GraphicsContext3DGtk.cpp [plain text]
#include "config.h"
#include "GraphicsContext3D.h"
#if ENABLE(WEBGL)
#include <wtf/PassOwnPtr.h>
#include "Extensions3DOpenGL.h"
#include "GraphicsContext3DInternal.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)
{
if (renderStyle == RenderDirectlyToHostWindow)
return 0;
OwnPtr<GraphicsContext3DInternal> internal = GraphicsContext3DInternal::create();
if (!internal)
return 0;
RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, false));
context->m_internal = internal.release();
return context.release();
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, bool)
: m_currentWidth(0)
, m_currentHeight(0)
, m_isResourceSafe(false)
, m_attrs(attributes)
, m_texture(0)
, m_fbo(0)
, m_depthStencilBuffer(0)
, m_boundFBO(0)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
{
GraphicsContext3DInternal::addActiveGraphicsContext(this);
validateAttributes();
::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);
::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);
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);
}
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);
ANGLEResources.MaxDrawBuffers = 1;
m_compiler.setResources(ANGLEResources);
::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
::glEnable(GL_POINT_SPRITE);
::glClearColor(0, 0, 0, 0);
}
GraphicsContext3D::~GraphicsContext3D()
{
GraphicsContext3DInternal::removeActiveGraphicsContext(this);
if (!m_internal->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);
}
void GraphicsContext3D::makeContextCurrent()
{
if (!m_internal)
return;
m_internal->makeContextCurrent();
}
PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
{
return m_internal->m_context;
}
bool GraphicsContext3D::isGLES2Compliant() const
{
return false;
}
}
#endif // ENABLE(WEBGL)