[Webkit-unassigned] [Bug 96627] [EFL] Use the shareable GraphicsContext3DOpenGL* implementation.
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Fri Sep 14 23:07:47 PDT 2012
https://bugs.webkit.org/show_bug.cgi?id=96627
--- Comment #2 from Simon Hausmann <hausmann at webkit.org> 2012-09-14 23:08:14 PST ---
(From update of attachment 164049)
View in context: https://bugs.webkit.org/attachment.cgi?id=164049&action=review
> Source/WebCore/platform/graphics/efl/GraphicsContext3DEfl.cpp:73
> + static bool initialized = false;
> + static bool success = true;
In the presence of "success" I suggest to rename the generic "initialized" to something more specific, because it refers only to the initialization of the GL shims.
> Source/WebCore/platform/graphics/efl/GraphicsContext3DEfl.cpp:79
> +#if USE(OPENGL_ES_2)
> + success = initializeOpenGLESShims();
> +#else
> + success = initializeOpenGLShims();
> +#endif
initializeOpenGLESShims() doesn't exists AFAICS. initializeOpenGLShims() should be used for both I believe.
> Source/WebCore/platform/graphics/efl/GraphicsContext3DEfl.cpp:144
> + if (renderStyle == RenderOffscreen) {
> + // Create buffers for the canvas FBO.
> + glGenFramebuffers(/* count */ 1, &m_fbo);
> +
> + glGenTextures(1, &m_texture);
> + glBindTexture(GraphicsContext3D::TEXTURE_2D, m_texture);
> + glTexParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR);
> + glTexParameterf(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR);
> + glTexParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE);
> + glTexParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE);
> + glBindTexture(GraphicsContext3D::TEXTURE_2D, 0);
> +
> + // Create a multisample FBO.
> + if (m_attrs.antialias) {
> + glGenFramebuffers(1, &m_multisampleFBO);
> + glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_multisampleFBO);
> + m_boundFBO = m_multisampleFBO;
> + glGenRenderbuffers(1, &m_multisampleColorBuffer);
> + if (m_attrs.stencil || m_attrs.depth)
> + glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer);
> + } else {
> + // Bind canvas FBO.
> + glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
> + m_boundFBO = m_fbo;
> +#if USE(OPENGL_ES_2)
> + if (m_attrs.depth)
> + glGenRenderbuffers(1, &m_depthBuffer);
> + if (m_context->m_attrs.stencil)
> + glGenRenderbuffers(1, &m_stencilBuffer);
> +#endif
> + if (m_attrs.stencil || m_attrs.depth)
> + glGenRenderbuffers(1, &m_depthStencilBuffer);
> + }
> + }
> +
> + // 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;
> + m_compiler.setResources(ANGLEResources);
> +
> +#if !USE(OPENGL_ES_2)
> + glEnable(GL_POINT_SPRITE);
> + glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
> +#endif
>
> + glClearColor(0.0, 0.0, 0.0, 0.0);
> +}
It feels like that the bulk of this code is a prime candidate for sharing between difference GC3D implementations. What do you think?
> Source/WebCore/platform/graphics/efl/GraphicsContext3DEfl.cpp:169
> + if (!m_private || m_renderStyle == RenderToCurrentGLContext)
> + return false;
Are you sure that false should be returned when m_renderStyle == RenderToCurrentGLContext?
> Source/WebCore/platform/graphics/efl/GraphicsContext3DPrivate.cpp:49
> + // FIXME: Retrive evas object from platformPageClient->view().
Retrive -> Retrieve
> Source/WebCore/platform/graphics/efl/GraphicsContext3DPrivate.cpp:163
> +#if USE(TEXTURE_MAPPER_GL)
> +void GraphicsContext3DPrivate::paintToTextureMapper(TextureMapper*, const FloatRect& target, const TransformationMatrix&, float opacity, BitmapTexture* mask)
> {
> - makeContextCurrent();
> - m_api->glGetAttachedShaders(program, maxCount, count, shaders);
> }
Perhaps add a notImplemented() here?
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