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/*
* Copyright (C) 2023 Igalia S.L.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "GraphicsContextGLTextureMapperANGLE.h"
#if ENABLE(WEBGL) && USE(TEXTURE_MAPPER) && USE(NICOSIA)
#include <epoxy/gl.h>
namespace WebCore {
GCGLuint GraphicsContextGLTextureMapperANGLE::setupCurrentTexture()
{
// Current texture was bound by ANGLE, we query using epoxy to get the actual texture ID.
GLint texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
// The texture has been configured by ANGLE too, but the values are cached and only applied
// when another call causes a texture state sync, which doesn't happen. So, we set the same
// parmeters here using epoxy to make sure the texture is configured as expected by the
// texture mapper.
GLenum textureTarget = drawingBufferTextureTarget();
glTexParameteri(textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return texture;
}
} // namespace WebCore
#endif // ENABLE(WEBGL) && USE(TEXTURE_MAPPER) && USE(NICOSIA)
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