CustomFilterGlobalContext.cpp [plain text]
#include "config.h"
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterGlobalContext.h"
#include "GraphicsContext3D.h"
namespace WebCore {
CustomFilterGlobalContext::CustomFilterGlobalContext()
{
}
CustomFilterGlobalContext::~CustomFilterGlobalContext()
{
}
ANGLEWebKitBridge* CustomFilterGlobalContext::webglShaderValidator()
{
if (!m_webglShaderValidator)
m_webglShaderValidator = createShaderValidator(SH_WEBGL_SPEC);
return m_webglShaderValidator.get();
}
ANGLEWebKitBridge* CustomFilterGlobalContext::mixShaderValidator()
{
if (!m_mixShaderValidator)
m_mixShaderValidator = createShaderValidator(SH_CSS_SHADERS_SPEC);
return m_mixShaderValidator.get();
}
PassOwnPtr<ANGLEWebKitBridge> CustomFilterGlobalContext::createShaderValidator(ShShaderSpec shaderSpec)
{
OwnPtr<ANGLEWebKitBridge> validator = adoptPtr(new ANGLEWebKitBridge(SH_ESSL_OUTPUT, shaderSpec));
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
validator->setResources(resources);
return validator.release();
}
void CustomFilterGlobalContext::prepareContextIfNeeded(HostWindow* hostWindow)
{
if (m_context.get())
return;
GraphicsContext3D::Attributes attributes;
attributes.preserveDrawingBuffer = true;
attributes.premultipliedAlpha = false;
attributes.shareResources = true;
attributes.preferDiscreteGPU = true;
m_context = GraphicsContext3D::create(attributes, hostWindow, GraphicsContext3D::RenderOffscreen);
if (!m_context)
return;
m_context->makeContextCurrent();
m_context->enable(GraphicsContext3D::DEPTH_TEST);
}
}
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)