2012-02-20 Martin Robinson <mrobinson@igalia.com>
+ [GTK] [EFL] Collapse duplicate WebGL support code
+ https://bugs.webkit.org/show_bug.cgi?id=78970
+
+ Reviewed by Gustavo Noronha Silva.
+
+ No new tests. This just cleans up duplicated code.
+
+ Centralize duplicated WebGL code for EFL and GTK+ in the Cairo
+ directory. This is in preparation for the changes necessary to
+ connect WebGL to the TextureMapper AC.
+
+ * GNUmakefile.list.am: Update source list.
+ * PlatformEfl.cmake: Update source list.
+ * platform/graphics/cairo/DrawingBufferCairo.cpp: Renamed from Source/WebCore/platform/graphics/gtk/DrawingBufferGtk.cpp.
+ * platform/graphics/cairo/GraphicsContext3DCairo.cpp: Integrated the code From GraphicsContext3DGtk.cpp.
+ * platform/graphics/efl/DrawingBufferEfl.cpp: Removed.
+ * platform/graphics/efl/GraphicsContext3DEfl.cpp: Removed.
+ * platform/graphics/gtk/GraphicsContext3DGtk.cpp: Removed.
+
+2012-02-20 Martin Robinson <mrobinson@igalia.com>
+
[UNIX] Plugin information fields are not interpreted as UTF-8
https://bugs.webkit.org/show_bug.cgi?id=78635
Source/WebCore/html/canvas/OESVertexArrayObject.h \
Source/WebCore/platform/graphics/ANGLEWebKitBridge.cpp \
Source/WebCore/platform/graphics/ANGLEWebKitBridge.h \
+ Source/WebCore/platform/graphics/cairo/DrawingBufferCairo.cpp \
Source/WebCore/platform/graphics/cairo/GraphicsContext3DCairo.cpp \
Source/WebCore/platform/graphics/glx/GraphicsContext3DPrivate.cpp \
Source/WebCore/platform/graphics/glx/GraphicsContext3DPrivate.h \
Source/WebCore/platform/graphics/gpu/DrawingBuffer.h \
Source/WebCore/platform/graphics/GraphicsContext3D.cpp \
Source/WebCore/platform/graphics/GraphicsContext3D.h \
- Source/WebCore/platform/graphics/gtk/DrawingBufferGtk.cpp \
- Source/WebCore/platform/graphics/gtk/GraphicsContext3DGtk.cpp \
Source/WebCore/platform/graphics/OpenGLShims.cpp \
Source/WebCore/platform/graphics/OpenGLShims.h \
Source/WebCore/platform/graphics/opengl/Extensions3DOpenGL.cpp \
${OPENGL_gl_LIBRARY}
)
LIST(APPEND WebCore_SOURCES
+ platform/graphics/cairo/DrawingBufferCairo.cpp
platform/graphics/cairo/GraphicsContext3DCairo.cpp
- platform/graphics/efl/DrawingBufferEfl.cpp
- platform/graphics/efl/GraphicsContext3DEfl.cpp
platform/graphics/glx/GraphicsContext3DPrivate.cpp
platform/graphics/OpenGLShims.cpp
platform/graphics/opengl/Extensions3DOpenGL.cpp
#if ENABLE(WEBGL)
+#include "Extensions3DOpenGL.h"
+#include "GraphicsContext3DPrivate.h"
#include "Image.h"
+#include "OpenGLShims.h"
#include "RefPtrCairo.h"
+#include "ShaderLang.h"
#include <cairo.h>
#include <wtf/PassOwnPtr.h>
namespace WebCore {
+PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
+{
+ // This implementation doesn't currently support rendering directly to the HostWindow.
+ if (renderStyle == RenderDirectlyToHostWindow)
+ return 0;
+
+ OwnPtr<GraphicsContext3DPrivate> priv = GraphicsContext3DPrivate::create();
+ if (!priv)
+ return 0;
+
+ RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, false));
+ context->m_private = priv.release();
+ return context.release();
+}
+
+GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, bool)
+ : m_currentWidth(0)
+ , m_currentHeight(0)
+ , m_attrs(attributes)
+ , m_texture(0)
+ , m_fbo(0)
+ , m_depthStencilBuffer(0)
+ , m_boundFBO(0)
+ , m_multisampleFBO(0)
+ , m_multisampleDepthStencilBuffer(0)
+ , m_multisampleColorBuffer(0)
+{
+ GraphicsContext3DPrivate::addActiveGraphicsContext(this);
+
+ validateAttributes();
+
+ // 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);
+ ::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 a 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()
+{
+ GraphicsContext3DPrivate::removeActiveGraphicsContext(this);
+ if (!m_private->m_context)
+ return;
+
+ makeContextCurrent();
+ ::glDeleteTextures(1, &m_texture);
+ 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);
+}
+
bool GraphicsContext3D::getImageData(Image* image, unsigned int format, unsigned int type, bool premultiplyAlpha, bool ignoreGammaAndColorProfile, Vector<uint8_t>& outputVector)
{
if (!image)
{
}
+bool GraphicsContext3D::makeContextCurrent()
+{
+ if (!m_private)
+ return false;
+ return m_private->makeContextCurrent();
+}
+
+PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
+{
+ return m_private->m_context;
+}
+
+bool GraphicsContext3D::isGLES2Compliant() const
+{
+ return false;
+}
+
#if USE(ACCELERATED_COMPOSITING)
PlatformLayer* GraphicsContext3D::platformLayer() const
{
+++ /dev/null
-/*
- * Copyright (C) 2010 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 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 ENABLE(ACCELERATED_2D_CANVAS) || ENABLE(WEBGL)
-
-#include "DrawingBuffer.h"
-
-#include "Extensions3D.h"
-
-namespace WebCore {
-
-DrawingBuffer::DrawingBuffer(GraphicsContext3D* context, const IntSize& size, bool multisampleExtensionSupported, bool packedDepthStencilExtensionSupported, bool separateBackingTexture)
- : m_separateBackingTexture(separateBackingTexture)
- , m_scissorEnabled(false)
- , m_texture2DBinding(0)
- , m_activeTextureUnit(GraphicsContext3D::TEXTURE0)
- , m_context(context)
- , m_size(-1, -1)
- , m_multisampleExtensionSupported(multisampleExtensionSupported)
- , m_packedDepthStencilExtensionSupported(packedDepthStencilExtensionSupported)
- , m_fbo(context->createFramebuffer())
- , m_colorBuffer(0)
- , m_depthStencilBuffer(0)
- , m_depthBuffer(0)
- , m_stencilBuffer(0)
- , m_multisampleFBO(0)
- , m_multisampleColorBuffer(0)
-{
- // Support for a separate backing texture has only been enabled for
- // the chromium port.
- ASSERT(!m_separateBackingTexture);
- ASSERT(m_fbo);
- if (!m_fbo) {
- clear();
- return;
- }
-
- // Create a texture to render into.
- m_colorBuffer = context->createTexture();
- context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_colorBuffer);
- context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
- context->texParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
- context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
- context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
- context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0);
-
- createSecondaryBuffers();
- reset(size);
-}
-
-DrawingBuffer::~DrawingBuffer()
-{
- clear();
-}
-
-Platform3DObject DrawingBuffer::platformColorBuffer() const
-{
- return m_colorBuffer;
-}
-
-#if USE(ACCELERATED_COMPOSITING)
-void DrawingBuffer::paintCompositedResultsToCanvas(CanvasRenderingContext* context)
-{
-}
-#endif
-
-}
-
-#endif
+++ /dev/null
-/*
- * Copyright (C) 2011, 2012 Samsung Electronics
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public License
- * along with this library; see the file COPYING.LIB. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- */
-
-#include "config.h"
-#include "GraphicsContext3D.h"
-
-#if ENABLE(WEBGL)
-#include "Extensions3DOpenGL.h"
-#include "GraphicsContext3DPrivate.h"
-#include "OpenGLShims.h"
-#include "ShaderLang.h"
-
-namespace WebCore {
-
-PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
-{
- bool renderDirectlyToHostWindow = (renderStyle == RenderDirectlyToHostWindow);
- // This implementation doesn't currently support rendering directly to the HostWindow.
- if (renderDirectlyToHostWindow)
- return 0;
-
- OwnPtr<GraphicsContext3DPrivate> priv = GraphicsContext3DPrivate::create();
- if (!priv)
- return 0;
-
- RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, renderDirectlyToHostWindow));
- context->m_private = priv.release();
- return context.release();
-}
-
-GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, bool renderDirectlyToHostWindow)
- : m_currentWidth(0)
- , m_currentHeight(0)
- , m_attrs(attributes)
- , m_texture(0)
- , m_fbo(0)
- , m_depthStencilBuffer(0)
- , m_boundFBO(0)
- , m_multisampleFBO(0)
- , m_multisampleDepthStencilBuffer(0)
- , m_multisampleColorBuffer(0)
-{
- GraphicsContext3DPrivate::addActiveGraphicsContext(this);
-
- validateAttributes();
-
- // 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);
- ::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 a 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()
-{
- GraphicsContext3DPrivate::removeActiveGraphicsContext(this);
- if (!m_private->m_context)
- return;
-
- makeContextCurrent();
- ::glDeleteTextures(1, &m_texture);
- 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);
-}
-
-bool GraphicsContext3D::makeContextCurrent()
-{
- if (!m_private)
- return false;
- return m_private->makeContextCurrent();
-}
-
-PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const
-{
- return m_private->m_context;
-}
-
-bool GraphicsContext3D::isGLES2Compliant() const
-{
- return false;
-}
-
-} // namespace WebCore
-
-#endif // ENABLE(WEBGL)
+++ /dev/null
-/*
- * Copyright (C) 2009 Apple 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 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"
-#include "GraphicsContext3D.h"
-
-#if ENABLE(WEBGL)
-#include "Extensions3DOpenGL.h"
-#include "GraphicsContext3DPrivate.h"
-#include "OpenGLShims.h"
-#include "ShaderLang.h"
-#include <wtf/NotFound.h>
-
-namespace WebCore {
-
-PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
-{
- // This implementation doesn't currently support rendering directly to the HostWindow.
- if (renderStyle == RenderDirectlyToHostWindow)
- return 0;
-
- OwnPtr<GraphicsContext3DPrivate> priv = GraphicsContext3DPrivate::create();
- if (!priv)
- return 0;
-
- RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, false));
- context->m_private = priv.release();
- return context.release();
-}
-
-GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, bool)
- : m_currentWidth(0)
- , m_currentHeight(0)
- , m_attrs(attributes)
- , m_texture(0)
- , m_fbo(0)
- , m_depthStencilBuffer(0)
- , m_boundFBO(0)
- , m_multisampleFBO(0)
- , m_multisampleDepthStencilBuffer(0)
- , m_multisampleColorBuffer(0)
-{
- GraphicsContext3DPrivate::addActiveGraphicsContext(this);
-
- validateAttributes();
-
- // 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);
- ::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 a 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()
-{
- GraphicsContext3DPrivate::removeActiveGraphicsContext(this);
- if (!m_private->m_context)
- return;
-
- makeContextCurrent();
- ::glDeleteTextures(1, &m_texture);
- 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);
-}
-
-bool GraphicsContext3D::makeContextCurrent()
-{
- if (!m_private)
- return false;
- return m_private->makeContextCurrent();
-}
-
-PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
-{
- return m_private->m_context;
-}
-
-bool GraphicsContext3D::isGLES2Compliant() const
-{
- return false;
-}
-
-}
-
-#endif // ENABLE(WEBGL)