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/*
* Copyright (C) 2015-2023 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 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"
#if ENABLE(WEBGL)
#include "WebGLUtilities.h"
#include "InspectorInstrumentation.h"
namespace WebCore {
bool ScopedInspectorShaderProgramHighlight::shouldApply(WebGLRenderingContextBase& context)
{
if (LIKELY(!context.m_currentProgram || !InspectorInstrumentation::isWebGLProgramHighlighted(context, *context.m_currentProgram)))
return false;
if (context.m_framebufferBinding)
return false;
return true;
}
void ScopedInspectorShaderProgramHighlight::showHighlight()
{
Ref gl = *m_context->graphicsContextGL();
// When OES_draw_buffers_indexed extension is enabled,
// these state queries return the state for draw buffer 0.
// Constant blend color is always the same for all draw buffers.
gl->getFloatv(GraphicsContextGL::BLEND_COLOR, m_savedBlend.color);
m_savedBlend.equationRGB = gl->getInteger(GraphicsContextGL::BLEND_EQUATION_RGB);
m_savedBlend.equationAlpha = gl->getInteger(GraphicsContextGL::BLEND_EQUATION_ALPHA);
m_savedBlend.srcRGB = gl->getInteger(GraphicsContextGL::BLEND_SRC_RGB);
m_savedBlend.dstRGB = gl->getInteger(GraphicsContextGL::BLEND_DST_RGB);
m_savedBlend.srcAlpha = gl->getInteger(GraphicsContextGL::BLEND_SRC_ALPHA);
m_savedBlend.dstAlpha = gl->getInteger(GraphicsContextGL::BLEND_DST_ALPHA);
m_savedBlend.enabled = gl->isEnabled(GraphicsContextGL::BLEND);
static const GCGLfloat red = 111.0 / 255.0;
static const GCGLfloat green = 168.0 / 255.0;
static const GCGLfloat blue = 220.0 / 255.0;
static const GCGLfloat alpha = 2.0 / 3.0;
gl->blendColor(red, green, blue, alpha);
if (m_context->m_oesDrawBuffersIndexed) {
gl->enableiOES(GraphicsContextGL::BLEND, 0);
gl->blendEquationiOES(0, GraphicsContextGL::FUNC_ADD);
gl->blendFunciOES(0, GraphicsContextGL::CONSTANT_COLOR, GraphicsContextGL::ONE_MINUS_SRC_ALPHA);
} else {
gl->enable(GraphicsContextGL::BLEND);
gl->blendEquation(GraphicsContextGL::FUNC_ADD);
gl->blendFunc(GraphicsContextGL::CONSTANT_COLOR, GraphicsContextGL::ONE_MINUS_SRC_ALPHA);
}
}
void ScopedInspectorShaderProgramHighlight::hideHighlight()
{
Ref gl = *m_context->graphicsContextGL();
gl->blendColor(m_savedBlend.color[0], m_savedBlend.color[1], m_savedBlend.color[2], m_savedBlend.color[3]);
if (m_context->m_oesDrawBuffersIndexed) {
gl->blendEquationSeparateiOES(0, m_savedBlend.equationRGB, m_savedBlend.equationAlpha);
gl->blendFuncSeparateiOES(0, m_savedBlend.srcRGB, m_savedBlend.dstRGB, m_savedBlend.srcAlpha, m_savedBlend.dstAlpha);
if (!m_savedBlend.enabled)
gl->disableiOES(GraphicsContextGL::BLEND, 0);
} else {
gl->blendEquationSeparate(m_savedBlend.equationRGB, m_savedBlend.equationAlpha);
gl->blendFuncSeparate(m_savedBlend.srcRGB, m_savedBlend.dstRGB, m_savedBlend.srcAlpha, m_savedBlend.dstAlpha);
if (!m_savedBlend.enabled)
gl->disable(GraphicsContextGL::BLEND);
}
}
}
#endif
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