[Webkit-unassigned] [Bug 76248] Initial implementation of GraphicsContext3DOpenGLES.cpp
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Sat Jan 21 10:34:09 PST 2012
https://bugs.webkit.org/show_bug.cgi?id=76248
Martin Robinson <mrobinson at webkit.org> changed:
What |Removed |Added
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Attachment #122730|review? |review-
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--- Comment #5 from Martin Robinson <mrobinson at webkit.org> 2012-01-21 10:34:09 PST ---
(From update of attachment 122730)
View in context: https://bugs.webkit.org/attachment.cgi?id=122730&action=review
This is a good first pass, but I think we can get a lot closer to sharing most of this code. Please consider the suggestions below. Ping me online if you need further information about my comments.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:51
> + if (m_attrs.antialias) {
> + // FIXME: We don't support antialiasing yet.
See below: Here you could call resolveMultisamplingIfNecessary. I think with that change you could share this method entirely.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:70
> + for (int i = 0; i < totalBytes; i += 4)
> + std::swap(pixels[i], pixels[i + 2]); // Convert to BGRA
If you put this function back in the shared file you could just add a member like m_convertRenderingResultsToBGRA and make it true for GLES and false for desktop GL.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:133
> + if (m_attributes.stencil) {
> + ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_stencilBuffer);
> + ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8, width, height);
> + ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_stencilBuffer);
> + ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
> + }
> + if (m_attributes.depth) {
> + ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthBuffer);
> + ::glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height);
> + ::glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthBuffer);
> + ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
> + }
> +
> + ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
OpenGL ES also has the concept of a packed depth/stencil buffer as well -- see the GL_OES_packed_depth_stencil extension. If you used that you could share setting up the single-sample framebuffer with the desktop implementation. If, for some reason, that's not an option (your target device does not support packed depth/stencil), then at the very least you should consider avoiding calling ::glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0) twice in a row here.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:194
> + // Initialize renderbuffers to 0.
> + GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0;
> + GLint clearStencil = 0;
> + GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE;
> + GLuint stencilMask = 0xffffffff;
> + GLboolean isScissorEnabled = GL_FALSE;
> + GLboolean isDitherEnabled = GL_FALSE;
> + GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
> + ::glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
> + ::glClearColor(0, 0, 0, 0);
> + ::glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
> + ::glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
> + if (m_attrs.depth) {
> + ::glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
> + ::glClearDepth(1);
> + ::glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
> + ::glDepthMask(GL_TRUE);
> + clearMask |= GL_DEPTH_BUFFER_BIT;
> + }
> + if (m_attrs.stencil) {
> + ::glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil);
> + ::glClearStencil(0);
> + ::glGetIntegerv(GL_STENCIL_WRITEMASK, reinterpret_cast<GLint*>(&stencilMask));
> + ::glStencilMaskSeparate(GL_FRONT, 0xffffffff);
> + clearMask |= GL_STENCIL_BUFFER_BIT;
> + }
> + isScissorEnabled = ::glIsEnabled(GL_SCISSOR_TEST);
> + ::glDisable(GL_SCISSOR_TEST);
> + isDitherEnabled = ::glIsEnabled(GL_DITHER);
> + ::glDisable(GL_DITHER);
> +
> + ::glClear(clearMask);
> +
> + ::glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
> + ::glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
> + if (m_attrs.depth) {
> + ::glClearDepth(clearDepth);
> + ::glDepthMask(depthMask);
> + }
> + if (m_attrs.stencil) {
> + ::glClearStencil(clearStencil);
> + ::glStencilMaskSeparate(GL_FRONT, stencilMask);
> + }
> + if (isScissorEnabled)
> + ::glEnable(GL_SCISSOR_TEST);
> + else
> + ::glDisable(GL_SCISSOR_TEST);
> +
> + if (isDitherEnabled)
> + ::glEnable(GL_DITHER);
> + else
> + ::glDisable(GL_DITHER);
> +
> + if (mustRestoreFBO)
> + ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
Is this bit of code exactly the same as the desktop counterpart? If so, you should split it off into a helper method and call it, rather than copy and pasting.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:213
> + if (m_layerComposited)
> + return;
> +
> + makeContextCurrent();
> + ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
> + ::glActiveTexture(GL_TEXTURE0);
> + ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
> + ::glCopyTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, 0, 0, m_currentWidth, m_currentHeight, 0);
> + ::glBindTexture(GL_TEXTURE_2D, m_boundTexture0);
> + ::glActiveTexture(m_activeTexture);
> + ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO);
> + ::glFinish();
> + m_layerComposited = true;
Hrm. This is one case where it would have made more sense to use and #ifdef. Another approach is to move this to the common file and make a helper called resolveMultisamplingIfNecessary which has an empty implementation for OpenGLES.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:223
> + makeContextCurrent();
> + GLuint fbo = buffer ? buffer : m_fbo;
> + if (fbo != m_boundFBO) {
> + ::glBindFramebufferEXT(target, fbo);
> + m_boundFBO = fbo;
> + }
This could be shared easily if you simply ensured that m_attrs.antialias was always false for OpenGL ES.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:229
> + makeContextCurrent();
> + ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
You can also share this if you make resolveMultisamplingIfNecessary take a rectangle.
> Source/WebCore/platform/graphics/opengl/GraphicsContext3DOpenGLES.cpp:242
> + makeContextCurrent();
> + ::glFlush();
> + ::glReadPixels(x, y, width, height, format, type, data);
Hey, same thing here! :)
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