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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(3D_GRAPHICS)
#include "GraphicsContext3D.h"
#import "BlockExceptions.h"
#include "ANGLE/ShaderLang.h"
#include "CanvasRenderingContext.h"
#include <CoreGraphics/CGBitmapContext.h>
#include "Extensions3DOpenGL.h"
#include "GraphicsContext.h"
#include "HTMLCanvasElement.h"
#include "ImageBuffer.h"
#include "NotImplemented.h"
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/gl.h>
#include "WebGLLayer.h"
#include "WebGLObject.h"
#include <wtf/ArrayBuffer.h>
#include <wtf/ArrayBufferView.h>
#include <wtf/Int32Array.h>
#include <wtf/Float32Array.h>
#include <wtf/Uint8Array.h>
#include <wtf/UnusedParam.h>
#include <wtf/text/CString.h>
namespace WebCore {
// FIXME: This class is currently empty on Mac, but will get populated as
// the restructuring in https://bugs.webkit.org/show_bug.cgi?id=66903 is done
class GraphicsContext3DPrivate {
public:
GraphicsContext3DPrivate(GraphicsContext3D*) { }
~GraphicsContext3DPrivate() { }
};
static void setPixelFormat(Vector<CGLPixelFormatAttribute>& attribs, int colorBits, int depthBits, bool accelerated, bool supersample, bool closest)
{
attribs.clear();
attribs.append(kCGLPFAColorSize);
attribs.append(static_cast<CGLPixelFormatAttribute>(colorBits));
attribs.append(kCGLPFADepthSize);
attribs.append(static_cast<CGLPixelFormatAttribute>(depthBits));
if (accelerated)
attribs.append(kCGLPFAAccelerated);
else {
attribs.append(kCGLPFARendererID);
attribs.append(static_cast<CGLPixelFormatAttribute>(kCGLRendererGenericFloatID));
}
if (supersample)
attribs.append(kCGLPFASupersample);
if (closest)
attribs.append(kCGLPFAClosestPolicy);
attribs.append(static_cast<CGLPixelFormatAttribute>(0));
}
PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
{
// This implementation doesn't currently support rendering directly to the HostWindow.
if (renderStyle == RenderDirectlyToHostWindow)
return 0;
RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attrs, hostWindow, renderStyle));
return context->m_contextObj ? context.release() : 0;
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
: m_currentWidth(0)
, m_currentHeight(0)
, m_contextObj(0)
, m_attrs(attrs)
, m_texture(0)
, m_compositorTexture(0)
, m_fbo(0)
, m_depthStencilBuffer(0)
, m_layerComposited(false)
, m_internalColorFormat(0)
, m_boundFBO(0)
, m_activeTexture(GL_TEXTURE0)
, m_boundTexture0(0)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
, m_private(adoptPtr(new GraphicsContext3DPrivate(this)))
{
UNUSED_PARAM(hostWindow);
UNUSED_PARAM(renderStyle);
Vector<CGLPixelFormatAttribute> attribs;
CGLPixelFormatObj pixelFormatObj = 0;
GLint numPixelFormats = 0;
// We will try:
//
// 1) 32 bit RGBA/32 bit depth/accelerated/supersampled
// 2) 32 bit RGBA/32 bit depth/accelerated
// 3) 32 bit RGBA/16 bit depth/accelerated
// 4) closest to 32 bit RGBA/16 bit depth/software renderer
//
// If none of that works, we simply fail and set m_contextObj to 0.
setPixelFormat(attribs, 32, 32, true, true, false);
CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
if (numPixelFormats == 0) {
setPixelFormat(attribs, 32, 32, true, false, false);
CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
if (numPixelFormats == 0) {
setPixelFormat(attribs, 32, 16, true, false, false);
CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
if (numPixelFormats == 0) {
setPixelFormat(attribs, 32, 16, false, false, true);
CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
if (numPixelFormats == 0) {
// Could not find an acceptable renderer - fail
return;
}
}
}
}
CGLError err = CGLCreateContext(pixelFormatObj, 0, &m_contextObj);
CGLDestroyPixelFormat(pixelFormatObj);
if (err != kCGLNoError || !m_contextObj) {
// Could not create the context - fail
m_contextObj = 0;
return;
}
// Set the current context to the one given to us.
CGLSetCurrentContext(m_contextObj);
validateAttributes();
// Create the WebGLLayer
BEGIN_BLOCK_OBJC_EXCEPTIONS
m_webGLLayer.adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:this]);
#ifndef NDEBUG
[m_webGLLayer.get() setName:@"WebGL Layer"];
#endif
END_BLOCK_OBJC_EXCEPTIONS
// create a texture to render into
::glGenTextures(1, &m_texture);
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
::glGenTextures(1, &m_compositorTexture);
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
::glBindTexture(GL_TEXTURE_2D, 0);
// create an FBO
::glGenFramebuffersEXT(1, &m_fbo);
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
m_boundFBO = m_fbo;
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth))
::glGenRenderbuffersEXT(1, &m_depthStencilBuffer);
// create an multisample FBO
if (m_attrs.antialias) {
::glGenFramebuffersEXT(1, &m_multisampleFBO);
::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
m_boundFBO = m_multisampleFBO;
::glGenRenderbuffersEXT(1, &m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth)
::glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
}
// ANGLE initialization.
ShBuiltInResources ANGLEResources;
ShInitBuiltInResources(&ANGLEResources);
getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
// Always set to 1 for OpenGL ES.
ANGLEResources.MaxDrawBuffers = 1;
m_compiler.setResources(ANGLEResources);
::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
::glEnable(GL_POINT_SPRITE);
::glClearColor(0, 0, 0, 0);
}
GraphicsContext3D::~GraphicsContext3D()
{
if (m_contextObj) {
CGLSetCurrentContext(m_contextObj);
::glDeleteTextures(1, &m_texture);
::glDeleteTextures(1, &m_compositorTexture);
if (m_attrs.antialias) {
::glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth)
::glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
::glDeleteFramebuffersEXT(1, &m_multisampleFBO);
} else {
if (m_attrs.stencil || m_attrs.depth)
::glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer);
}
::glDeleteFramebuffersEXT(1, &m_fbo);
CGLSetCurrentContext(0);
CGLDestroyContext(m_contextObj);
}
}
bool GraphicsContext3D::makeContextCurrent()
{
if (!m_contextObj)
return false;
CGLContextObj currentContext = CGLGetCurrentContext();
if (currentContext != m_contextObj)
return CGLSetCurrentContext(m_contextObj) == kCGLNoError;
return true;
}
bool GraphicsContext3D::isGLES2Compliant() const
{
return false;
}
void GraphicsContext3D::setContextLostCallback(PassOwnPtr<ContextLostCallback>)
{
}
void GraphicsContext3D::setErrorMessageCallback(PassOwnPtr<ErrorMessageCallback>)
{
}
}
#endif // USE(3D_GRAPHICS)