本文整理汇总了C++中Extensions3D::supports方法的典型用法代码示例。如果您正苦于以下问题:C++ Extensions3D::supports方法的具体用法?C++ Extensions3D::supports怎么用?C++ Extensions3D::supports使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Extensions3D
的用法示例。
在下文中一共展示了Extensions3D::supports方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: USE
GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, bool renderDirectlyToHostWindow)
: m_currentWidth(0)
, m_currentHeight(0)
, m_hostWindow(hostWindow)
, m_context(BlackBerry::Platform::Graphics::createWebGLContext())
, m_extensions(adoptPtr(new Extensions3DOpenGL(this)))
, m_attrs(attrs)
, m_texture(0)
, m_fbo(0)
, m_depthStencilBuffer(0)
, m_boundFBO(0)
, m_activeTexture(GL_TEXTURE0)
, m_boundTexture0(0)
, m_multisampleFBO(0)
, m_multisampleDepthStencilBuffer(0)
, m_multisampleColorBuffer(0)
{
if (!renderDirectlyToHostWindow) {
#if USE(ACCELERATED_COMPOSITING)
m_compositingLayer = WebGLLayerWebKitThread::create();
#endif
makeContextCurrent();
Extensions3D* extensions = getExtensions();
if (!extensions->supports("GL_IMG_multisampled_render_to_texture"))
m_attrs.antialias = false;
// Create a texture to render into.
::glGenTextures(1, &m_texture);
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glBindTexture(GL_TEXTURE_2D, 0);
// Create an FBO.
::glGenFramebuffers(1, &m_fbo);
::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
if (m_attrs.stencil || m_attrs.depth)
::glGenRenderbuffers(1, &m_depthStencilBuffer);
m_boundFBO = m_fbo;
#if USE(ACCELERATED_COMPOSITING)
static_cast<WebGLLayerWebKitThread*>(m_compositingLayer.get())->setWebGLContext(this);
#endif
}
// FIXME: If GraphicsContext3D is created with renderDirectlyToHostWindow == true,
// makeContextCurrent() will make the shared context current.
makeContextCurrent();
// FIXME: Do we need to enable GL_VERTEX_PROGRAM_POINT_SIZE with GL ES2? See PR #120141.
::glClearColor(0, 0, 0, 0);
}
示例2: validateDepthStencil
void GraphicsContext3D::validateAttributes()
{
validateDepthStencil("GL_OES_packed_depth_stencil");
if (m_attrs.antialias) {
Extensions3D* extensions = getExtensions();
if (!extensions->supports("GL_IMG_multisampled_render_to_texture"))
m_attrs.antialias = false;
}
}
示例3: supported
// static
bool WebGLDrawBuffers::supported(WebGLRenderingContext* context)
{
#if OS(DARWIN)
// https://bugs.webkit.org/show_bug.cgi?id=112486
return false;
#endif
Extensions3D* extensions = context->graphicsContext3D()->getExtensions();
return (extensions->supports("GL_EXT_draw_buffers")
&& satisfiesWebGLRequirements(context));
}
示例4: createFrameBuffer
bool LayerTextureUpdaterSkPicture::createFrameBuffer()
{
ASSERT(!m_fbo);
ASSERT(!m_bufferSize.isEmpty());
// SKIA only needs color and stencil buffers, not depth buffer.
// But it is very uncommon for cards to support color + stencil FBO config.
// The most common config is color + packed-depth-stencil.
// Instead of iterating through all possible FBO configs, we only try the
// most common one here.
// FIXME: Delegate the task of creating frame-buffer to SKIA.
// It has all necessary code to iterate through all possible configs
// and choose the one most suitable for its purposes.
Extensions3D* extensions = context()->getExtensions();
if (!extensions->supports("GL_OES_packed_depth_stencil"))
return false;
extensions->ensureEnabled("GL_OES_packed_depth_stencil");
// Create and bind a frame-buffer-object.
m_fbo = context()->createFramebuffer();
if (!m_fbo)
return false;
context()->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo);
// We just need to create a stencil buffer for FBO.
// The color buffer (texture) will be provided by tiles.
// SKIA does not need depth buffer.
m_depthStencilBuffer = context()->createRenderbuffer();
if (!m_depthStencilBuffer) {
deleteFrameBuffer();
return false;
}
context()->bindRenderbuffer(GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer);
context()->renderbufferStorage(GraphicsContext3D::RENDERBUFFER, Extensions3D::DEPTH24_STENCIL8, m_bufferSize.width(), m_bufferSize.height());
context()->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::DEPTH_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer);
context()->framebufferRenderbuffer(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::STENCIL_ATTACHMENT, GraphicsContext3D::RENDERBUFFER, m_depthStencilBuffer);
// Create a skia gpu canvas.
GrContext* skiaContext = m_context->grContext();
GrPlatformSurfaceDesc targetDesc;
targetDesc.reset();
targetDesc.fSurfaceType = kRenderTarget_GrPlatformSurfaceType;
targetDesc.fRenderTargetFlags = kNone_GrPlatformRenderTargetFlagBit;
targetDesc.fWidth = m_bufferSize.width();
targetDesc.fHeight = m_bufferSize.height();
targetDesc.fConfig = kRGBA_8888_GrPixelConfig;
targetDesc.fStencilBits = 8;
targetDesc.fPlatformRenderTarget = m_fbo;
SkAutoTUnref<GrRenderTarget> target(static_cast<GrRenderTarget*>(skiaContext->createPlatformSurface(targetDesc)));
SkAutoTUnref<SkDevice> device(new SkGpuDevice(skiaContext, target.get()));
m_canvas = adoptPtr(new SkCanvas(device.get()));
context()->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0);
return true;
}
示例5: PLATFORM
PassRefPtr<DrawingBuffer> DrawingBuffer::create(GraphicsContext3D* context, const IntSize& size, PreserveDrawingBuffer preserve, AlphaRequirement alpha)
{
#if PLATFORM(JS)
webkitTrace();
#endif
Extensions3D* extensions = context->getExtensions();
bool multisampleSupported = extensions->maySupportMultisampling()
&& extensions->supports("GL_ANGLE_framebuffer_blit")
&& extensions->supports("GL_ANGLE_framebuffer_multisample")
&& extensions->supports("GL_OES_rgb8_rgba8");
if (multisampleSupported) {
extensions->ensureEnabled("GL_ANGLE_framebuffer_blit");
extensions->ensureEnabled("GL_ANGLE_framebuffer_multisample");
extensions->ensureEnabled("GL_OES_rgb8_rgba8");
}
bool packedDepthStencilSupported = extensions->supports("GL_OES_packed_depth_stencil");
if (packedDepthStencilSupported)
extensions->ensureEnabled("GL_OES_packed_depth_stencil");
RefPtr<DrawingBuffer> drawingBuffer = adoptRef(new DrawingBuffer(context, size, multisampleSupported, packedDepthStencilSupported, preserve, alpha));
return (drawingBuffer->m_context) ? drawingBuffer.release() : 0;
}
示例6: getExtensions
void GraphicsContext3D::validateDepthStencil(const char* packedDepthStencilExtension)
{
Extensions3D* extensions = getExtensions();
if (m_attrs.stencil) {
if (extensions->supports(packedDepthStencilExtension)) {
extensions->ensureEnabled(packedDepthStencilExtension);
// Force depth if stencil is true.
m_attrs.depth = true;
} else
m_attrs.stencil = false;
}
if (m_attrs.antialias) {
bool isValidVendor = true;
// Currently in Mac we only turn on antialias if vendor is NVIDIA,
// or if ATI and on 10.7.2 and above.
const char* vendor = reinterpret_cast<const char*>(::glGetString(GL_VENDOR));
if (!vendor || (!std::strstr(vendor, "NVIDIA") && !(std::strstr(vendor, "ATI") && systemAllowsMultisamplingOnATICards())))
isValidVendor = false;
if (!isValidVendor || !extensions->supports("GL_ANGLE_framebuffer_multisample") || isGLES2Compliant())
m_attrs.antialias = false;
else
extensions->ensureEnabled("GL_ANGLE_framebuffer_multisample");
}
}
示例7: supported
bool WebGLDrawBuffers::supported(WebGLRenderingContextBase* context)
{
Extensions3D* extensions = context->graphicsContext3D()->getExtensions();
return extensions->supports("GL_EXT_draw_buffers")
&& satisfiesWebGLRequirements(context);
}
示例8: supported
bool OESTextureFloatLinear::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->extensions();
return extensions->supports("GL_OES_texture_float_linear");
}
示例9: supported
bool ANGLEInstancedArrays::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->extensions();
return extensions->supports("GL_ANGLE_instanced_arrays");
}
示例10: supported
bool WebGLCompressedTextureATC::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->getExtensions();
return extensions->supports("GL_AMD_compressed_ATC_texture");
}
示例11: supported
bool OESStandardDerivatives::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->extensions();
return extensions->supports("GL_OES_standard_derivatives");
}
示例12: supported
bool OESElementIndexUint::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->getExtensions();
return extensions->supports("GL_OES_element_index_uint");
}
开发者ID:IllusionRom-deprecated,项目名称:android_platform_external_chromium_org_third_party_WebKit,代码行数:5,代码来源:OESElementIndexUint.cpp
示例13: supported
bool OESVertexArrayObject::supported(WebGLRenderingContext* context)
{
Extensions3D* extensions = context->graphicsContext3D()->extensions();
return extensions->supports("GL_OES_vertex_array_object");
}