1/*
2 * Copyright (C) 2009 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 *    notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 *    notice, this list of conditions and the following disclaimer in the
11 *    documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26#include "config.h"
27
28#if ENABLE(WEBGL)
29
30#include "GraphicsContext3D.h"
31
32#import "BlockExceptions.h"
33
34#include "ANGLE/ShaderLang.h"
35#include "ArrayBuffer.h"
36#include "ArrayBufferView.h"
37#include "CanvasRenderingContext.h"
38#include <CoreGraphics/CGBitmapContext.h>
39#include "Extensions3DOpenGL.h"
40#include "Float32Array.h"
41#include "GraphicsContext.h"
42#include "HTMLCanvasElement.h"
43#include "ImageBuffer.h"
44#include "Int32Array.h"
45#include "NotImplemented.h"
46#include <OpenGL/CGLRenderers.h>
47#include <OpenGL/gl.h>
48#include "Uint8Array.h"
49#include "WebGLLayer.h"
50#include "WebGLObject.h"
51#include <wtf/UnusedParam.h>
52#include <wtf/text/CString.h>
53
54namespace WebCore {
55
56static void setPixelFormat(Vector<CGLPixelFormatAttribute>& attribs, int colorBits, int depthBits, bool accelerated, bool supersample, bool closest)
57{
58    attribs.clear();
59
60    attribs.append(kCGLPFAColorSize);
61    attribs.append(static_cast<CGLPixelFormatAttribute>(colorBits));
62    attribs.append(kCGLPFADepthSize);
63    attribs.append(static_cast<CGLPixelFormatAttribute>(depthBits));
64
65    if (accelerated)
66        attribs.append(kCGLPFAAccelerated);
67    else {
68        attribs.append(kCGLPFARendererID);
69        attribs.append(static_cast<CGLPixelFormatAttribute>(kCGLRendererGenericFloatID));
70    }
71
72    if (supersample)
73        attribs.append(kCGLPFASupersample);
74
75    if (closest)
76        attribs.append(kCGLPFAClosestPolicy);
77
78    attribs.append(static_cast<CGLPixelFormatAttribute>(0));
79}
80
81PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
82{
83    // This implementation doesn't currently support rendering directly to the HostWindow.
84    if (renderStyle == RenderDirectlyToHostWindow)
85        return 0;
86    RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attrs, hostWindow, false));
87    return context->m_contextObj ? context.release() : 0;
88}
89
90GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool)
91    : m_currentWidth(0)
92    , m_currentHeight(0)
93    , m_contextObj(0)
94    , m_attrs(attrs)
95    , m_texture(0)
96    , m_compositorTexture(0)
97    , m_fbo(0)
98    , m_depthStencilBuffer(0)
99    , m_layerComposited(false)
100    , m_internalColorFormat(0)
101    , m_boundFBO(0)
102    , m_activeTexture(0)
103    , m_boundTexture0(0)
104    , m_multisampleFBO(0)
105    , m_multisampleDepthStencilBuffer(0)
106    , m_multisampleColorBuffer(0)
107{
108    UNUSED_PARAM(hostWindow);
109
110    Vector<CGLPixelFormatAttribute> attribs;
111    CGLPixelFormatObj pixelFormatObj = 0;
112    GLint numPixelFormats = 0;
113
114    // We will try:
115    //
116    //  1) 32 bit RGBA/32 bit depth/accelerated/supersampled
117    //  2) 32 bit RGBA/32 bit depth/accelerated
118    //  3) 32 bit RGBA/16 bit depth/accelerated
119    //  4) closest to 32 bit RGBA/16 bit depth/software renderer
120    //
121    //  If none of that works, we simply fail and set m_contextObj to 0.
122
123    setPixelFormat(attribs, 32, 32, true, true, false);
124    CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
125    if (numPixelFormats == 0) {
126        setPixelFormat(attribs, 32, 32, true, false, false);
127        CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
128
129        if (numPixelFormats == 0) {
130            setPixelFormat(attribs, 32, 16, true, false, false);
131            CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
132
133            if (numPixelFormats == 0) {
134                setPixelFormat(attribs, 32, 16, false, false, true);
135                CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats);
136
137                if (numPixelFormats == 0) {
138                    // Could not find an acceptable renderer - fail
139                    return;
140                }
141            }
142        }
143    }
144
145    CGLError err = CGLCreateContext(pixelFormatObj, 0, &m_contextObj);
146    CGLDestroyPixelFormat(pixelFormatObj);
147
148    if (err != kCGLNoError || !m_contextObj) {
149        // Could not create the context - fail
150        m_contextObj = 0;
151        return;
152    }
153
154    // Set the current context to the one given to us.
155    CGLSetCurrentContext(m_contextObj);
156
157    validateAttributes();
158
159    // Create the WebGLLayer
160    BEGIN_BLOCK_OBJC_EXCEPTIONS
161        m_webGLLayer.adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:this]);
162#ifndef NDEBUG
163        [m_webGLLayer.get() setName:@"WebGL Layer"];
164#endif
165    END_BLOCK_OBJC_EXCEPTIONS
166
167    // create a texture to render into
168    ::glGenTextures(1, &m_texture);
169    ::glBindTexture(GL_TEXTURE_2D, m_texture);
170    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
171    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
172    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
173    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
174    ::glGenTextures(1, &m_compositorTexture);
175    ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
176    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
177    ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
178    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
179    ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
180    ::glBindTexture(GL_TEXTURE_2D, 0);
181
182    // create an FBO
183    ::glGenFramebuffersEXT(1, &m_fbo);
184    ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
185
186    m_boundFBO = m_fbo;
187    if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth))
188        ::glGenRenderbuffersEXT(1, &m_depthStencilBuffer);
189
190    // create an multisample FBO
191    if (m_attrs.antialias) {
192        ::glGenFramebuffersEXT(1, &m_multisampleFBO);
193        ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO);
194        m_boundFBO = m_multisampleFBO;
195        ::glGenRenderbuffersEXT(1, &m_multisampleColorBuffer);
196        if (m_attrs.stencil || m_attrs.depth)
197            ::glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
198    }
199
200    // ANGLE initialization.
201
202    ShBuiltInResources ANGLEResources;
203    ShInitBuiltInResources(&ANGLEResources);
204
205    getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
206    getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
207    getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
208    getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
209    getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
210    getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
211    getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
212
213    // Always set to 1 for OpenGL ES.
214    ANGLEResources.MaxDrawBuffers = 1;
215
216    m_compiler.setResources(ANGLEResources);
217
218    ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
219    ::glEnable(GL_POINT_SPRITE);
220
221    ::glClearColor(0, 0, 0, 0);
222}
223
224GraphicsContext3D::~GraphicsContext3D()
225{
226    if (m_contextObj) {
227        CGLSetCurrentContext(m_contextObj);
228        ::glDeleteTextures(1, &m_texture);
229        ::glDeleteTextures(1, &m_compositorTexture);
230        if (m_attrs.antialias) {
231            ::glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer);
232            if (m_attrs.stencil || m_attrs.depth)
233                ::glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer);
234            ::glDeleteFramebuffersEXT(1, &m_multisampleFBO);
235        } else {
236            if (m_attrs.stencil || m_attrs.depth)
237                ::glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer);
238        }
239        ::glDeleteFramebuffersEXT(1, &m_fbo);
240        CGLSetCurrentContext(0);
241        CGLDestroyContext(m_contextObj);
242    }
243}
244
245void GraphicsContext3D::makeContextCurrent()
246{
247    if (!m_contextObj)
248        return;
249
250    CGLContextObj currentContext = CGLGetCurrentContext();
251    if (currentContext != m_contextObj)
252        CGLSetCurrentContext(m_contextObj);
253}
254
255bool GraphicsContext3D::isGLES2Compliant() const
256{
257    return false;
258}
259
260void GraphicsContext3D::setContextLostCallback(PassOwnPtr<ContextLostCallback>)
261{
262}
263
264}
265
266#endif // ENABLE(WEBGL)
267