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/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if USE(ACCELERATED_COMPOSITING)
#if ENABLE(WEBGL)
#import "WebGLLayer.h"
#import "GraphicsContext3D.h"
#import "GraphicsLayer.h"
#import <OpenGL/OpenGL.h>
#import <OpenGL/gl.h>
#import <wtf/FastMalloc.h>
#import <wtf/RetainPtr.h>
using namespace WebCore;
@implementation WebGLLayer
-(id)initWithGraphicsContext3D:(GraphicsContext3D*)context
{
m_context = context;
self = [super init];
return self;
}
-(CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask
{
// FIXME: The mask param tells you which display (on a multi-display system)
// is to be used. But since we are now getting the pixel format from the
// Canvas CGL context, we don't use it. This seems to do the right thing on
// one multi-display system. But there may be cases where this is not the case.
// If needed we will have to set the display mask in the Canvas CGLContext and
// make sure it matches.
UNUSED_PARAM(mask);
return CGLRetainPixelFormat(CGLGetPixelFormat(m_context->platformGraphicsContext3D()));
}
-(CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat
{
CGLContextObj contextObj;
CGLCreateContext(pixelFormat, m_context->platformGraphicsContext3D(), &contextObj);
return contextObj;
}
-(void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
m_context->prepareTexture();
CGLSetCurrentContext(glContext);
CGRect frame = [self frame];
// draw the FBO into the layer
glViewport(0, 0, frame.size.width, frame.size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1, 1, -1, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_context->platformTexture());
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(1, 0);
glVertex2f(1, -1);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(0, 1);
glVertex2f(-1, 1);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
// Call super to finalize the drawing. By default all it does is call glFlush().
[super drawInCGLContext:glContext pixelFormat:pixelFormat forLayerTime:timeInterval displayTime:timeStamp];
}
static void freeData(void *, const void *data, size_t /* size */)
{
fastFree(const_cast<void *>(data));
}
-(CGImageRef)copyImageSnapshotWithColorSpace:(CGColorSpaceRef)colorSpace
{
CGLSetCurrentContext(m_context->platformGraphicsContext3D());
RetainPtr<CGColorSpaceRef> imageColorSpace = colorSpace;
if (!imageColorSpace)
imageColorSpace = adoptCF(CGColorSpaceCreateDeviceRGB());
CGRect layerBounds = CGRectIntegral([self bounds]);
size_t width = layerBounds.size.width;
size_t height = layerBounds.size.height;
size_t rowBytes = (width * 4 + 15) & ~15;
size_t dataSize = rowBytes * height;
void* data = fastMalloc(dataSize);
if (!data)
return 0;
glPixelStorei(GL_PACK_ROW_LENGTH, rowBytes / 4);
glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
CGDataProviderRef provider = CGDataProviderCreateWithData(0, data, dataSize, freeData);
CGImageRef image = CGImageCreate(width, height, 8, 32, rowBytes, imageColorSpace.get(),
kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host,
provider, 0, true,
kCGRenderingIntentDefault);
CGDataProviderRelease(provider);
return image;
}
- (void)display
{
[super display];
if (m_layerOwner)
m_layerOwner->layerDidDisplay(self);
}
@end
@implementation WebGLLayer(WebGLLayerAdditions)
-(void)setLayerOwner:(GraphicsLayer*)aLayer
{
m_layerOwner = aLayer;
}
-(GraphicsLayer*)layerOwner
{
return m_layerOwner;
}
@end
#endif // ENABLE(WEBGL)
#endif // USE(ACCELERATED_COMPOSITING)
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