/* * Copyright (C) 2010 Apple Inc. All rights reserved. * Copyright (C) 2010 Google Inc. All rights reserved. * Copyright (C) 2011 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" #if USE(CAIRO) #if ENABLE(GRAPHICS_CONTEXT_3D) #include "GraphicsContext3D.h" #include "CairoUtilities.h" #include "GraphicsContext3DPrivate.h" #include "Image.h" #include "ImageSource.h" #include "NotImplemented.h" #include "PlatformContextCairo.h" #include "RefPtrCairo.h" #include #if PLATFORM(WIN) #include #else #include #endif #if USE(OPENGL_ES_2) #include "Extensions3DOpenGLES.h" #else #include "Extensions3DOpenGL.h" #include "OpenGLShims.h" #endif #if USE(TEXTURE_MAPPER) #include "TextureMapperGC3DPlatformLayer.h" #endif namespace WebCore { RefPtr GraphicsContext3D::create(GraphicsContext3DAttributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) { // This implementation doesn't currently support rendering directly to the HostWindow. if (renderStyle == RenderDirectlyToHostWindow) return 0; static bool initialized = false; static bool success = true; if (!initialized) { #if !USE(OPENGL_ES_2) success = initializeOpenGLShims(); #endif initialized = true; } if (!success) return 0; return adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle)); } GraphicsContext3D::GraphicsContext3D(GraphicsContext3DAttributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle) : m_currentWidth(0) , m_currentHeight(0) , m_attrs(attributes) , m_texture(0) , m_compositorTexture(0) , m_fbo(0) #if USE(COORDINATED_GRAPHICS_THREADED) , m_intermediateTexture(0) #endif , m_layerComposited(false) , m_multisampleFBO(0) , m_multisampleDepthStencilBuffer(0) , m_multisampleColorBuffer(0) { #if USE(TEXTURE_MAPPER) m_texmapLayer = std::make_unique(*this, renderStyle); #else m_private = std::make_unique(this, renderStyle); #endif makeContextCurrent(); validateAttributes(); if (renderStyle == RenderOffscreen) { // 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_TO_EDGE); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ::glBindTexture(GL_TEXTURE_2D, 0); // Create an FBO. ::glGenFramebuffers(1, &m_fbo); ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); #if USE(COORDINATED_GRAPHICS_THREADED) ::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_TO_EDGE); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ::glGenTextures(1, &m_intermediateTexture); ::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture); ::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_TO_EDGE); ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ::glBindTexture(GL_TEXTURE_2D, 0); #endif // Create a multisample FBO. if (m_attrs.antialias) { ::glGenFramebuffers(1, &m_multisampleFBO); ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); m_state.boundFBO = m_multisampleFBO; ::glGenRenderbuffers(1, &m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) ::glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer); } else { // Bind canvas FBO. glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); m_state.boundFBO = m_fbo; #if USE(OPENGL_ES_2) if (m_attrs.depth) glGenRenderbuffers(1, &m_depthBuffer); if (m_attrs.stencil) glGenRenderbuffers(1, &m_stencilBuffer); #endif if (m_attrs.stencil || m_attrs.depth) glGenRenderbuffers(1, &m_depthStencilBuffer); } } #if !USE(OPENGL_ES_2) ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); if (GLContext::current()->version() >= 320) { m_usingCoreProfile = true; // From version 3.2 on we use the OpenGL Core profile, so request that ouput to the shader compiler. // OpenGL version 3.2 uses GLSL version 1.50. m_compiler = ANGLEWebKitBridge(SH_GLSL_150_CORE_OUTPUT); // From version 3.2 on we use the OpenGL Core profile, and we need a VAO for rendering. // A VAO could be created and bound by each component using GL rendering (TextureMapper, WebGL, etc). This is // a simpler solution: the first GraphicsContext3D created on a GLContext will create and bind a VAO for that context. GC3Dint currentVAO = 0; getIntegerv(GraphicsContext3D::VERTEX_ARRAY_BINDING, ¤tVAO); if (!currentVAO) { m_vao = createVertexArray(); bindVertexArray(m_vao); } } else { // For lower versions request the compatibility output to the shader compiler. m_compiler = ANGLEWebKitBridge(SH_GLSL_COMPATIBILITY_OUTPUT); // GL_POINT_SPRITE is needed in lower versions. ::glEnable(GL_POINT_SPRITE); } #else m_compiler = ANGLEWebKitBridge(SH_ESSL_OUTPUT); #endif // 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; GC3Dint range[2], precision; getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision); ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision); m_compiler.setResources(ANGLEResources); ::glClearColor(0, 0, 0, 0); } GraphicsContext3D::~GraphicsContext3D() { #if USE(TEXTURE_MAPPER) if (m_texmapLayer->renderStyle() == RenderToCurrentGLContext) return; #else if (m_private->renderStyle() == RenderToCurrentGLContext) return; #endif makeContextCurrent(); if (m_texture) ::glDeleteTextures(1, &m_texture); if (m_compositorTexture) ::glDeleteTextures(1, &m_compositorTexture); if (m_attrs.antialias) { ::glDeleteRenderbuffers(1, &m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) ::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer); ::glDeleteFramebuffers(1, &m_multisampleFBO); } else if (m_attrs.stencil || m_attrs.depth) { #if USE(OPENGL_ES_2) if (m_depthBuffer) glDeleteRenderbuffers(1, &m_depthBuffer); if (m_stencilBuffer) glDeleteRenderbuffers(1, &m_stencilBuffer); #endif if (m_depthStencilBuffer) ::glDeleteRenderbuffers(1, &m_depthStencilBuffer); } ::glDeleteFramebuffers(1, &m_fbo); #if USE(COORDINATED_GRAPHICS_THREADED) ::glDeleteTextures(1, &m_intermediateTexture); #endif if (m_vao) deleteVertexArray(m_vao); } GraphicsContext3D::ImageExtractor::~ImageExtractor() { if (m_decoder) delete m_decoder; } bool GraphicsContext3D::ImageExtractor::extractImage(bool premultiplyAlpha, bool ignoreGammaAndColorProfile) { if (!m_image) return false; // We need this to stay in scope because the native image is just a shallow copy of the data. AlphaOption alphaOption = premultiplyAlpha ? AlphaOption::Premultiplied : AlphaOption::NotPremultiplied; GammaAndColorProfileOption gammaAndColorProfileOption = ignoreGammaAndColorProfile ? GammaAndColorProfileOption::Ignored : GammaAndColorProfileOption::Applied; m_decoder = new ImageSource(nullptr, alphaOption, gammaAndColorProfileOption); if (!m_decoder) return false; ImageSource& decoder = *m_decoder; m_alphaOp = AlphaDoNothing; if (m_image->data()) { decoder.setData(m_image->data(), true); if (!decoder.frameCount()) return false; m_imageSurface = decoder.createFrameImageAtIndex(0); } else { m_imageSurface = m_image->nativeImageForCurrentFrame(); // 1. For texImage2D with HTMLVideoElment input, assume no PremultiplyAlpha had been applied and the alpha value is 0xFF for each pixel, // which is true at present and may be changed in the future and needs adjustment accordingly. // 2. For texImage2D with HTMLCanvasElement input in which Alpha is already Premultiplied in this port, // do AlphaDoUnmultiply if UNPACK_PREMULTIPLY_ALPHA_WEBGL is set to false. if (!premultiplyAlpha && m_imageHtmlDomSource != HtmlDomVideo) m_alphaOp = AlphaDoUnmultiply; // if m_imageSurface is not an image, extract a copy of the surface if (m_imageSurface && cairo_surface_get_type(m_imageSurface.get()) != CAIRO_SURFACE_TYPE_IMAGE) { IntSize surfaceSize = cairoSurfaceSize(m_imageSurface.get()); auto tmpSurface = adoptRef(cairo_image_surface_create(CAIRO_FORMAT_ARGB32, surfaceSize.width(), surfaceSize.height())); copyRectFromOneSurfaceToAnother(m_imageSurface.get(), tmpSurface.get(), IntSize(), IntRect(IntPoint(), surfaceSize), IntSize(), CAIRO_OPERATOR_SOURCE); m_imageSurface = WTFMove(tmpSurface); } } if (!m_imageSurface) return false; ASSERT(cairo_surface_get_type(m_imageSurface.get()) == CAIRO_SURFACE_TYPE_IMAGE); IntSize imageSize = cairoSurfaceSize(m_imageSurface.get()); m_imageWidth = imageSize.width(); m_imageHeight = imageSize.height(); if (!m_imageWidth || !m_imageHeight) return false; if (cairo_image_surface_get_format(m_imageSurface.get()) != CAIRO_FORMAT_ARGB32) return false; unsigned int srcUnpackAlignment = 1; size_t bytesPerRow = cairo_image_surface_get_stride(m_imageSurface.get()); size_t bitsPerPixel = 32; unsigned padding = bytesPerRow - bitsPerPixel / 8 * m_imageWidth; if (padding) { srcUnpackAlignment = padding + 1; while (bytesPerRow % srcUnpackAlignment) ++srcUnpackAlignment; } m_imagePixelData = cairo_image_surface_get_data(m_imageSurface.get()); m_imageSourceFormat = DataFormatBGRA8; m_imageSourceUnpackAlignment = srcUnpackAlignment; return true; } void GraphicsContext3D::paintToCanvas(const unsigned char* imagePixels, int imageWidth, int imageHeight, int canvasWidth, int canvasHeight, PlatformContextCairo* context) { if (!imagePixels || imageWidth <= 0 || imageHeight <= 0 || canvasWidth <= 0 || canvasHeight <= 0 || !context) return; cairo_t *cr = context->cr(); context->save(); cairo_rectangle(cr, 0, 0, canvasWidth, canvasHeight); cairo_set_operator(cr, CAIRO_OPERATOR_CLEAR); cairo_paint(cr); RefPtr imageSurface = adoptRef(cairo_image_surface_create_for_data( const_cast(imagePixels), CAIRO_FORMAT_ARGB32, imageWidth, imageHeight, imageWidth * 4)); // OpenGL keeps the pixels stored bottom up, so we need to flip the image here. cairo_translate(cr, 0, imageHeight); cairo_scale(cr, 1, -1); cairo_set_operator(cr, CAIRO_OPERATOR_OVER); cairo_set_source_surface(cr, imageSurface.get(), 0, 0); cairo_rectangle(cr, 0, 0, canvasWidth, -canvasHeight); cairo_fill(cr); context->restore(); } void GraphicsContext3D::setContextLostCallback(std::unique_ptr) { } void GraphicsContext3D::setErrorMessageCallback(std::unique_ptr) { } bool GraphicsContext3D::makeContextCurrent() { #if USE(TEXTURE_MAPPER) if (m_texmapLayer) return m_texmapLayer->makeContextCurrent(); #else if (m_private) return m_private->makeContextCurrent(); #endif return false; } void GraphicsContext3D::checkGPUStatusIfNecessary() { } PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() { #if USE(TEXTURE_MAPPER) return m_texmapLayer->platformContext(); #else return m_private->platformContext(); #endif } Platform3DObject GraphicsContext3D::platformTexture() const { return m_texture; } bool GraphicsContext3D::isGLES2Compliant() const { #if USE(OPENGL_ES_2) return true; #else return false; #endif } PlatformLayer* GraphicsContext3D::platformLayer() const { #if USE(TEXTURE_MAPPER) return m_texmapLayer.get(); #else return m_private.get(); #endif } #if PLATFORM(GTK) Extensions3D& GraphicsContext3D::getExtensions() { if (!m_extensions) { #if USE(OPENGL_ES_2) // glGetStringi is not available on GLES2. m_extensions = std::make_unique(this, false); #else // From OpenGL 3.2 on we use the Core profile, and there we must use glGetStringi. m_extensions = std::make_unique(this, GLContext::current()->version() >= 320); #endif } return *m_extensions; } #endif } // namespace WebCore #endif // ENABLE(GRAPHICS_CONTEXT_3D) #endif // USE(CAIRO)