void CustomFilterRenderer::draw(Platform3DObject inputTexture, const IntSize& size) { // FIXME: We would need something like CustomFilterRendererState that will contain the size and other parameters in the future. We should pass that to bindProgramBuffers instead of storing it. // https://bugs.webkit.org/show_bug.cgi?id=100107 m_contextSize = size; bindProgramAndBuffers(inputTexture); m_context->drawElements(GraphicsContext3D::TRIANGLES, m_mesh->indicesCount(), GraphicsContext3D::UNSIGNED_SHORT, 0); unbindVertexAttributes(); }
void FECustomFilter::drawFilterMesh(Platform3DObject inputTexture) { bool multisample = canUseMultisampleBuffers(); m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, multisample ? m_multisampleFrameBuffer : m_frameBuffer); m_context->viewport(0, 0, m_contextSize.width(), m_contextSize.height()); m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); bindProgramAndBuffers(inputTexture); m_context->drawElements(GraphicsContext3D::TRIANGLES, m_mesh->indicesCount(), GraphicsContext3D::UNSIGNED_SHORT, 0); unbindVertexAttributes(); if (multisample) resolveMultisampleBuffer(); }
bool FECustomFilter::applyShader() { Uint8ClampedArray* dstPixelArray = createUnmultipliedImageResult(); if (!dstPixelArray) return false; FilterEffect* in = inputEffect(0); IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect()); RefPtr<Uint8ClampedArray> srcPixelArray = in->asUnmultipliedImage(effectDrawingRect); IntSize newContextSize(effectDrawingRect.size()); bool hadContext = m_context; if (!m_context && !initializeContext()) return false; m_context->makeContextCurrent(); if (!hadContext || m_contextSize != newContextSize) resizeContext(newContextSize); #if !PLATFORM(BLACKBERRY) // BlackBerry defines its own Texture class. // Do not draw the filter if the input image cannot fit inside a single GPU texture. if (m_inputTexture->tiles().numTilesX() != 1 || m_inputTexture->tiles().numTilesY() != 1) return false; #endif // The shader had compiler errors. We cannot draw anything. if (!m_compiledProgram->isInitialized()) return false; m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_frameBuffer); m_context->viewport(0, 0, newContextSize.width(), newContextSize.height()); m_context->clearColor(0, 0, 0, 0); m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT | GraphicsContext3D::DEPTH_BUFFER_BIT); bindProgramAndBuffers(srcPixelArray.get()); m_context->drawElements(GraphicsContext3D::TRIANGLES, m_mesh->indicesCount(), GraphicsContext3D::UNSIGNED_SHORT, 0); unbindVertexAttributes(); ASSERT(static_cast<size_t>(newContextSize.width() * newContextSize.height() * 4) == dstPixelArray->length()); m_context->readPixels(0, 0, newContextSize.width(), newContextSize.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, dstPixelArray->data()); return true; }