Added: trunk/Source/WebCore/platform/graphics/win/GraphicsContext3DWin.cpp (0 => 153441)
--- trunk/Source/WebCore/platform/graphics/win/GraphicsContext3DWin.cpp (rev 0)
+++ trunk/Source/WebCore/platform/graphics/win/GraphicsContext3DWin.cpp 2013-07-29 21:25:33 UTC (rev 153441)
@@ -0,0 +1,210 @@
+/*
+ * Copyright (C) 2013 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. AND ITS CONTRIBUTORS ``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 INC. OR ITS 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 USE(3D_GRAPHICS)
+
+#include <wtf/NotFound.h>
+#include <wtf/OwnPtr.h>
+#include <wtf/PassOwnPtr.h>
+
+#if PLATFORM(WIN)
+#include "GLSLANG/ShaderLang.h"
+#else
+#include "ShaderLang.h"
+#endif
+
+#if USE(OPENGL_ES_2)
+#include "Extensions3DOpenGLES.h"
+#else
+#include "Extensions3DOpenGL.h"
+#include "OpenGLShims.h"
+#endif
+
+namespace WebCore {
+
+// FIXME: This class is currently empty on Windows, but will get populated as
+// the restructuring in https://bugs.webkit.org/show_bug.cgi?id=66903 is done
+class GraphicsContext3DPrivate {
+public:
+ GraphicsContext3DPrivate(GraphicsContext3D*) { }
+
+ ~GraphicsContext3DPrivate() { }
+};
+
+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;
+
+ static bool initialized = false;
+ static bool success = true;
+ if (!initialized) {
+#if !USE(OPENGL_ES_2)
+ success = initializeOpenGLShims();
+#endif
+ initialized = true;
+ }
+ if (!success)
+ return 0;
+
+ RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle));
+ return context.release();
+}
+
+GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle)
+ : m_currentWidth(0)
+ , m_currentHeight(0)
+ , m_compiler(isGLES2Compliant() ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT)
+ , m_attrs(attributes)
+ , m_texture(0)
+ , m_fbo(0)
+ , m_depthStencilBuffer(0)
+ , m_multisampleFBO(0)
+ , m_multisampleDepthStencilBuffer(0)
+ , m_multisampleColorBuffer(0)
+{
+ makeContextCurrent();
+
+ validateAttributes();
+
+ if (renderStyle == RenderOffscreen) {
+ // 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_TO_EDGE);
+ ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ ::glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Create an FBO.
+ ::glGenFramebuffers(1, &m_fbo);
+ ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
+
+ m_state.boundFBO = m_fbo;
+ if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth))
+ ::glGenRenderbuffers(1, &m_depthStencilBuffer);
+
+ // Create a multisample FBO.
+ if (m_attrs.antialias) {
+ ::glGenFramebuffers(1, &m_multisampleFBO);
+ ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
+ m_state.boundFBO = m_multisampleFBO;
+ ::glGenRenderbuffers(1, &m_multisampleColorBuffer);
+ if (m_attrs.stencil || m_attrs.depth)
+ ::glGenRenderbuffers(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;
+
+ GC3Dint range[2], precision;
+ getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision);
+ ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision);
+
+ m_compiler.setResources(ANGLEResources);
+
+#if !USE(OPENGL_ES_2)
+ ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ ::glEnable(GL_POINT_SPRITE);
+#endif
+
+ ::glClearColor(0, 0, 0, 0);
+}
+
+GraphicsContext3D::~GraphicsContext3D()
+{
+ makeContextCurrent();
+ ::glDeleteTextures(1, &m_texture);
+ if (m_attrs.antialias) {
+ ::glDeleteRenderbuffers(1, &m_multisampleColorBuffer);
+ if (m_attrs.stencil || m_attrs.depth)
+ ::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer);
+ ::glDeleteFramebuffers(1, &m_multisampleFBO);
+ } else {
+ if (m_attrs.stencil || m_attrs.depth)
+ ::glDeleteRenderbuffers(1, &m_depthStencilBuffer);
+ }
+ ::glDeleteFramebuffers(1, &m_fbo);
+}
+
+void GraphicsContext3D::setContextLostCallback(PassOwnPtr<ContextLostCallback>)
+{
+}
+
+void GraphicsContext3D::setErrorMessageCallback(PassOwnPtr<ErrorMessageCallback>)
+{
+}
+
+bool GraphicsContext3D::makeContextCurrent()
+{
+ return false;
+}
+
+PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
+{
+ return 0;
+}
+
+Platform3DObject GraphicsContext3D::platformTexture() const
+{
+ return m_texture;
+}
+
+bool GraphicsContext3D::isGLES2Compliant() const
+{
+#if USE(OPENGL_ES_2)
+ return true;
+#else
+ return false;
+#endif
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+PlatformLayer* GraphicsContext3D::platformLayer() const
+{
+ return 0;
+}
+#endif
+
+} // namespace WebCore
+
+#endif // USE(3D_GRAPHICS)