CustomFilterGlobalContext.cpp   [plain text]


/*
 * Copyright (C) 2012 Adobe Systems Incorporated. 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 THE COPYRIGHT HOLDER “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 THE COPYRIGHT HOLDER 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
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 */

#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);
}

} // namespace WebCore

#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)