurface)
                    intermediateSurface = texmapGL->acquireTextureFromPool(contentSize());
                texmapGL->bindSurface(intermediateSurface.get());
            }

#if ENABLE(CSS_SHADERS)
            if (custom) {
                if (texmapGL->drawUsingCustomFilter(*intermediateSurface.get(), *resultSurface.get(), *filter))
                    std::swap(resultSurface, intermediateSurface);
                continue;
            }
#endif
            if (last) {
                toBitmapTextureGL(resultSurface.get())->m_filterInfo = BitmapTextureGL::FilterInfo(filter, j, spareSurface);
                break;
            }

            texmapGL->drawFiltered(*resultSurface.get(), spareSurface.get(), *filter, j);
            if (!j && filter->getOperationType() == FilterOperation::DROP_SHADOW) {
                spareSurface = resultSurface;
                resultSurface.clear();
            }
            std::swap(resultSurface, intermediateSurface);
        }
    }

    texmapGL->bindSurface(previousSurface.get());
    return resultSurface;
}
#endif

static inline TransformationMatrix createProjectionMatrix(const IntSize& size, bool mirrored)
{
    const float nearValue = 9999999;
    const float farValue = -99999;

    return TransformationMatrix(2.0 / float(size.width()), 0, 0, 0,
                                0, (mirrored ? 2.0 : -2.0) / float(size.height()), 0, 0,
                                0, 0, -2.f / (farValue - nearValue), 0,
                                -1, mirrored ? -1 : 1, -(farValue + nearValue) / (farValue - nearValue), 1);
}

void BitmapTextureGL::initializeStencil()
{
    if (m_rbo)
        return;

    m_rbo = m_context3D->createRenderbuffer();
    m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_rbo);
#ifdef TEXMAP_OPENGL_ES_2
    m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::STENCIL_INDEX8, m_textureSize.width(), m_textureSize.height());
#else
    m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_STENCIL, m_textureSize.width(), m_textureSize.height());
#endif
    m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
    m_context3D->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_rbo);
    m_context3D->clearStencil(0);
    m_context3D->clear(GraphicsContext3D::STENCIL_BUFFER_BIT);
}

void BitmapTextureGL::initializeDepthBuffer()
{
    if (m_depthBufferObject)
        return;

    m_depthBufferObject = m_context3D->createRenderbuffer();
    m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthBufferObject);
    m_context3D->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, GraphicsContext3D::DEPTH_COMPONENT16, m_textureSize.width(), m_textureSize.height());
    m_context3D->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, 0);
    m_context3D->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthBufferObject);
}

void BitmapTextureGL::clearIfNeeded()
{
    if (!m_shouldClear)
        return;

    m_clipStack.reset(IntRect(IntPoint::zero(), m_textureSize), TextureMapperGL::ClipStack::DefaultYAxis);
    m_clipStack.applyIfNeeded(m_context3D.get());
    m_context3D->clearColor(0, 0, 0, 0);
    m_context3D->clear(GraphicsContext3D::COLOR_BUFFER_BIT);
    m_shouldClear = false;
}

void BitmapTextureGL::createFboIfNeeded()
{
    if (m_fbo)
        return;

    m_fbo = m_context3D->createFramebuffer();
    m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
    m_context3D->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, id(), 0);
    m_shouldClear = true;
}

void BitmapTextureGL::bind(TextureMapperGL* textureMapper)
{
    m_context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, 0);
    createFboIfNeeded();
    m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
    m_context3D->viewport(0, 0, m_textureSize.width(), m_textureSize.height());
    clearIfNeeded();
    textureMapper->data().projectionMatrix = createProjectionMatrix(m_textureSize, true /* mirrored */);
    m_clipStack.apply(m_context3D.get());
}

BitmapTextureGL::~BitmapTextureGL()
{
    if (m_id)
        m_context3D->deleteTexture(m_id);

    if (m_fbo)
        m_context3D->deleteFramebuffer(m_fbo);

    if (m_rbo)
        m_context3D->deleteRenderbuffer(m_rbo);

    if (m_depthBufferObject)
        m_context3D->deleteRenderbuffer(m_depthBufferObject);
}

bool BitmapTextureGL::isValid() const
{
    return m_id;
}

IntSize BitmapTextureGL::size() const
{
    return m_textureSize;
}

TextureMapperGL::~TextureMapperGL()
{
    delete m_data;
}

void TextureMapperGL::bindDefaultSurface()
{
    m_context3D->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, data().targetFrameBuffer);
    IntSize viewportSize(data().viewport[2], data().viewport[3]);
    data().projectionMatrix = createProjectionMatrix(viewportSize, data().PaintFlags & PaintingMirrored);
    m_context3D->viewport(data().viewport[0], data().viewport[1], viewportSize.width(), viewportSize.height());
    m_clipStack.apply(m_context3D.get());
    data().currentSurface.clear();
}

void TextureMapperGL::bindSurface(BitmapTexture *surface)
{
    if (!surface) {
        bindDefaultSurface();
        return;
    }

    static_cast<BitmapTextureGL*>(surface)->bind(this);
    data().currentSurface = surface;
}

bool TextureMapperGL::beginScissorClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
    // 3D transforms are currently not supported in scissor clipping
    // resulting in cropped surfaces when z>0.
    if (!modelViewMatrix.isAffine())
        return false;

    FloatQuad quad = modelViewMatrix.projectQuad(targetRect);
    IntRect rect = quad.enclosingBoundingBox();

    // Only use scissors on rectilinear clips.
    if (!quad.isRectilinear() || rect.isEmpty())
        return false;

    clipStack().intersect(rect);
    clipStack().applyIfNeeded(m_context3D.get());
    return true;
}

void TextureMapperGL::beginClip(const TransformationMatrix& modelViewMatrix, const FloatRect& targetRect)
{
    clipStack().push();
    if (beginScissorClip(modelViewMatrix, targetRect))
        return;

    data().initializeStencil();

    RefPtr<TextureMapperShaderProgram> program = data().sharedGLData().getShaderProgram(TextureMapperShaderProgram::SolidColor);

    m_context3D->useProgram(program->programID());
    m_context3D->enableVertexAttribArray(program->vertexLocation());
    const GC3Dfloat unitRect[] = {0, 0, 1, 0, 1, 1, 0, 1};
    m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, GC3Dintptr(unitRect));

    TransformationMatrix matrix = TransformationMatrix(modelViewMatrix)
        .multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), targetRect));

    static const TransformationMatrix fullProjectionMatrix = TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), FloatRect(-1, -1, 2, 2));

    int stencilIndex = clipStack().getStencilIndex();

    m_context3D->enable(GraphicsContext3D::STENCIL_TEST);

    // Make sure we don't do any actual drawing.
    m_context3D->stencilFunc(GraphicsContext3D::NEVER, stencilIndex, stencilIndex);

    // Operate only on the stencilIndex and above.
    m_context3D->stencilMask(0xff & ~(stencilIndex - 1));

    // First clear the entire buffer at the current index.
    program->setMatrix(program->projectionMatrixLocation(), fullProjectionMatrix);
    program->setMatrix(program->modelViewMatrixLocation(), TransformationMatrix());
    m_context3D->stencilOp(GraphicsContext3D::ZERO, GraphicsContext3D::ZERO, GraphicsContext3D::ZERO);
    m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);

    // Now apply the current index to the new quad.
    m_context3D->stencilOp(GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE, GraphicsContext3D::REPLACE);
    program->setMatrix(program->projectionMatrixLocation(), data().projectionMatrix);
    program->setMatrix(program->modelViewMatrixLocation(), matrix);
    m_context3D->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4);

    // Clear the state.
    m_context3D->disableVertexAttribArray(program->vertexLocation());
    m_context3D->stencilMask(0);

    // Increase stencilIndex and apply stencil testing.
    clipStack().setStencilIndex(stencilIndex * 2);
    clipStack().applyIfNeeded(m_context3D.get());
}

void TextureMapperGL::endClip()
{
    clipStack().pop();
    clipStack().applyIfNeeded(m_context3D.get());
}

IntRect TextureMapperGL::clipBounds()
{
    return clipStack().current().scissorBox;
}

PassRefPtr<BitmapTexture> TextureMapperGL::createTexture()
{
    BitmapTextureGL* texture = new BitmapTextureGL(this);
    return adoptRef(texture);
}

PassOwnPtr<TextureMapper> TextureMapper::platformCreateAccelerated()
{
    return TextureMapperGL::create();
}

};
#endif