/* * Copyright (C) 2010, 2013 Apple Inc. All rights reserved. * Copyright (C) 2011 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 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(GRAPHICS_CONTEXT_3D) #include "GraphicsContext3D.h" #if PLATFORM(IOS) #include "GraphicsContext3DIOS.h" #endif #include "Extensions3DOpenGL.h" #include "IntRect.h" #include "IntSize.h" #include "NotImplemented.h" #include "TemporaryOpenGLSetting.h" #include #include #include #include #if USE(ACCELERATE) #include #endif #if PLATFORM(IOS) #import // From #define GL_RGBA32F_ARB 0x8814 #define GL_RGB32F_ARB 0x8815 #elif PLATFORM(MAC) #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED #include #include #undef GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED #elif PLATFORM(GTK) || PLATFORM(WIN) #include "OpenGLShims.h" #endif namespace WebCore { void GraphicsContext3D::releaseShaderCompiler() { makeContextCurrent(); notImplemented(); } void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels) { // NVIDIA drivers have a bug where calling readPixels in BGRA can return the wrong values for the alpha channel when the alpha is off for the context. if (!m_attrs.alpha && getExtensions().isNVIDIA()) { ::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); #if USE(ACCELERATE) vImage_Buffer src; src.height = height; src.width = width; src.rowBytes = width * 4; src.data = pixels; vImage_Buffer dest; dest.height = height; dest.width = width; dest.rowBytes = width * 4; dest.data = pixels; // Swap pixel channels from RGBA to BGRA. const uint8_t map[4] = { 2, 1, 0, 3 }; vImagePermuteChannels_ARGB8888(&src, &dest, map, kvImageNoFlags); #else int totalBytes = width * height * 4; for (int i = 0; i < totalBytes; i += 4) std::swap(pixels[i], pixels[i + 2]); #endif } else ::glReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); } void GraphicsContext3D::validateAttributes() { validateDepthStencil("GL_EXT_packed_depth_stencil"); } bool GraphicsContext3D::reshapeFBOs(const IntSize& size) { const int width = size.width(); const int height = size.height(); GLuint colorFormat, internalDepthStencilFormat = 0; if (m_attrs.alpha) { m_internalColorFormat = GL_RGBA8; colorFormat = GL_RGBA; } else { m_internalColorFormat = GL_RGB8; colorFormat = GL_RGB; } if (m_attrs.stencil || m_attrs.depth) { // We don't allow the logic where stencil is required and depth is not. // See GraphicsContext3D::validateAttributes. Extensions3D& extensions = getExtensions(); // Use a 24 bit depth buffer where we know we have it. if (extensions.supports("GL_EXT_packed_depth_stencil")) internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; else #if PLATFORM(IOS) internalDepthStencilFormat = GL_DEPTH_COMPONENT16; #else internalDepthStencilFormat = GL_DEPTH_COMPONENT; #endif } // Resize multisample FBO. if (m_attrs.antialias) { GLint maxSampleCount; ::glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); GLint sampleCount = std::min(8, maxSampleCount); if (sampleCount > maxSampleCount) sampleCount = maxSampleCount; ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); #if PLATFORM(IOS) ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, GL_RGBA8_OES, width, height); #else ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, m_internalColorFormat, width, height); #endif ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); if (m_attrs.stencil || m_attrs.depth) { ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); ::glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); if (m_attrs.stencil) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); if (m_attrs.depth) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); } ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { // FIXME: cleanup. notImplemented(); } } // resize regular FBO ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); ASSERT(m_texture); #if PLATFORM(IOS) ::glBindRenderbuffer(GL_RENDERBUFFER, m_texture); ::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_texture); setRenderbufferStorageFromDrawable(m_currentWidth, m_currentHeight); #else ::glBindTexture(GL_TEXTURE_2D, m_texture); ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); ::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0); if (m_compositorTexture) { ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture); ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); ::glBindTexture(GL_TEXTURE_2D, 0); #if USE(COORDINATED_GRAPHICS_THREADED) ::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture); ::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); ::glBindTexture(GL_TEXTURE_2D, 0); #endif } #endif attachDepthAndStencilBufferIfNeeded(internalDepthStencilFormat, width, height); bool mustRestoreFBO = true; if (m_attrs.antialias) { ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); if (m_state.boundFBO == m_multisampleFBO) mustRestoreFBO = false; } else { if (m_state.boundFBO == m_fbo) mustRestoreFBO = false; } return mustRestoreFBO; } void GraphicsContext3D::attachDepthAndStencilBufferIfNeeded(GLuint internalDepthStencilFormat, int width, int height) { if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) { ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); if (m_attrs.stencil) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); if (m_attrs.depth) ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { // FIXME: cleanup notImplemented(); } } void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect& rect) { TemporaryOpenGLSetting scopedScissor(GL_SCISSOR_TEST, GL_FALSE); TemporaryOpenGLSetting scopedDither(GL_DITHER, GL_FALSE); TemporaryOpenGLSetting scopedDepth(GL_DEPTH_TEST, GL_FALSE); TemporaryOpenGLSetting scopedStencil(GL_STENCIL_TEST, GL_FALSE); #if PLATFORM(IOS) GLint boundFrameBuffer; ::glGetIntegerv(GL_FRAMEBUFFER_BINDING, &boundFrameBuffer); #endif ::glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); ::glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); #if PLATFORM(IOS) UNUSED_PARAM(rect); ::glFlush(); ::glResolveMultisampleFramebufferAPPLE(); const GLenum discards[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT }; ::glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, discards); ::glBindFramebuffer(GL_FRAMEBUFFER, boundFrameBuffer); #else IntRect resolveRect = rect; if (rect.isEmpty()) resolveRect = IntRect(0, 0, m_currentWidth, m_currentHeight); ::glBlitFramebufferEXT(resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), resolveRect.x(), resolveRect.y(), resolveRect.maxX(), resolveRect.maxY(), GL_COLOR_BUFFER_BIT, GL_LINEAR); #endif } void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height) { makeContextCurrent(); #if !PLATFORM(IOS) switch (internalformat) { case DEPTH_STENCIL: internalformat = GL_DEPTH24_STENCIL8_EXT; break; case DEPTH_COMPONENT16: internalformat = GL_DEPTH_COMPONENT; break; case RGBA4: case RGB5_A1: internalformat = GL_RGBA; break; case RGB565: internalformat = GL_RGB; break; } #endif ::glRenderbufferStorageEXT(target, internalformat, width, height); } void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value) { // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and MAX_VARYING_VECTORS // because desktop GL's corresponding queries return the number of components // whereas GLES2 return the number of vectors (each vector has 4 components). // Therefore, the value returned by desktop GL needs to be divided by 4. makeContextCurrent(); switch (pname) { #if !PLATFORM(IOS) case MAX_FRAGMENT_UNIFORM_VECTORS: ::glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); *value /= 4; break; case MAX_VERTEX_UNIFORM_VECTORS: ::glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); *value /= 4; break; case MAX_VARYING_VECTORS: if (isGLES2Compliant()) { ASSERT(::glGetError() == GL_NO_ERROR); ::glGetIntegerv(GL_MAX_VARYING_VECTORS, value); if (::glGetError() == GL_INVALID_ENUM) { ::glGetIntegerv(GL_MAX_VARYING_COMPONENTS, value); *value /= 4; } } else { ::glGetIntegerv(GL_MAX_VARYING_FLOATS, value); *value /= 4; } break; #endif case MAX_TEXTURE_SIZE: ::glGetIntegerv(MAX_TEXTURE_SIZE, value); if (getExtensions().requiresRestrictedMaximumTextureSize()) *value = std::min(4096, *value); break; case MAX_CUBE_MAP_TEXTURE_SIZE: ::glGetIntegerv(MAX_CUBE_MAP_TEXTURE_SIZE, value); if (getExtensions().requiresRestrictedMaximumTextureSize()) *value = std::min(1024, *value); break; default: ::glGetIntegerv(pname, value); } } void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision) { UNUSED_PARAM(shaderType); ASSERT(range); ASSERT(precision); makeContextCurrent(); switch (precisionType) { case GraphicsContext3D::LOW_INT: case GraphicsContext3D::MEDIUM_INT: case GraphicsContext3D::HIGH_INT: // These values are for a 32-bit twos-complement integer format. range[0] = 31; range[1] = 30; precision[0] = 0; break; case GraphicsContext3D::LOW_FLOAT: case GraphicsContext3D::MEDIUM_FLOAT: case GraphicsContext3D::HIGH_FLOAT: // These values are for an IEEE single-precision floating-point format. range[0] = 127; range[1] = 127; precision[0] = 23; break; default: ASSERT_NOT_REACHED(); break; } } bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) { if (width && height && !pixels) { synthesizeGLError(INVALID_VALUE); return false; } GC3Denum openGLFormat = format; GC3Denum openGLInternalFormat = internalformat; #if !PLATFORM(IOS) if (type == GL_FLOAT) { if (format == GL_RGBA) openGLInternalFormat = GL_RGBA32F_ARB; else if (format == GL_RGB) openGLInternalFormat = GL_RGB32F_ARB; } else if (type == HALF_FLOAT_OES) { if (format == GL_RGBA) openGLInternalFormat = GL_RGBA16F_ARB; else if (format == GL_RGB) openGLInternalFormat = GL_RGB16F_ARB; else if (format == GL_LUMINANCE) openGLInternalFormat = GL_LUMINANCE16F_ARB; else if (format == GL_ALPHA) openGLInternalFormat = GL_ALPHA16F_ARB; else if (format == GL_LUMINANCE_ALPHA) openGLInternalFormat = GL_LUMINANCE_ALPHA16F_ARB; type = GL_HALF_FLOAT_ARB; } ASSERT(format != Extensions3D::SRGB8_ALPHA8_EXT); if (format == Extensions3D::SRGB_ALPHA_EXT) openGLFormat = GL_RGBA; else if (format == Extensions3D::SRGB_EXT) openGLFormat = GL_RGB; #endif if (m_usingCoreProfile && openGLInternalFormat == ALPHA) { // We are using a core profile. This means that GL_ALPHA, which is a valid format in WebGL for texImage2D // is not supported in OpenGL. It needs to be backed with a GL_RED plane. We change the formats to GL_RED // (both need to be GL_ALPHA in WebGL) and instruct the texture to swizzle the red component values with // the the alpha component values. openGLInternalFormat = openGLFormat = RED; texParameteri(target, TEXTURE_SWIZZLE_A, RED); } texImage2DDirect(target, level, openGLInternalFormat, width, height, border, openGLFormat, type, pixels); return true; } void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) { makeContextCurrent(); #if PLATFORM(IOS) ::glDepthRangef(static_cast(zNear), static_cast(zFar)); #else ::glDepthRange(zNear, zFar); #endif } void GraphicsContext3D::clearDepth(GC3Dclampf depth) { makeContextCurrent(); #if PLATFORM(IOS) ::glClearDepthf(static_cast(depth)); #else ::glClearDepth(depth); #endif } #if !PLATFORM(GTK) Extensions3D& GraphicsContext3D::getExtensions() { if (!m_extensions) m_extensions = std::make_unique(this, isGLES2Compliant()); return *m_extensions; } #endif void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data) { // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., // all previous rendering calls should be done before reading pixels. makeContextCurrent(); ::glFlush(); if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) { resolveMultisamplingIfNecessary(IntRect(x, y, width, height)); ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_fbo); ::glFlush(); } ::glReadPixels(x, y, width, height, format, type, data); if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) ::glBindFramebufferEXT(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO); } } #endif // ENABLE(GRAPHICS_CONTEXT_3D)