File: GraphicsContextGLTextureMapperANGLENicosia.cpp

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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)