示例#1
0
bool FECustomFilter::resizeContextIfNeeded(const IntSize& newContextSize)
{
    if (newContextSize.isEmpty())
        return false;
    if (m_contextSize == newContextSize)
        return true;

    int maxTextureSize = 0;
    m_context->getIntegerv(GraphicsContext3D::MAX_TEXTURE_SIZE, &maxTextureSize);
    if (newContextSize.height() > maxTextureSize || newContextSize.width() > maxTextureSize)
        return false;

    return resizeContext(newContextSize);
}
示例#2
0
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;
}
示例#3
0
void FECustomFilter::platformApplySoftware()
{
    ByteArray* dstPixelArray = createPremultipliedImageResult();
    if (!dstPixelArray)
        return;

    FilterEffect* in = inputEffect(0);
    IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect());
    RefPtr<ByteArray> srcPixelArray = in->asPremultipliedImage(effectDrawingRect);
    
    IntSize newContextSize(effectDrawingRect.size());
    bool hadContext = m_context;
    if (!m_context)
        initializeContext(newContextSize);
    
    if (!hadContext || m_contextSize != newContextSize)
        resizeContext(newContextSize);
    
    // 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;
    
    // The shader had compiler errors. We cannot draw anything.
    if (!m_shader->isInitialized())
        return;
    
    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);
    
    m_drawingBuffer->commit();

    RefPtr<ImageData> imageData = m_context->paintRenderingResultsToImageData(m_drawingBuffer.get());
    ByteArray* gpuResult = imageData->data()->data();
    ASSERT(gpuResult->length() == dstPixelArray->length());
    memcpy(dstPixelArray->data(), gpuResult->data(), gpuResult->length());
}
示例#4
0
void FECustomFilter::platformApplySoftware()
{
    Uint8ClampedArray* dstPixelArray = createPremultipliedImageResult();
    if (!dstPixelArray)
        return;

    FilterEffect* in = inputEffect(0);
    IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect());
    RefPtr<Uint8ClampedArray> srcPixelArray = in->asPremultipliedImage(effectDrawingRect);
    
    IntSize newContextSize(effectDrawingRect.size());
    bool hadContext = m_context;
    if (!m_context)
        initializeContext();
    
    if (!hadContext || m_contextSize != newContextSize)
        resizeContext(newContextSize);

    // 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;
    
    // The shader had compiler errors. We cannot draw anything.
    if (!m_shader->isInitialized())
        return;

    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);
    
    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());
}