blob: c5d2bff5446ba69dec7f58f3b38cd8c397ccb980 [file] [log] [blame]
/*
* Copyright (C) 2009 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 COMPUTER, INC. ``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 COMPUTER, INC. OR
* 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 "core/html/canvas/WebGLTexture.h"
#include "core/html/canvas/WebGLContextGroup.h"
#include "core/html/canvas/WebGLFramebuffer.h"
#include "core/html/canvas/WebGLRenderingContext.h"
namespace WebCore {
PassRefPtr<WebGLTexture> WebGLTexture::create(WebGLRenderingContext* ctx)
{
return adoptRef(new WebGLTexture(ctx));
}
WebGLTexture::WebGLTexture(WebGLRenderingContext* ctx)
: WebGLSharedObject(ctx)
, m_target(0)
, m_minFilter(GraphicsContext3D::NEAREST_MIPMAP_LINEAR)
, m_magFilter(GraphicsContext3D::LINEAR)
, m_wrapS(GraphicsContext3D::REPEAT)
, m_wrapT(GraphicsContext3D::REPEAT)
, m_isNPOT(false)
, m_isComplete(false)
, m_needToUseBlackTexture(false)
, m_isFloatType(false)
, m_isHalfFloatType(false)
{
setObject(ctx->graphicsContext3D()->createTexture());
}
WebGLTexture::~WebGLTexture()
{
deleteObject(0);
}
void WebGLTexture::setTarget(GC3Denum target, GC3Dint maxLevel)
{
if (!object())
return;
// Target is finalized the first time bindTexture() is called.
if (m_target)
return;
switch (target) {
case GraphicsContext3D::TEXTURE_2D:
m_target = target;
m_info.resize(1);
m_info[0].resize(maxLevel);
break;
case GraphicsContext3D::TEXTURE_CUBE_MAP:
m_target = target;
m_info.resize(6);
for (int ii = 0; ii < 6; ++ii)
m_info[ii].resize(maxLevel);
break;
}
}
void WebGLTexture::setParameteri(GC3Denum pname, GC3Dint param)
{
if (!object() || !m_target)
return;
switch (pname) {
case GraphicsContext3D::TEXTURE_MIN_FILTER:
switch (param) {
case GraphicsContext3D::NEAREST:
case GraphicsContext3D::LINEAR:
case GraphicsContext3D::NEAREST_MIPMAP_NEAREST:
case GraphicsContext3D::LINEAR_MIPMAP_NEAREST:
case GraphicsContext3D::NEAREST_MIPMAP_LINEAR:
case GraphicsContext3D::LINEAR_MIPMAP_LINEAR:
m_minFilter = param;
break;
}
break;
case GraphicsContext3D::TEXTURE_MAG_FILTER:
switch (param) {
case GraphicsContext3D::NEAREST:
case GraphicsContext3D::LINEAR:
m_magFilter = param;
break;
}
break;
case GraphicsContext3D::TEXTURE_WRAP_S:
switch (param) {
case GraphicsContext3D::CLAMP_TO_EDGE:
case GraphicsContext3D::MIRRORED_REPEAT:
case GraphicsContext3D::REPEAT:
m_wrapS = param;
break;
}
break;
case GraphicsContext3D::TEXTURE_WRAP_T:
switch (param) {
case GraphicsContext3D::CLAMP_TO_EDGE:
case GraphicsContext3D::MIRRORED_REPEAT:
case GraphicsContext3D::REPEAT:
m_wrapT = param;
break;
}
break;
default:
return;
}
update();
}
void WebGLTexture::setParameterf(GC3Denum pname, GC3Dfloat param)
{
if (!object() || !m_target)
return;
GC3Dint iparam = static_cast<GC3Dint>(param);
setParameteri(pname, iparam);
}
void WebGLTexture::setLevelInfo(GC3Denum target, GC3Dint level, GC3Denum internalFormat, GC3Dsizei width, GC3Dsizei height, GC3Denum type)
{
if (!object() || !m_target)
return;
// We assume level, internalFormat, width, height, and type have all been
// validated already.
int index = mapTargetToIndex(target);
if (index < 0)
return;
m_info[index][level].setInfo(internalFormat, width, height, type);
update();
}
void WebGLTexture::generateMipmapLevelInfo()
{
if (!object() || !m_target)
return;
if (!canGenerateMipmaps())
return;
if (!m_isComplete) {
for (size_t ii = 0; ii < m_info.size(); ++ii) {
const LevelInfo& info0 = m_info[ii][0];
GC3Dsizei width = info0.width;
GC3Dsizei height = info0.height;
GC3Dint levelCount = computeLevelCount(width, height);
for (GC3Dint level = 1; level < levelCount; ++level) {
width = std::max(1, width >> 1);
height = std::max(1, height >> 1);
LevelInfo& info = m_info[ii][level];
info.setInfo(info0.internalFormat, width, height, info0.type);
}
}
m_isComplete = true;
}
m_needToUseBlackTexture = false;
}
GC3Denum WebGLTexture::getInternalFormat(GC3Denum target, GC3Dint level) const
{
const LevelInfo* info = getLevelInfo(target, level);
if (!info)
return 0;
return info->internalFormat;
}
GC3Denum WebGLTexture::getType(GC3Denum target, GC3Dint level) const
{
const LevelInfo* info = getLevelInfo(target, level);
if (!info)
return 0;
return info->type;
}
GC3Dsizei WebGLTexture::getWidth(GC3Denum target, GC3Dint level) const
{
const LevelInfo* info = getLevelInfo(target, level);
if (!info)
return 0;
return info->width;
}
GC3Dsizei WebGLTexture::getHeight(GC3Denum target, GC3Dint level) const
{
const LevelInfo* info = getLevelInfo(target, level);
if (!info)
return 0;
return info->height;
}
bool WebGLTexture::isValid(GC3Denum target, GC3Dint level) const
{
const LevelInfo* info = getLevelInfo(target, level);
if (!info)
return 0;
return info->valid;
}
bool WebGLTexture::isNPOT(GC3Dsizei width, GC3Dsizei height)
{
ASSERT(width >= 0 && height >= 0);
if (!width || !height)
return false;
if ((width & (width - 1)) || (height & (height - 1)))
return true;
return false;
}
bool WebGLTexture::isNPOT() const
{
if (!object())
return false;
return m_isNPOT;
}
bool WebGLTexture::needToUseBlackTexture(TextureExtensionFlag flag) const
{
if (!object())
return false;
if (m_needToUseBlackTexture)
return true;
if ((m_isFloatType && !(flag & TextureFloatLinearExtensionEnabled)) || (m_isHalfFloatType && !(flag && TextureHalfFloatLinearExtensionEnabled))) {
if (m_magFilter != GraphicsContext3D::NEAREST || (m_minFilter != GraphicsContext3D::NEAREST && m_minFilter != GraphicsContext3D::NEAREST_MIPMAP_NEAREST))
return true;
}
return false;
}
void WebGLTexture::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject object)
{
context3d->deleteTexture(object);
}
int WebGLTexture::mapTargetToIndex(GC3Denum target) const
{
if (m_target == GraphicsContext3D::TEXTURE_2D) {
if (target == GraphicsContext3D::TEXTURE_2D)
return 0;
} else if (m_target == GraphicsContext3D::TEXTURE_CUBE_MAP) {
switch (target) {
case GraphicsContext3D::TEXTURE_CUBE_MAP_POSITIVE_X:
return 0;
case GraphicsContext3D::TEXTURE_CUBE_MAP_NEGATIVE_X:
return 1;
case GraphicsContext3D::TEXTURE_CUBE_MAP_POSITIVE_Y:
return 2;
case GraphicsContext3D::TEXTURE_CUBE_MAP_NEGATIVE_Y:
return 3;
case GraphicsContext3D::TEXTURE_CUBE_MAP_POSITIVE_Z:
return 4;
case GraphicsContext3D::TEXTURE_CUBE_MAP_NEGATIVE_Z:
return 5;
}
}
return -1;
}
bool WebGLTexture::canGenerateMipmaps()
{
if (isNPOT())
return false;
const LevelInfo& first = m_info[0][0];
for (size_t ii = 0; ii < m_info.size(); ++ii) {
const LevelInfo& info = m_info[ii][0];
if (!info.valid
|| info.width != first.width || info.height != first.height
|| info.internalFormat != first.internalFormat || info.type != first.type)
return false;
}
return true;
}
GC3Dint WebGLTexture::computeLevelCount(GC3Dsizei width, GC3Dsizei height)
{
// return 1 + log2Floor(std::max(width, height));
GC3Dsizei n = std::max(width, height);
if (n <= 0)
return 0;
GC3Dint log = 0;
GC3Dsizei value = n;
for (int ii = 4; ii >= 0; --ii) {
int shift = (1 << ii);
GC3Dsizei x = (value >> shift);
if (x) {
value = x;
log += shift;
}
}
ASSERT(value == 1);
return log + 1;
}
void WebGLTexture::update()
{
m_isNPOT = false;
for (size_t ii = 0; ii < m_info.size(); ++ii) {
if (isNPOT(m_info[ii][0].width, m_info[ii][0].height)) {
m_isNPOT = true;
break;
}
}
m_isComplete = true;
const LevelInfo& first = m_info[0][0];
GC3Dint levelCount = computeLevelCount(first.width, first.height);
if (levelCount < 1)
m_isComplete = false;
else {
for (size_t ii = 0; ii < m_info.size() && m_isComplete; ++ii) {
const LevelInfo& info0 = m_info[ii][0];
if (!info0.valid
|| info0.width != first.width || info0.height != first.height
|| info0.internalFormat != first.internalFormat || info0.type != first.type) {
m_isComplete = false;
break;
}
GC3Dsizei width = info0.width;
GC3Dsizei height = info0.height;
for (GC3Dint level = 1; level < levelCount; ++level) {
width = std::max(1, width >> 1);
height = std::max(1, height >> 1);
const LevelInfo& info = m_info[ii][level];
if (!info.valid
|| info.width != width || info.height != height
|| info.internalFormat != info0.internalFormat || info.type != info0.type) {
m_isComplete = false;
break;
}
}
}
}
m_isFloatType = false;
if (m_isComplete)
m_isFloatType = m_info[0][0].type == GraphicsContext3D::FLOAT;
else {
for (size_t ii = 0; ii < m_info.size(); ++ii) {
if (m_info[ii][0].type == GraphicsContext3D::FLOAT) {
m_isFloatType = true;
break;
}
}
}
m_isHalfFloatType = false;
if (m_isComplete)
m_isHalfFloatType = m_info[0][0].type == GraphicsContext3D::HALF_FLOAT_OES;
else {
for (size_t ii = 0; ii < m_info.size(); ++ii) {
if (m_info[ii][0].type == GraphicsContext3D::HALF_FLOAT_OES) {
m_isHalfFloatType = true;
break;
}
}
}
m_needToUseBlackTexture = false;
// NPOT
if (m_isNPOT && ((m_minFilter != GraphicsContext3D::NEAREST && m_minFilter != GraphicsContext3D::LINEAR)
|| m_wrapS != GraphicsContext3D::CLAMP_TO_EDGE || m_wrapT != GraphicsContext3D::CLAMP_TO_EDGE))
m_needToUseBlackTexture = true;
// Completeness
if (!m_isComplete && m_minFilter != GraphicsContext3D::NEAREST && m_minFilter != GraphicsContext3D::LINEAR)
m_needToUseBlackTexture = true;
}
const WebGLTexture::LevelInfo* WebGLTexture::getLevelInfo(GC3Denum target, GC3Dint level) const
{
if (!object() || !m_target)
return 0;
int targetIndex = mapTargetToIndex(target);
if (targetIndex < 0 || targetIndex >= static_cast<int>(m_info.size()))
return 0;
if (level < 0 || level >= static_cast<GC3Dint>(m_info[targetIndex].size()))
return 0;
return &(m_info[targetIndex][level]);
}
}