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/*
* Copyright (C) 2013 Google 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 AND ITS CONTRIBUTORS "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 OR ITS 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 "WebGLDrawBuffers.h"
#include <wtf/IsoMallocInlines.h>
namespace WebCore {
WTF_MAKE_ISO_ALLOCATED_IMPL(WebGLDrawBuffers);
WebGLDrawBuffers::WebGLDrawBuffers(WebGLRenderingContextBase& context)
: WebGLExtension(context)
{
context.graphicsContextGL()->ensureExtensionEnabled("GL_EXT_draw_buffers"_s);
}
WebGLDrawBuffers::~WebGLDrawBuffers() = default;
WebGLExtension::ExtensionName WebGLDrawBuffers::getName() const
{
return WebGLExtension::WebGLDrawBuffersName;
}
bool WebGLDrawBuffers::supported(WebGLRenderingContextBase& context)
{
#if USE(ANGLE)
return context.graphicsContextGL()->supportsExtension("GL_EXT_draw_buffers"_s);
#else
return context.graphicsContextGL()->supportsExtension("GL_EXT_draw_buffers"_s)
&& satisfiesWebGLRequirements(context);
#endif
}
void WebGLDrawBuffers::drawBuffersWEBGL(const Vector<GCGLenum>& buffers)
{
auto context = WebGLExtensionScopedContext(this);
if (context.isLost())
return;
GCGLsizei n = buffers.size();
const GCGLenum* bufs = buffers.data();
if (!context->m_framebufferBinding) {
if (n != 1) {
context->synthesizeGLError(GraphicsContextGL::INVALID_OPERATION, "drawBuffersWEBGL", "more or fewer than one buffer");
return;
}
if (bufs[0] != GraphicsContextGL::BACK && bufs[0] != GraphicsContextGL::NONE) {
context->synthesizeGLError(GraphicsContextGL::INVALID_OPERATION, "drawBuffersWEBGL", "BACK or NONE");
return;
}
// Because the backbuffer is simulated on all current WebKit ports, we need to change BACK to COLOR_ATTACHMENT0.
GCGLenum value[1] { bufs[0] == GraphicsContextGL::BACK ? GraphicsContextGL::COLOR_ATTACHMENT0 : GraphicsContextGL::NONE };
context->graphicsContextGL()->drawBuffersEXT(value);
context->setBackDrawBuffer(bufs[0]);
} else {
if (n > context->getMaxDrawBuffers()) {
context->synthesizeGLError(GraphicsContextGL::INVALID_VALUE, "drawBuffersWEBGL", "more than max draw buffers");
return;
}
for (GCGLsizei i = 0; i < n; ++i) {
if (bufs[i] != GraphicsContextGL::NONE && bufs[i] != GraphicsContextGL::COLOR_ATTACHMENT0_EXT + i) {
context->synthesizeGLError(GraphicsContextGL::INVALID_OPERATION, "drawBuffersWEBGL", "COLOR_ATTACHMENTi_EXT or NONE");
return;
}
}
context->m_framebufferBinding->drawBuffers(buffers);
}
}
// static
bool WebGLDrawBuffers::satisfiesWebGLRequirements(WebGLRenderingContextBase& webglContext)
{
GraphicsContextGL* context = webglContext.graphicsContextGL();
// This is called after we make sure GL_EXT_draw_buffers is supported.
GCGLint maxDrawBuffers = context->getInteger(GraphicsContextGL::MAX_DRAW_BUFFERS_EXT);
GCGLint maxColorAttachments = context->getInteger(GraphicsContextGL::MAX_COLOR_ATTACHMENTS_EXT);
if (maxDrawBuffers < 4 || maxColorAttachments < 4)
return false;
PlatformGLObject fbo = context->createFramebuffer();
context->bindFramebuffer(GraphicsContextGL::FRAMEBUFFER, fbo);
const unsigned char buffer[4] = { 0, 0, 0, 0 }; // textures are required to be initialized for other ports.
bool supportsDepth = context->supportsExtension("GL_OES_depth_texture"_s)
|| context->supportsExtension("GL_ARB_depth_texture"_s);
bool supportsDepthStencil = (context->supportsExtension("GL_EXT_packed_depth_stencil"_s)
|| context->supportsExtension("GL_OES_packed_depth_stencil"_s));
PlatformGLObject depthStencil = 0;
if (supportsDepthStencil) {
depthStencil = context->createTexture();
context->bindTexture(GraphicsContextGL::TEXTURE_2D, depthStencil);
context->texImage2D(GraphicsContextGL::TEXTURE_2D, 0, GraphicsContextGL::DEPTH_STENCIL, 1, 1, 0, GraphicsContextGL::DEPTH_STENCIL, GraphicsContextGL::UNSIGNED_INT_24_8, buffer);
}
PlatformGLObject depth = 0;
if (supportsDepth) {
depth = context->createTexture();
context->bindTexture(GraphicsContextGL::TEXTURE_2D, depth);
context->texImage2D(GraphicsContextGL::TEXTURE_2D, 0, GraphicsContextGL::DEPTH_COMPONENT, 1, 1, 0, GraphicsContextGL::DEPTH_COMPONENT, GraphicsContextGL::UNSIGNED_INT, buffer);
}
Vector<PlatformGLObject> colors;
bool ok = true;
GCGLint maxAllowedBuffers = std::min(maxDrawBuffers, maxColorAttachments);
for (GCGLint i = 0; i < maxAllowedBuffers; ++i) {
PlatformGLObject color = context->createTexture();
colors.append(color);
context->bindTexture(GraphicsContextGL::TEXTURE_2D, color);
context->texImage2D(GraphicsContextGL::TEXTURE_2D, 0, GraphicsContextGL::RGBA, 1, 1, 0, GraphicsContextGL::RGBA, GraphicsContextGL::UNSIGNED_BYTE, buffer);
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::COLOR_ATTACHMENT0 + i, GraphicsContextGL::TEXTURE_2D, color, 0);
if (context->checkFramebufferStatus(GraphicsContextGL::FRAMEBUFFER) != GraphicsContextGL::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
if (supportsDepth) {
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::DEPTH_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, depth, 0);
if (context->checkFramebufferStatus(GraphicsContextGL::FRAMEBUFFER) != GraphicsContextGL::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::DEPTH_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, 0, 0);
}
if (supportsDepthStencil) {
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::DEPTH_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, depthStencil, 0);
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::STENCIL_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, depthStencil, 0);
if (context->checkFramebufferStatus(GraphicsContextGL::FRAMEBUFFER) != GraphicsContextGL::FRAMEBUFFER_COMPLETE) {
ok = false;
break;
}
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::DEPTH_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, 0, 0);
context->framebufferTexture2D(GraphicsContextGL::FRAMEBUFFER, GraphicsContextGL::STENCIL_ATTACHMENT, GraphicsContextGL::TEXTURE_2D, 0, 0);
}
}
webglContext.restoreCurrentFramebuffer();
context->deleteFramebuffer(fbo);
webglContext.restoreCurrentTexture2D();
if (supportsDepth)
context->deleteTexture(depth);
if (supportsDepthStencil)
context->deleteTexture(depthStencil);
for (auto& color : colors)
context->deleteTexture(color);
return ok;
}
} // namespace WebCore
#endif // ENABLE(WEBGL)
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