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authorzmo@google.com <zmo@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2011-01-27 17:14:01 +0000
committerzmo@google.com <zmo@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2011-01-27 17:14:01 +0000
commitd51d373dce4e73a355999b03820000473de35f2f (patch)
tree02b5c659bad21ea745afd1155b3f1caf709e492d /webkit/gpu
parent6e1e7d751280342355b010daf683bd23f122035e (diff)
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Refactor WebGraphicsContext3D to use WGC3D types which match corresponding GL types.
BUG=none TEST=compiled fine Review URL: http://codereview.chromium.org/6350016 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@72807 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'webkit/gpu')
-rw-r--r--webkit/gpu/webgraphicscontext3d_in_process_impl.cc1594
-rw-r--r--webkit/gpu/webgraphicscontext3d_in_process_impl.h455
2 files changed, 2028 insertions, 21 deletions
diff --git a/webkit/gpu/webgraphicscontext3d_in_process_impl.cc b/webkit/gpu/webgraphicscontext3d_in_process_impl.cc
index e8f905a..e03105b 100644
--- a/webkit/gpu/webgraphicscontext3d_in_process_impl.cc
+++ b/webkit/gpu/webgraphicscontext3d_in_process_impl.cc
@@ -16,11 +16,6 @@
#include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h"
-using WebKit::WebGLId;
-using WebKit::WebGraphicsContext3D;
-using WebKit::WebString;
-using WebKit::WebView;
-
namespace webkit {
namespace gpu {
@@ -30,6 +25,1563 @@ enum {
MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
};
+#if defined(USE_WGC3D_TYPES)
+
+WebGraphicsContext3DInProcessImpl::WebGraphicsContext3DInProcessImpl()
+ : initialized_(false),
+ render_directly_to_web_view_(false),
+ is_gles2_(false),
+ have_ext_framebuffer_object_(false),
+ have_ext_framebuffer_multisample_(false),
+ have_angle_framebuffer_multisample_(false),
+ texture_(0),
+ fbo_(0),
+ depth_stencil_buffer_(0),
+ cached_width_(0),
+ cached_height_(0),
+ multisample_fbo_(0),
+ multisample_depth_stencil_buffer_(0),
+ multisample_color_buffer_(0),
+ bound_fbo_(0),
+ bound_texture_(0),
+ copy_texture_to_parent_texture_fbo_(0),
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ scanline_(0),
+#endif
+ fragment_compiler_(0),
+ vertex_compiler_(0) {
+}
+
+WebGraphicsContext3DInProcessImpl::~WebGraphicsContext3DInProcessImpl() {
+ if (!initialized_)
+ return;
+
+ makeContextCurrent();
+
+ if (attributes_.antialias) {
+ glDeleteRenderbuffersEXT(1, &multisample_color_buffer_);
+ if (attributes_.depth || attributes_.stencil)
+ glDeleteRenderbuffersEXT(1, &multisample_depth_stencil_buffer_);
+ glDeleteFramebuffersEXT(1, &multisample_fbo_);
+ } else {
+ if (attributes_.depth || attributes_.stencil)
+ glDeleteRenderbuffersEXT(1, &depth_stencil_buffer_);
+ }
+ glDeleteTextures(1, &texture_);
+ glDeleteFramebuffersEXT(1, &copy_texture_to_parent_texture_fbo_);
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (scanline_)
+ delete[] scanline_;
+#endif
+ glDeleteFramebuffersEXT(1, &fbo_);
+
+ gl_context_->Destroy();
+
+ for (ShaderSourceMap::iterator ii = shader_source_map_.begin();
+ ii != shader_source_map_.end(); ++ii) {
+ if (ii->second)
+ delete ii->second;
+ }
+ AngleDestroyCompilers();
+}
+
+bool WebGraphicsContext3DInProcessImpl::initialize(
+ WebGraphicsContext3D::Attributes attributes,
+ WebView* webView,
+ bool render_directly_to_web_view) {
+ if (!gfx::GLContext::InitializeOneOff())
+ return false;
+
+ render_directly_to_web_view_ = render_directly_to_web_view;
+ gfx::GLContext* share_context = 0;
+
+ if (!render_directly_to_web_view) {
+ // Pick up the compositor's context to share resources with.
+ WebGraphicsContext3D* view_context = webView->graphicsContext3D();
+ if (view_context) {
+ WebGraphicsContext3DInProcessImpl* contextImpl =
+ static_cast<WebGraphicsContext3DInProcessImpl*>(view_context);
+ share_context = contextImpl->gl_context_.get();
+ } else {
+ // The compositor's context didn't get created
+ // successfully, so conceptually there is no way we can
+ // render successfully to the WebView.
+ render_directly_to_web_view_ = false;
+ }
+ }
+
+ // This implementation always renders offscreen regardless of
+ // whether render_directly_to_web_view is true. Both DumpRenderTree
+ // and test_shell paint first to an intermediate offscreen buffer
+ // and from there to the window, and WebViewImpl::paint already
+ // correctly handles the case where the compositor is active but
+ // the output needs to go to a WebCanvas.
+ gl_context_.reset(gfx::GLContext::CreateOffscreenGLContext(share_context));
+ if (!gl_context_.get())
+ return false;
+
+ attributes_ = attributes;
+
+ // FIXME: for the moment we disable multisampling for the compositor.
+ // It actually works in this implementation, but there are a few
+ // considerations. First, we likely want to reduce the fuzziness in
+ // these tests as much as possible because we want to run pixel tests.
+ // Second, Mesa's multisampling doesn't seem to antialias straight
+ // edges in some CSS 3D samples. Third, we don't have multisampling
+ // support for the compositor in the normal case at the time of this
+ // writing.
+ if (render_directly_to_web_view)
+ attributes_.antialias = false;
+
+ is_gles2_ = gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2;
+ const char* extensions =
+ reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+ have_ext_framebuffer_object_ =
+ strstr(extensions, "GL_EXT_framebuffer_object") != NULL;
+ have_ext_framebuffer_multisample_ =
+ strstr(extensions, "GL_EXT_framebuffer_multisample") != NULL;
+ have_angle_framebuffer_multisample_ =
+ strstr(extensions, "GL_ANGLE_framebuffer_multisample") != NULL;
+
+ ValidateAttributes();
+
+ if (!is_gles2_) {
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glEnable(GL_POINT_SPRITE);
+ }
+
+ if (!AngleCreateCompilers()) {
+ AngleDestroyCompilers();
+ return false;
+ }
+
+ glGenFramebuffersEXT(1, &copy_texture_to_parent_texture_fbo_);
+
+ initialized_ = true;
+ return true;
+}
+
+void WebGraphicsContext3DInProcessImpl::ValidateAttributes() {
+ const char* extensions =
+ reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+
+ if (attributes_.stencil) {
+ if (strstr(extensions, "GL_OES_packed_depth_stencil") ||
+ strstr(extensions, "GL_EXT_packed_depth_stencil")) {
+ if (!attributes_.depth) {
+ attributes_.depth = true;
+ }
+ } else {
+ attributes_.stencil = false;
+ }
+ }
+ if (attributes_.antialias) {
+ bool isValidVendor = true;
+#if defined(OS_MACOSX)
+ // Currently in Mac we only turn on antialias if vendor is NVIDIA.
+ const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
+ if (!strstr(vendor, "NVIDIA"))
+ isValidVendor = false;
+#endif
+ if (!(isValidVendor &&
+ (have_ext_framebuffer_multisample_ ||
+ (have_angle_framebuffer_multisample_ &&
+ strstr(extensions, "GL_OES_rgb8_rgba8")))))
+ attributes_.antialias = false;
+
+ // Don't antialias when using Mesa to ensure more reliable testing and
+ // because it doesn't appear to multisample straight lines correctly.
+ const char* renderer =
+ reinterpret_cast<const char*>(glGetString(GL_RENDERER));
+ if (!strncmp(renderer, "Mesa", 4)) {
+ attributes_.antialias = false;
+ }
+ }
+ // FIXME: instead of enforcing premultipliedAlpha = true, implement the
+ // correct behavior when premultipliedAlpha = false is requested.
+ attributes_.premultipliedAlpha = true;
+}
+
+void WebGraphicsContext3DInProcessImpl::ResolveMultisampledFramebuffer(
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) {
+ if (attributes_.antialias) {
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, multisample_fbo_);
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_);
+ if (have_ext_framebuffer_multisample_) {
+ glBlitFramebufferEXT(x, y,
+ x + width, y + height,
+ x, y,
+ x + width, y + height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ } else {
+ DCHECK(have_angle_framebuffer_multisample_);
+ glBlitFramebufferANGLE(x, y,
+ x + width, y + height,
+ x, y,
+ x + width, y + height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+ }
+}
+
+bool WebGraphicsContext3DInProcessImpl::makeContextCurrent() {
+ return gl_context_->MakeCurrent();
+}
+
+int WebGraphicsContext3DInProcessImpl::width() {
+ return cached_width_;
+}
+
+int WebGraphicsContext3DInProcessImpl::height() {
+ return cached_height_;
+}
+
+bool WebGraphicsContext3DInProcessImpl::isGLES2Compliant() {
+ return is_gles2_;
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::getPlatformTextureId() {
+ return texture_;
+}
+
+void WebGraphicsContext3DInProcessImpl::prepareTexture() {
+ if (!render_directly_to_web_view_) {
+ // We need to prepare our rendering results for the compositor.
+ makeContextCurrent();
+ ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_);
+ }
+}
+
+namespace {
+
+int CreateTextureObject(GLenum target) {
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+ glBindTexture(target, texture);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ return texture;
+}
+
+} // anonymous namespace
+
+void WebGraphicsContext3DInProcessImpl::reshape(int width, int height) {
+ cached_width_ = width;
+ cached_height_ = height;
+ makeContextCurrent();
+
+ GLenum target = GL_TEXTURE_2D;
+
+ if (!texture_) {
+ // Generate the texture object
+ texture_ = CreateTextureObject(target);
+ // Generate the framebuffer object
+ glGenFramebuffersEXT(1, &fbo_);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+ bound_fbo_ = fbo_;
+ if (attributes_.depth || attributes_.stencil)
+ glGenRenderbuffersEXT(1, &depth_stencil_buffer_);
+ // Generate the multisample framebuffer object
+ if (attributes_.antialias) {
+ glGenFramebuffersEXT(1, &multisample_fbo_);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
+ bound_fbo_ = multisample_fbo_;
+ glGenRenderbuffersEXT(1, &multisample_color_buffer_);
+ if (attributes_.depth || attributes_.stencil)
+ glGenRenderbuffersEXT(1, &multisample_depth_stencil_buffer_);
+ }
+ }
+
+ GLint internal_multisampled_color_format = 0;
+ GLint internal_color_format = 0;
+ GLint color_format = 0;
+ GLint internal_depth_stencil_format = 0;
+ if (attributes_.alpha) {
+ // GL_RGBA8_OES == GL_RGBA8
+ internal_multisampled_color_format = GL_RGBA8;
+ internal_color_format = is_gles2_ ? GL_RGBA : GL_RGBA8;
+ color_format = GL_RGBA;
+ } else {
+ // GL_RGB8_OES == GL_RGB8
+ internal_multisampled_color_format = GL_RGB8;
+ internal_color_format = is_gles2_ ? GL_RGB : GL_RGB8;
+ color_format = GL_RGB;
+ }
+ if (attributes_.stencil || attributes_.depth) {
+ // We don't allow the logic where stencil is required and depth is not.
+ // See GraphicsContext3DInternal constructor.
+ if (attributes_.stencil && attributes_.depth) {
+ internal_depth_stencil_format = GL_DEPTH24_STENCIL8_EXT;
+ } else {
+ if (is_gles2_)
+ internal_depth_stencil_format = GL_DEPTH_COMPONENT16;
+ else
+ internal_depth_stencil_format = GL_DEPTH_COMPONENT;
+ }
+ }
+
+ bool must_restore_fbo = false;
+
+ // Resize multisampling FBO
+ if (attributes_.antialias) {
+ GLint max_sample_count;
+ glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_sample_count);
+ GLint sample_count = std::min(8, max_sample_count);
+ if (bound_fbo_ != multisample_fbo_) {
+ must_restore_fbo = true;
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
+ }
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, multisample_color_buffer_);
+ if (have_ext_framebuffer_multisample_) {
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
+ sample_count,
+ internal_multisampled_color_format,
+ width,
+ height);
+ } else {
+ DCHECK(have_angle_framebuffer_multisample_);
+ glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT,
+ sample_count,
+ internal_multisampled_color_format,
+ width,
+ height);
+ }
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT,
+ multisample_color_buffer_);
+ if (attributes_.stencil || attributes_.depth) {
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,
+ multisample_depth_stencil_buffer_);
+ if (have_ext_framebuffer_multisample_) {
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
+ sample_count,
+ internal_depth_stencil_format,
+ width,
+ height);
+ } else {
+ DCHECK(have_angle_framebuffer_multisample_);
+ glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT,
+ sample_count,
+ internal_depth_stencil_format,
+ width,
+ height);
+ }
+ if (attributes_.stencil)
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ multisample_depth_stencil_buffer_);
+ if (attributes_.depth)
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ multisample_depth_stencil_buffer_);
+ }
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ LOG(ERROR) << "Multisampling framebuffer was incomplete";
+
+ // FIXME: cleanup.
+ NOTIMPLEMENTED();
+ }
+ }
+
+ // Resize regular FBO
+ if (bound_fbo_ != fbo_) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+ must_restore_fbo = true;
+ }
+ glBindTexture(target, texture_);
+ glTexImage2D(target, 0, internal_color_format,
+ width, height,
+ 0, color_format, GL_UNSIGNED_BYTE, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ target,
+ texture_,
+ 0);
+ glBindTexture(target, 0);
+ if (!attributes_.antialias && (attributes_.stencil || attributes_.depth)) {
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer_);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ internal_depth_stencil_format,
+ width, height);
+ if (attributes_.stencil)
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ depth_stencil_buffer_);
+ if (attributes_.depth)
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT,
+ depth_stencil_buffer_);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ }
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ LOG(ERROR) << "Framebuffer was incomplete";
+
+ // FIXME: cleanup.
+ NOTIMPLEMENTED();
+ }
+
+ if (attributes_.antialias) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
+ if (bound_fbo_ == multisample_fbo_)
+ must_restore_fbo = false;
+ }
+
+ // Initialize renderbuffers to 0.
+ GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0;
+ GLint clearStencil = 0;
+ GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
+ GLboolean depthMask = GL_TRUE;
+ GLuint stencilMask = 0xffffffff;
+ GLboolean isScissorEnabled = GL_FALSE;
+ GLboolean isDitherEnabled = GL_FALSE;
+ GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+ glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
+ glClearColor(0, 0, 0, 0);
+ glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if (attributes_.depth) {
+ glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
+ glClearDepth(1);
+ glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
+ glDepthMask(GL_TRUE);
+ clearMask |= GL_DEPTH_BUFFER_BIT;
+ }
+ if (attributes_.stencil) {
+ glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil);
+ glClearStencil(0);
+ glGetIntegerv(GL_STENCIL_WRITEMASK,
+ reinterpret_cast<GLint*>(&stencilMask));
+ glStencilMaskSeparate(GL_FRONT, 0xffffffff);
+ clearMask |= GL_STENCIL_BUFFER_BIT;
+ }
+ isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ isDitherEnabled = glIsEnabled(GL_DITHER);
+ glDisable(GL_DITHER);
+
+ glClear(clearMask);
+
+ glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
+ glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
+ if (attributes_.depth) {
+ glClearDepth(clearDepth);
+ glDepthMask(depthMask);
+ }
+ if (attributes_.stencil) {
+ glClearStencil(clearStencil);
+ glStencilMaskSeparate(GL_FRONT, stencilMask);
+ }
+ if (isScissorEnabled)
+ glEnable(GL_SCISSOR_TEST);
+ else
+ glDisable(GL_SCISSOR_TEST);
+ if (isDitherEnabled)
+ glEnable(GL_DITHER);
+ else
+ glDisable(GL_DITHER);
+
+ if (must_restore_fbo)
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (scanline_) {
+ delete[] scanline_;
+ scanline_ = 0;
+ }
+ scanline_ = new unsigned char[width * 4];
+#endif // FLIP_FRAMEBUFFER_VERTICALLY
+}
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+void WebGraphicsContext3DInProcessImpl::FlipVertically(
+ unsigned char* framebuffer, unsigned int width, unsigned int height) {
+ unsigned char* scanline = scanline_;
+ if (!scanline)
+ return;
+ unsigned int row_bytes = width * 4;
+ unsigned int count = height / 2;
+ for (unsigned int i = 0; i < count; i++) {
+ unsigned char* row_a = framebuffer + i * row_bytes;
+ unsigned char* row_b = framebuffer + (height - i - 1) * row_bytes;
+ // FIXME: this is where the multiplication of the alpha
+ // channel into the color buffer will need to occur if the
+ // user specifies the "premultiplyAlpha" flag in the context
+ // creation attributes.
+ memcpy(scanline, row_b, row_bytes);
+ memcpy(row_b, row_a, row_bytes);
+ memcpy(row_a, scanline, row_bytes);
+ }
+}
+#endif
+
+bool WebGraphicsContext3DInProcessImpl::readBackFramebuffer(
+ unsigned char* pixels, size_t bufferSize) {
+ if (bufferSize != static_cast<size_t>(4 * width() * height()))
+ return false;
+
+ makeContextCurrent();
+
+ // Earlier versions of this code used the GPU to flip the
+ // framebuffer vertically before reading it back for compositing
+ // via software. This code was quite complicated, used a lot of
+ // GPU memory, and didn't provide an obvious speedup. Since this
+ // vertical flip is only a temporary solution anyway until Chrome
+ // is fully GPU composited, it wasn't worth the complexity.
+
+ ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+
+ GLint pack_alignment = 4;
+ bool must_restore_pack_alignment = false;
+ glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment);
+ if (pack_alignment > 4) {
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ must_restore_pack_alignment = true;
+ }
+
+ if (is_gles2_) {
+ // FIXME: consider testing for presence of GL_OES_read_format
+ // and GL_EXT_read_format_bgra, and using GL_BGRA_EXT here
+ // directly.
+ glReadPixels(0, 0, cached_width_, cached_height_,
+ GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ for (size_t i = 0; i < bufferSize; i += 4) {
+ std::swap(pixels[i], pixels[i + 2]);
+ }
+ } else {
+ glReadPixels(0, 0, cached_width_, cached_height_,
+ GL_BGRA, GL_UNSIGNED_BYTE, pixels);
+ }
+
+ if (must_restore_pack_alignment)
+ glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ if (pixels)
+ FlipVertically(pixels, cached_width_, cached_height_);
+#endif
+
+ return true;
+}
+
+void WebGraphicsContext3DInProcessImpl::synthesizeGLError(WGC3Denum error) {
+ if (synthetic_errors_set_.find(error) == synthetic_errors_set_.end()) {
+ synthetic_errors_set_.insert(error);
+ synthetic_errors_list_.push_back(error);
+ }
+}
+
+void* WebGraphicsContext3DInProcessImpl::mapBufferSubDataCHROMIUM(
+ WGC3Denum target, WGC3Dintptr offset,
+ WGC3Dsizeiptr size, WGC3Denum access) {
+ return 0;
+}
+
+void WebGraphicsContext3DInProcessImpl::unmapBufferSubDataCHROMIUM(
+ const void* mem) {
+}
+
+void* WebGraphicsContext3DInProcessImpl::mapTexSubImage2DCHROMIUM(
+ WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset,
+ WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type,
+ WGC3Denum access) {
+ return 0;
+}
+
+void WebGraphicsContext3DInProcessImpl::unmapTexSubImage2DCHROMIUM(
+ const void* mem) {
+}
+
+void WebGraphicsContext3DInProcessImpl::copyTextureToParentTextureCHROMIUM(
+ WebGLId id, WebGLId id2) {
+ if (!glGetTexLevelParameteriv)
+ return;
+
+ makeContextCurrent();
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, copy_texture_to_parent_texture_fbo_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ id,
+ 0); // level
+ glBindTexture(GL_TEXTURE_2D, id2);
+ GLsizei width, height;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
+ glCopyTexImage2D(GL_TEXTURE_2D,
+ 0, // level
+ GL_RGBA,
+ 0, 0, // x, y
+ width,
+ height,
+ 0); // border
+ glBindTexture(GL_TEXTURE_2D, bound_texture_);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+}
+
+WebString WebGraphicsContext3DInProcessImpl::
+ getRequestableExtensionsCHROMIUM() {
+ return WebString();
+}
+
+void WebGraphicsContext3DInProcessImpl::requestExtensionCHROMIUM(const char*) {
+}
+
+void WebGraphicsContext3DInProcessImpl::blitFramebufferCHROMIUM(
+ WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1,
+ WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1,
+ WGC3Dbitfield mask, WGC3Denum filter) {
+}
+
+void WebGraphicsContext3DInProcessImpl::renderbufferStorageMultisampleCHROMIUM(
+ WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat,
+ WGC3Dsizei width, WGC3Dsizei height) {
+}
+
+// Helper macros to reduce the amount of code.
+
+#define DELEGATE_TO_GL(name, glname) \
+void WebGraphicsContext3DInProcessImpl::name() { \
+ makeContextCurrent(); \
+ gl##glname(); \
+}
+
+#define DELEGATE_TO_GL_1(name, glname, t1) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
+ makeContextCurrent(); \
+ gl##glname(a1); \
+}
+
+#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \
+rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
+ makeContextCurrent(); \
+ return gl##glname(a1); \
+}
+
+#define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \
+rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
+ makeContextCurrent(); \
+ return gl##glname(a1) ? true : false; \
+}
+
+#define DELEGATE_TO_GL_2(name, glname, t1, t2) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2); \
+}
+
+#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \
+rt WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \
+ makeContextCurrent(); \
+ return gl##glname(a1, a2); \
+}
+
+#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3); \
+}
+
+#define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4); \
+}
+
+#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
+ t5 a5) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5); \
+}
+
+#define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
+ t5 a5, t6 a6) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6); \
+}
+
+#define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
+ t5 a5, t6 a6, t7 a7) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6, a7); \
+}
+
+#define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
+ t5 a5, t6 a6, t7 a7, t8 a8) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \
+}
+
+#define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \
+void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
+ t5 a5, t6 a6, t7 a7, t8 a8, \
+ t9 a9) { \
+ makeContextCurrent(); \
+ gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
+}
+
+void WebGraphicsContext3DInProcessImpl::activeTexture(WGC3Denum texture) {
+ // FIXME: query number of textures available.
+ if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32)
+ // FIXME: raise exception.
+ return;
+
+ makeContextCurrent();
+ glActiveTexture(texture);
+}
+
+DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId)
+
+DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation,
+ WebGLId, WGC3Duint, const WGC3Dchar*)
+
+DELEGATE_TO_GL_2(bindBuffer, BindBuffer, WGC3Denum, WebGLId);
+
+void WebGraphicsContext3DInProcessImpl::bindFramebuffer(
+ WGC3Denum target, WebGLId framebuffer) {
+ makeContextCurrent();
+ if (!framebuffer)
+ framebuffer = (attributes_.antialias ? multisample_fbo_ : fbo_);
+ if (framebuffer != bound_fbo_) {
+ glBindFramebufferEXT(target, framebuffer);
+ bound_fbo_ = framebuffer;
+ }
+}
+
+DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, WGC3Denum, WebGLId)
+
+void WebGraphicsContext3DInProcessImpl::bindTexture(
+ WGC3Denum target, WebGLId texture) {
+ makeContextCurrent();
+ glBindTexture(target, texture);
+ bound_texture_ = texture;
+}
+
+DELEGATE_TO_GL_4(blendColor, BlendColor,
+ WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_1(blendEquation, BlendEquation, WGC3Denum)
+
+DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate,
+ WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_2(blendFunc, BlendFunc, WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate,
+ WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_4(bufferData, BufferData,
+ WGC3Denum, WGC3Dsizeiptr, const void*, WGC3Denum)
+
+DELEGATE_TO_GL_4(bufferSubData, BufferSubData,
+ WGC3Denum, WGC3Dintptr, WGC3Dsizeiptr, const void*)
+
+DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatusEXT,
+ WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_1(clear, Clear, WGC3Dbitfield)
+
+DELEGATE_TO_GL_4(clearColor, ClearColor,
+ WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf)
+
+DELEGATE_TO_GL_1(clearDepth, ClearDepth, WGC3Dclampf)
+
+DELEGATE_TO_GL_1(clearStencil, ClearStencil, WGC3Dint)
+
+DELEGATE_TO_GL_4(colorMask, ColorMask,
+ WGC3Dboolean, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean)
+
+void WebGraphicsContext3DInProcessImpl::compileShader(WebGLId shader) {
+ makeContextCurrent();
+
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result == shader_source_map_.end()) {
+ // Passing down to gl driver to generate the correct error; or the case
+ // where the shader deletion is delayed when it's attached to a program.
+ glCompileShader(shader);
+ return;
+ }
+ ShaderSourceEntry* entry = result->second;
+ DCHECK(entry);
+
+ if (!AngleValidateShaderSource(entry)) {
+ // Shader didn't validate; don't move forward with compiling
+ // translated source.
+ return;
+ }
+
+ const char* translated_source = entry->translated_source.get();
+ int shader_length = translated_source ? strlen(translated_source) : 0;
+ glShaderSource(
+ shader, 1, const_cast<const char**>(&translated_source), &shader_length);
+ glCompileShader(shader);
+
+#ifndef NDEBUG
+ int compileStatus;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
+ // DCHECK that ANGLE generated GLSL will be accepted by OpenGL
+ DCHECK(compileStatus == GL_TRUE);
+#endif
+}
+
+void WebGraphicsContext3DInProcessImpl::copyTexImage2D(
+ WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dint x,
+ WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border) {
+ makeContextCurrent();
+
+ bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_);
+ if (needsResolve) {
+ ResolveMultisampledFramebuffer(x, y, width, height);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+ }
+
+ glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+
+ if (needsResolve)
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+}
+
+void WebGraphicsContext3DInProcessImpl::copyTexSubImage2D(
+ WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset,
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) {
+ makeContextCurrent();
+
+ bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_);
+ if (needsResolve) {
+ ResolveMultisampledFramebuffer(x, y, width, height);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+ }
+
+ glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+
+ if (needsResolve)
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+}
+
+DELEGATE_TO_GL_1(cullFace, CullFace, WGC3Denum)
+
+DELEGATE_TO_GL_1(depthFunc, DepthFunc, WGC3Denum)
+
+DELEGATE_TO_GL_1(depthMask, DepthMask, WGC3Dboolean)
+
+DELEGATE_TO_GL_2(depthRange, DepthRange, WGC3Dclampf, WGC3Dclampf)
+
+DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId)
+
+DELEGATE_TO_GL_1(disable, Disable, WGC3Denum)
+
+DELEGATE_TO_GL_1(disableVertexAttribArray, DisableVertexAttribArray, WGC3Duint)
+
+DELEGATE_TO_GL_3(drawArrays, DrawArrays, WGC3Denum, WGC3Dint, WGC3Dsizei)
+
+void WebGraphicsContext3DInProcessImpl::drawElements(
+ WGC3Denum mode, WGC3Dsizei count, WGC3Denum type, WGC3Dintptr offset) {
+ makeContextCurrent();
+ glDrawElements(mode, count, type,
+ reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
+}
+
+DELEGATE_TO_GL_1(enable, Enable, WGC3Denum)
+
+DELEGATE_TO_GL_1(enableVertexAttribArray, EnableVertexAttribArray, WGC3Duint)
+
+DELEGATE_TO_GL(finish, Finish)
+
+DELEGATE_TO_GL(flush, Flush)
+
+DELEGATE_TO_GL_4(framebufferRenderbuffer, FramebufferRenderbufferEXT,
+ WGC3Denum, WGC3Denum, WGC3Denum, WebGLId)
+
+DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT,
+ WGC3Denum, WGC3Denum, WGC3Denum, WebGLId, WGC3Dint)
+
+DELEGATE_TO_GL_1(frontFace, FrontFace, WGC3Denum)
+
+void WebGraphicsContext3DInProcessImpl::generateMipmap(WGC3Denum target) {
+ makeContextCurrent();
+ if (is_gles2_ || have_ext_framebuffer_object_)
+ glGenerateMipmapEXT(target);
+ // FIXME: provide alternative code path? This will be unpleasant
+ // to implement if glGenerateMipmapEXT is not available -- it will
+ // require a texture readback and re-upload.
+}
+
+bool WebGraphicsContext3DInProcessImpl::getActiveAttrib(
+ WebGLId program, WGC3Duint index, ActiveInfo& info) {
+ makeContextCurrent();
+ if (!program) {
+ synthesizeGLError(GL_INVALID_VALUE);
+ return false;
+ }
+ GLint max_name_length = -1;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_name_length);
+ if (max_name_length < 0)
+ return false;
+ scoped_array<GLchar> name(new GLchar[max_name_length]);
+ GLsizei length = 0;
+ GLint size = -1;
+ GLenum type = 0;
+ glGetActiveAttrib(program, index, max_name_length,
+ &length, &size, &type, name.get());
+ if (size < 0) {
+ return false;
+ }
+ info.name = WebString::fromUTF8(name.get(), length);
+ info.type = type;
+ info.size = size;
+ return true;
+}
+
+bool WebGraphicsContext3DInProcessImpl::getActiveUniform(
+ WebGLId program, WGC3Duint index, ActiveInfo& info) {
+ makeContextCurrent();
+ GLint max_name_length = -1;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_length);
+ if (max_name_length < 0)
+ return false;
+ scoped_array<GLchar> name(new GLchar[max_name_length]);
+ GLsizei length = 0;
+ GLint size = -1;
+ GLenum type = 0;
+ glGetActiveUniform(program, index, max_name_length,
+ &length, &size, &type, name.get());
+ if (size < 0) {
+ return false;
+ }
+ info.name = WebString::fromUTF8(name.get(), length);
+ info.type = type;
+ info.size = size;
+ return true;
+}
+
+DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders,
+ WebGLId, WGC3Dsizei, WGC3Dsizei*, WebGLId*)
+
+DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation,
+ WebGLId, const WGC3Dchar*, WGC3Dint)
+
+DELEGATE_TO_GL_2(getBooleanv, GetBooleanv,
+ WGC3Denum, WGC3Dboolean*)
+
+DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv,
+ WGC3Denum, WGC3Denum, WGC3Dint*)
+
+WebGraphicsContext3D::Attributes WebGraphicsContext3DInProcessImpl::
+ getContextAttributes() {
+ return attributes_;
+}
+
+WGC3Denum WebGraphicsContext3DInProcessImpl::getError() {
+ DCHECK(synthetic_errors_list_.size() == synthetic_errors_set_.size());
+ if (synthetic_errors_set_.size() > 0) {
+ WGC3Denum error = synthetic_errors_list_.front();
+ synthetic_errors_list_.pop_front();
+ synthetic_errors_set_.erase(error);
+ return error;
+ }
+
+ makeContextCurrent();
+ return glGetError();
+}
+
+bool WebGraphicsContext3DInProcessImpl::isContextLost() {
+ return false;
+}
+
+DELEGATE_TO_GL_2(getFloatv, GetFloatv, WGC3Denum, WGC3Dfloat*)
+
+void WebGraphicsContext3DInProcessImpl::getFramebufferAttachmentParameteriv(
+ WGC3Denum target, WGC3Denum attachment,
+ WGC3Denum pname, WGC3Dint* value) {
+ makeContextCurrent();
+ if (attachment == GL_DEPTH_STENCIL_ATTACHMENT)
+ attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT;
+ // either works.
+ glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
+}
+
+void WebGraphicsContext3DInProcessImpl::getIntegerv(
+ WGC3Denum pname, WGC3Dint* value) {
+ makeContextCurrent();
+ if (is_gles2_) {
+ glGetIntegerv(pname, value);
+ return;
+ }
+ // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and
+ // MAX_VARYING_VECTORS because desktop GL's corresponding queries
+ // return the number of components whereas GLES2 return the number
+ // of vectors (each vector has 4 components). Therefore, the value
+ // returned by desktop GL needs to be divided by 4.
+ switch (pname) {
+ case MAX_FRAGMENT_UNIFORM_VECTORS:
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value);
+ *value /= 4;
+ break;
+ case MAX_VERTEX_UNIFORM_VECTORS:
+ glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value);
+ *value /= 4;
+ break;
+ case MAX_VARYING_VECTORS:
+ glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
+ *value /= 4;
+ break;
+ default:
+ glGetIntegerv(pname, value);
+ }
+}
+
+DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, WGC3Denum, WGC3Dint*)
+
+WebString WebGraphicsContext3DInProcessImpl::getProgramInfoLog(
+ WebGLId program) {
+ makeContextCurrent();
+ GLint log_length;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
+ if (!log_length)
+ return WebString();
+ scoped_array<GLchar> log(new GLchar[log_length]);
+ GLsizei returned_log_length;
+ glGetProgramInfoLog(program, log_length, &returned_log_length, log.get());
+ DCHECK(log_length == returned_log_length + 1);
+ WebString res = WebString::fromUTF8(log.get(), returned_log_length);
+ return res;
+}
+
+DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT,
+ WGC3Denum, WGC3Denum, WGC3Dint*)
+
+void WebGraphicsContext3DInProcessImpl::getShaderiv(
+ WebGLId shader, WGC3Denum pname, WGC3Dint* value) {
+ makeContextCurrent();
+
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ ShaderSourceEntry* entry = result->second;
+ DCHECK(entry);
+ switch (pname) {
+ case GL_COMPILE_STATUS:
+ if (!entry->is_valid) {
+ *value = 0;
+ return;
+ }
+ break;
+ case GL_INFO_LOG_LENGTH:
+ if (!entry->is_valid) {
+ *value = entry->log.get() ? strlen(entry->log.get()) : 0;
+ if (*value)
+ (*value)++;
+ return;
+ }
+ break;
+ case GL_SHADER_SOURCE_LENGTH:
+ *value = entry->source.get() ? strlen(entry->source.get()) : 0;
+ if (*value)
+ (*value)++;
+ return;
+ }
+ }
+
+ glGetShaderiv(shader, pname, value);
+}
+
+WebString WebGraphicsContext3DInProcessImpl::getShaderInfoLog(WebGLId shader) {
+ makeContextCurrent();
+
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ ShaderSourceEntry* entry = result->second;
+ DCHECK(entry);
+ if (!entry->is_valid) {
+ if (!entry->log.get())
+ return WebString();
+ WebString res = WebString::fromUTF8(
+ entry->log.get(), strlen(entry->log.get()));
+ return res;
+ }
+ }
+
+ GLint log_length = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
+ if (log_length <= 1)
+ return WebString();
+ scoped_array<GLchar> log(new GLchar[log_length]);
+ GLsizei returned_log_length;
+ glGetShaderInfoLog(shader, log_length, &returned_log_length, log.get());
+ DCHECK(log_length == returned_log_length + 1);
+ WebString res = WebString::fromUTF8(log.get(), returned_log_length);
+ return res;
+}
+
+WebString WebGraphicsContext3DInProcessImpl::getShaderSource(WebGLId shader) {
+ makeContextCurrent();
+
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ ShaderSourceEntry* entry = result->second;
+ DCHECK(entry);
+ if (!entry->source.get())
+ return WebString();
+ WebString res = WebString::fromUTF8(
+ entry->source.get(), strlen(entry->source.get()));
+ return res;
+ }
+
+ GLint log_length = 0;
+ glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &log_length);
+ if (log_length <= 1)
+ return WebString();
+ scoped_array<GLchar> log(new GLchar[log_length]);
+ GLsizei returned_log_length;
+ glGetShaderSource(shader, log_length, &returned_log_length, log.get());
+ DCHECK(log_length == returned_log_length + 1);
+ WebString res = WebString::fromUTF8(log.get(), returned_log_length);
+ return res;
+}
+
+WebString WebGraphicsContext3DInProcessImpl::getString(WGC3Denum name) {
+ makeContextCurrent();
+ std::string result(reinterpret_cast<const char*>(glGetString(name)));
+ if (name == GL_EXTENSIONS) {
+ // GL_CHROMIUM_copy_texture_to_parent_texture requires the
+ // desktopGL-only function glGetTexLevelParameteriv (GLES2
+ // doesn't support it).
+ if (!is_gles2_)
+ result += " GL_CHROMIUM_copy_texture_to_parent_texture";
+ }
+ return WebString::fromUTF8(result.c_str());
+}
+
+DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv,
+ WGC3Denum, WGC3Denum, WGC3Dfloat*)
+
+DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv,
+ WGC3Denum, WGC3Denum, WGC3Dint*)
+
+DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, WGC3Dint, WGC3Dfloat*)
+
+DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, WGC3Dint, WGC3Dint*)
+
+DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation,
+ WebGLId, const WGC3Dchar*, WGC3Dint)
+
+DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv,
+ WGC3Duint, WGC3Denum, WGC3Dfloat*)
+
+DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv,
+ WGC3Duint, WGC3Denum, WGC3Dint*)
+
+WGC3Dsizeiptr WebGraphicsContext3DInProcessImpl::getVertexAttribOffset(
+ WGC3Duint index, WGC3Denum pname) {
+ makeContextCurrent();
+ void* pointer;
+ glGetVertexAttribPointerv(index, pname, &pointer);
+ return static_cast<WGC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer));
+}
+
+DELEGATE_TO_GL_2(hint, Hint, WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_1RB(isBuffer, IsBuffer, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isEnabled, IsEnabled, WGC3Denum, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isFramebuffer, IsFramebufferEXT, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbufferEXT, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isShader, IsShader, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1RB(isTexture, IsTexture, WebGLId, WGC3Dboolean)
+
+DELEGATE_TO_GL_1(lineWidth, LineWidth, WGC3Dfloat)
+
+DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId)
+
+DELEGATE_TO_GL_2(pixelStorei, PixelStorei, WGC3Denum, WGC3Dint)
+
+DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, WGC3Dfloat, WGC3Dfloat)
+
+void WebGraphicsContext3DInProcessImpl::readPixels(
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height,
+ WGC3Denum format, WGC3Denum type, void* pixels) {
+ makeContextCurrent();
+ // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e.,
+ // all previous rendering calls should be done before reading pixels.
+ glFlush();
+ bool needs_resolve =
+ (attributes_.antialias && bound_fbo_ == multisample_fbo_);
+ if (needs_resolve) {
+ ResolveMultisampledFramebuffer(x, y, width, height);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
+ glFlush();
+ }
+
+ glReadPixels(x, y, width, height, format, type, pixels);
+
+ if (needs_resolve)
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
+}
+
+void WebGraphicsContext3DInProcessImpl::releaseShaderCompiler() {
+}
+
+void WebGraphicsContext3DInProcessImpl::renderbufferStorage(
+ WGC3Denum target,
+ WGC3Denum internalformat,
+ WGC3Dsizei width,
+ WGC3Dsizei height) {
+ makeContextCurrent();
+ if (!is_gles2_) {
+ switch (internalformat) {
+ case GL_DEPTH_STENCIL:
+ internalformat = GL_DEPTH24_STENCIL8_EXT;
+ break;
+ case GL_DEPTH_COMPONENT16:
+ internalformat = GL_DEPTH_COMPONENT;
+ break;
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ internalformat = GL_RGBA;
+ break;
+ case 0x8D62: // GL_RGB565
+ internalformat = GL_RGB;
+ break;
+ }
+ }
+ glRenderbufferStorageEXT(target, internalformat, width, height);
+}
+
+DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, WGC3Dclampf, WGC3Dboolean)
+
+DELEGATE_TO_GL_4(scissor, Scissor, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
+
+void WebGraphicsContext3DInProcessImpl::texImage2D(
+ WGC3Denum target, WGC3Dint level, WGC3Denum internalFormat,
+ WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border,
+ WGC3Denum format, WGC3Denum type, const void* pixels) {
+ if (width && height && !pixels) {
+ synthesizeGLError(GL_INVALID_VALUE);
+ return;
+ }
+ makeContextCurrent();
+ glTexImage2D(target, level, internalFormat,
+ width, height, border, format, type, pixels);
+}
+
+void WebGraphicsContext3DInProcessImpl::shaderSource(
+ WebGLId shader, const WGC3Dchar* source) {
+ makeContextCurrent();
+ GLint length = source ? strlen(source) : 0;
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ ShaderSourceEntry* entry = result->second;
+ DCHECK(entry);
+ entry->source.reset(new char[length + 1]);
+ memcpy(entry->source.get(), source, (length + 1) * sizeof(char));
+ } else {
+ glShaderSource(shader, 1, &source, &length);
+ }
+}
+
+DELEGATE_TO_GL_3(stencilFunc, StencilFunc, WGC3Denum, WGC3Dint, WGC3Duint)
+
+DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate,
+ WGC3Denum, WGC3Denum, WGC3Dint, WGC3Duint)
+
+DELEGATE_TO_GL_1(stencilMask, StencilMask, WGC3Duint)
+
+DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate,
+ WGC3Denum, WGC3Duint)
+
+DELEGATE_TO_GL_3(stencilOp, StencilOp,
+ WGC3Denum, WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate,
+ WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
+
+DELEGATE_TO_GL_3(texParameterf, TexParameterf, WGC3Denum, WGC3Denum, WGC3Dfloat)
+
+DELEGATE_TO_GL_3(texParameteri, TexParameteri, WGC3Denum, WGC3Denum, WGC3Dint)
+
+DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D,
+ WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dsizei,
+ WGC3Dsizei, WGC3Denum, WGC3Denum, const void*)
+
+DELEGATE_TO_GL_2(uniform1f, Uniform1f, WGC3Dint, WGC3Dfloat)
+
+DELEGATE_TO_GL_3(uniform1fv, Uniform1fv,
+ WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_2(uniform1i, Uniform1i, WGC3Dint, WGC3Dint)
+
+DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
+
+DELEGATE_TO_GL_3(uniform2f, Uniform2f, WGC3Dint, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_3(uniform2fv, Uniform2fv,
+ WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_3(uniform2i, Uniform2i, WGC3Dint, WGC3Dint, WGC3Dint)
+
+DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
+
+DELEGATE_TO_GL_4(uniform3f, Uniform3f,
+ WGC3Dint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_3(uniform3fv, Uniform3fv,
+ WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_4(uniform3i, Uniform3i, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
+
+DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
+
+DELEGATE_TO_GL_5(uniform4f, Uniform4f, WGC3Dint,
+ WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_3(uniform4fv, Uniform4fv,
+ WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_5(uniform4i, Uniform4i, WGC3Dint,
+ WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
+
+DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
+
+DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv,
+ WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv,
+ WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv,
+ WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId)
+
+DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId)
+
+DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, WGC3Duint, WGC3Dfloat)
+
+DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, WGC3Duint, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f,
+ WGC3Duint, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, WGC3Duint, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f,
+ WGC3Duint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, WGC3Duint, const WGC3Dfloat*)
+
+DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f,
+ WGC3Duint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
+
+DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, WGC3Duint, const WGC3Dfloat*)
+
+void WebGraphicsContext3DInProcessImpl::vertexAttribPointer(
+ WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized,
+ WGC3Dsizei stride, WGC3Dintptr offset) {
+ makeContextCurrent();
+ glVertexAttribPointer(index, size, type, normalized, stride,
+ reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
+}
+
+DELEGATE_TO_GL_4(viewport, Viewport, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
+
+WebGLId WebGraphicsContext3DInProcessImpl::createBuffer() {
+ makeContextCurrent();
+ GLuint o;
+ glGenBuffersARB(1, &o);
+ return o;
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::createFramebuffer() {
+ makeContextCurrent();
+ GLuint o = 0;
+ glGenFramebuffersEXT(1, &o);
+ return o;
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::createProgram() {
+ makeContextCurrent();
+ return glCreateProgram();
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::createRenderbuffer() {
+ makeContextCurrent();
+ GLuint o;
+ glGenRenderbuffersEXT(1, &o);
+ return o;
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::createShader(
+ WGC3Denum shaderType) {
+ makeContextCurrent();
+ DCHECK(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER);
+ GLuint shader = glCreateShader(shaderType);
+ if (shader) {
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ delete result->second;
+ shader_source_map_.erase(result);
+ }
+ shader_source_map_.insert(
+ ShaderSourceMap::value_type(shader, new ShaderSourceEntry(shaderType)));
+ }
+
+ return shader;
+}
+
+WebGLId WebGraphicsContext3DInProcessImpl::createTexture() {
+ makeContextCurrent();
+ GLuint o;
+ glGenTextures(1, &o);
+ return o;
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteBuffer(WebGLId buffer) {
+ makeContextCurrent();
+ glDeleteBuffersARB(1, &buffer);
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteFramebuffer(
+ WebGLId framebuffer) {
+ makeContextCurrent();
+ glDeleteFramebuffersEXT(1, &framebuffer);
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteProgram(WebGLId program) {
+ makeContextCurrent();
+ glDeleteProgram(program);
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteRenderbuffer(
+ WebGLId renderbuffer) {
+ makeContextCurrent();
+ glDeleteRenderbuffersEXT(1, &renderbuffer);
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteShader(WebGLId shader) {
+ makeContextCurrent();
+
+ ShaderSourceMap::iterator result = shader_source_map_.find(shader);
+ if (result != shader_source_map_.end()) {
+ delete result->second;
+ shader_source_map_.erase(result);
+ }
+ glDeleteShader(shader);
+}
+
+void WebGraphicsContext3DInProcessImpl::deleteTexture(WebGLId texture) {
+ makeContextCurrent();
+ glDeleteTextures(1, &texture);
+}
+
+bool WebGraphicsContext3DInProcessImpl::AngleCreateCompilers() {
+ if (!ShInitialize())
+ return false;
+
+ ShBuiltInResources resources;
+ ShInitBuiltInResources(&resources);
+ getIntegerv(GL_MAX_VERTEX_ATTRIBS, &resources.MaxVertexAttribs);
+ getIntegerv(MAX_VERTEX_UNIFORM_VECTORS, &resources.MaxVertexUniformVectors);
+ getIntegerv(MAX_VARYING_VECTORS, &resources.MaxVaryingVectors);
+ getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
+ &resources.MaxVertexTextureImageUnits);
+ getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
+ &resources.MaxCombinedTextureImageUnits);
+ getIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &resources.MaxTextureImageUnits);
+ getIntegerv(MAX_FRAGMENT_UNIFORM_VECTORS,
+ &resources.MaxFragmentUniformVectors);
+ // Always set to 1 for OpenGL ES.
+ resources.MaxDrawBuffers = 1;
+
+ fragment_compiler_ = ShConstructCompiler(
+ SH_FRAGMENT_SHADER, SH_WEBGL_SPEC, &resources);
+ vertex_compiler_ = ShConstructCompiler(
+ SH_VERTEX_SHADER, SH_WEBGL_SPEC, &resources);
+ return (fragment_compiler_ && vertex_compiler_);
+}
+
+void WebGraphicsContext3DInProcessImpl::AngleDestroyCompilers() {
+ if (fragment_compiler_) {
+ ShDestruct(fragment_compiler_);
+ fragment_compiler_ = 0;
+ }
+ if (vertex_compiler_) {
+ ShDestruct(vertex_compiler_);
+ vertex_compiler_ = 0;
+ }
+}
+
+bool WebGraphicsContext3DInProcessImpl::AngleValidateShaderSource(
+ ShaderSourceEntry* entry) {
+ entry->is_valid = false;
+ entry->translated_source.reset();
+ entry->log.reset();
+
+ ShHandle compiler = 0;
+ switch (entry->type) {
+ case GL_FRAGMENT_SHADER:
+ compiler = fragment_compiler_;
+ break;
+ case GL_VERTEX_SHADER:
+ compiler = vertex_compiler_;
+ break;
+ }
+ if (!compiler)
+ return false;
+
+ char* source = entry->source.get();
+ if (!ShCompile(compiler, &source, 1, SH_OBJECT_CODE)) {
+ int logSize = 0;
+ ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize);
+ if (logSize > 1) {
+ entry->log.reset(new char[logSize]);
+ ShGetInfoLog(compiler, entry->log.get());
+ }
+ return false;
+ }
+
+ int length = 0;
+ if (is_gles2_) {
+ // ANGLE does not yet have a GLSL ES backend. Therefore if the
+ // compile succeeds we send the original source down.
+ length = strlen(entry->source.get());
+ if (length > 0)
+ ++length; // Add null terminator
+ } else {
+ ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &length);
+ }
+ if (length > 1) {
+ entry->translated_source.reset(new char[length]);
+ if (is_gles2_)
+ strncpy(entry->translated_source.get(), entry->source.get(), length);
+ else
+ ShGetObjectCode(compiler, entry->translated_source.get());
+ }
+ entry->is_valid = true;
+ return true;
+}
+
+#else // USE_WGC3D_TYPES
+
WebGraphicsContext3DInProcessImpl::
VertexAttribPointerState::VertexAttribPointerState()
: enabled(false),
@@ -1321,22 +2873,20 @@ void WebGraphicsContext3DInProcessImpl::renderbufferStorage(
unsigned long width,
unsigned long height) {
makeContextCurrent();
- if (!is_gles2_) {
- switch (internalformat) {
- case GL_DEPTH_STENCIL:
- internalformat = GL_DEPTH24_STENCIL8_EXT;
- break;
- case GL_DEPTH_COMPONENT16:
- internalformat = GL_DEPTH_COMPONENT;
- break;
- case GL_RGBA4:
- case GL_RGB5_A1:
- internalformat = GL_RGBA;
- break;
- case 0x8D62: // GL_RGB565
- internalformat = GL_RGB;
- break;
- }
+ switch (internalformat) {
+ case GL_DEPTH_STENCIL:
+ internalformat = GL_DEPTH24_STENCIL8_EXT;
+ break;
+ case GL_DEPTH_COMPONENT16:
+ internalformat = GL_DEPTH_COMPONENT;
+ break;
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ internalformat = GL_RGBA;
+ break;
+ case 0x8D62: // GL_RGB565
+ internalformat = GL_RGB;
+ break;
}
glRenderbufferStorageEXT(target, internalformat, width, height);
}
@@ -1664,6 +3214,8 @@ bool WebGraphicsContext3DInProcessImpl::AngleValidateShaderSource(
return true;
}
+#endif // USE_WGC3D_TYPES
+
} // namespace gpu
} // namespace webkit
diff --git a/webkit/gpu/webgraphicscontext3d_in_process_impl.h b/webkit/gpu/webgraphicscontext3d_in_process_impl.h
index 6113157..8c24863 100644
--- a/webkit/gpu/webgraphicscontext3d_in_process_impl.h
+++ b/webkit/gpu/webgraphicscontext3d_in_process_impl.h
@@ -21,6 +21,27 @@ namespace gfx {
class GLContext;
}
+#if defined(USE_WGC3D_TYPES)
+using WebKit::WGC3Dchar;
+using WebKit::WGC3Denum;
+using WebKit::WGC3Dboolean;
+using WebKit::WGC3Dbitfield;
+using WebKit::WGC3Dint;
+using WebKit::WGC3Dsizei;
+using WebKit::WGC3Duint;
+using WebKit::WGC3Dfloat;
+using WebKit::WGC3Dclampf;
+using WebKit::WGC3Dintptr;
+using WebKit::WGC3Dsizeiptr;
+#endif
+
+using WebKit::WebGLId;
+
+using WebKit::WebString;
+using WebKit::WebView;
+
+using WebKit::WebGraphicsContext3D;
+
namespace webkit {
namespace gpu {
@@ -29,6 +50,438 @@ namespace gpu {
// It is provided for support of test_shell and any Chromium ports
// where an in-renderer WebGL implementation would be helpful.
+#if defined(USE_WGC3D_TYPES)
+
+class WebGraphicsContext3DInProcessImpl : public WebGraphicsContext3D {
+ public:
+ WebGraphicsContext3DInProcessImpl();
+ virtual ~WebGraphicsContext3DInProcessImpl();
+
+ //----------------------------------------------------------------------
+ // WebGraphicsContext3D methods
+ virtual bool initialize(
+ WebGraphicsContext3D::Attributes attributes, WebView*, bool);
+ virtual bool makeContextCurrent();
+
+ virtual int width();
+ virtual int height();
+
+ virtual bool isGLES2Compliant();
+
+ virtual void reshape(int width, int height);
+
+ virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize);
+
+ virtual WebGLId getPlatformTextureId();
+ virtual void prepareTexture();
+
+ virtual void synthesizeGLError(WGC3Denum error);
+ virtual void* mapBufferSubDataCHROMIUM(WGC3Denum target, WGC3Dintptr offset,
+ WGC3Dsizeiptr size, WGC3Denum access);
+ virtual void unmapBufferSubDataCHROMIUM(const void*);
+ virtual void* mapTexSubImage2DCHROMIUM(
+ WGC3Denum target,
+ WGC3Dint level,
+ WGC3Dint xoffset,
+ WGC3Dint yoffset,
+ WGC3Dsizei width,
+ WGC3Dsizei height,
+ WGC3Denum format,
+ WGC3Denum type,
+ WGC3Denum access);
+ virtual void unmapTexSubImage2DCHROMIUM(const void*);
+ virtual void copyTextureToParentTextureCHROMIUM(
+ WebGLId texture, WebGLId parentTexture);
+
+ virtual WebString getRequestableExtensionsCHROMIUM();
+ virtual void requestExtensionCHROMIUM(const char*);
+
+ virtual void blitFramebufferCHROMIUM(
+ WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1,
+ WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1,
+ WGC3Dbitfield mask, WGC3Denum filter);
+ virtual void renderbufferStorageMultisampleCHROMIUM(
+ WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat,
+ WGC3Dsizei width, WGC3Dsizei height);
+
+ virtual void activeTexture(WGC3Denum texture);
+ virtual void attachShader(WebGLId program, WebGLId shader);
+ virtual void bindAttribLocation(
+ WebGLId program, WGC3Duint index, const WGC3Dchar* name);
+ virtual void bindBuffer(WGC3Denum target, WebGLId buffer);
+ virtual void bindFramebuffer(WGC3Denum target, WebGLId framebuffer);
+ virtual void bindRenderbuffer(
+ WGC3Denum target, WebGLId renderbuffer);
+ virtual void bindTexture(WGC3Denum target, WebGLId texture);
+ virtual void blendColor(
+ WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha);
+ virtual void blendEquation(WGC3Denum mode);
+ virtual void blendEquationSeparate(WGC3Denum modeRGB, WGC3Denum modeAlpha);
+ virtual void blendFunc(WGC3Denum sfactor, WGC3Denum dfactor);
+ virtual void blendFuncSeparate(WGC3Denum srcRGB, WGC3Denum dstRGB,
+ WGC3Denum srcAlpha, WGC3Denum dstAlpha);
+
+ virtual void bufferData(
+ WGC3Denum target, WGC3Dsizeiptr size, const void* data, WGC3Denum usage);
+ virtual void bufferSubData(WGC3Denum target, WGC3Dintptr offset,
+ WGC3Dsizeiptr size, const void* data);
+
+ virtual WGC3Denum checkFramebufferStatus(WGC3Denum target);
+ virtual void clear(WGC3Dbitfield mask);
+ virtual void clearColor(
+ WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha);
+ virtual void clearDepth(WGC3Dclampf depth);
+ virtual void clearStencil(WGC3Dint s);
+ virtual void colorMask(WGC3Dboolean red, WGC3Dboolean green,
+ WGC3Dboolean blue, WGC3Dboolean alpha);
+ virtual void compileShader(WebGLId shader);
+
+ virtual void copyTexImage2D(
+ WGC3Denum target,
+ WGC3Dint level,
+ WGC3Denum internalformat,
+ WGC3Dint x,
+ WGC3Dint y,
+ WGC3Dsizei width,
+ WGC3Dsizei height,
+ WGC3Dint border);
+ virtual void copyTexSubImage2D(
+ WGC3Denum target,
+ WGC3Dint level,
+ WGC3Dint xoffset,
+ WGC3Dint yoffset,
+ WGC3Dint x,
+ WGC3Dint y,
+ WGC3Dsizei width,
+ WGC3Dsizei height);
+ virtual void cullFace(WGC3Denum mode);
+ virtual void depthFunc(WGC3Denum func);
+ virtual void depthMask(WGC3Dboolean flag);
+ virtual void depthRange(WGC3Dclampf zNear, WGC3Dclampf zFar);
+ virtual void detachShader(WebGLId program, WebGLId shader);
+ virtual void disable(WGC3Denum cap);
+ virtual void disableVertexAttribArray(WGC3Duint index);
+ virtual void drawArrays(WGC3Denum mode, WGC3Dint first, WGC3Dsizei count);
+ virtual void drawElements(
+ WGC3Denum mode,
+ WGC3Dsizei count,
+ WGC3Denum type,
+ WGC3Dintptr offset);
+
+ virtual void enable(WGC3Denum cap);
+ virtual void enableVertexAttribArray(WGC3Duint index);
+ virtual void finish();
+ virtual void flush();
+ virtual void framebufferRenderbuffer(
+ WGC3Denum target,
+ WGC3Denum attachment,
+ WGC3Denum renderbuffertarget,
+ WebGLId renderbuffer);
+ virtual void framebufferTexture2D(
+ WGC3Denum target,
+ WGC3Denum attachment,
+ WGC3Denum textarget,
+ WebGLId texture,
+ WGC3Dint level);
+ virtual void frontFace(WGC3Denum mode);
+ virtual void generateMipmap(WGC3Denum target);
+
+ virtual bool getActiveAttrib(WebGLId program, WGC3Duint index, ActiveInfo&);
+ virtual bool getActiveUniform(WebGLId program, WGC3Duint index, ActiveInfo&);
+
+ virtual void getAttachedShaders(WebGLId program, WGC3Dsizei maxCount,
+ WGC3Dsizei* count, WebGLId* shaders);
+
+ virtual WGC3Dint getAttribLocation(WebGLId program, const WGC3Dchar* name);
+
+ virtual void getBooleanv(WGC3Denum pname, WGC3Dboolean* value);
+
+ virtual void getBufferParameteriv(
+ WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
+
+ virtual Attributes getContextAttributes();
+
+ virtual WGC3Denum getError();
+
+ virtual bool isContextLost();
+
+ virtual void getFloatv(WGC3Denum pname, WGC3Dfloat* value);
+
+ virtual void getFramebufferAttachmentParameteriv(
+ WGC3Denum target,
+ WGC3Denum attachment,
+ WGC3Denum pname,
+ WGC3Dint* value);
+
+ virtual void getIntegerv(WGC3Denum pname, WGC3Dint* value);
+
+ virtual void getProgramiv(
+ WebGLId program, WGC3Denum pname, WGC3Dint* value);
+
+ virtual WebString getProgramInfoLog(WebGLId program);
+
+ virtual void getRenderbufferParameteriv(
+ WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
+
+ virtual void getShaderiv(
+ WebGLId shader, WGC3Denum pname, WGC3Dint* value);
+
+ virtual WebString getShaderInfoLog(WebGLId shader);
+
+ // TBD
+ // void glGetShaderPrecisionFormat(
+ // GLenum shadertype, GLenum precisiontype,
+ // GLint* range, GLint* precision);
+
+ virtual WebString getShaderSource(WebGLId shader);
+ virtual WebString getString(WGC3Denum name);
+
+ virtual void getTexParameterfv(
+ WGC3Denum target, WGC3Denum pname, WGC3Dfloat* value);
+ virtual void getTexParameteriv(
+ WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
+
+ virtual void getUniformfv(
+ WebGLId program, WGC3Dint location, WGC3Dfloat* value);
+ virtual void getUniformiv(
+ WebGLId program, WGC3Dint location, WGC3Dint* value);
+
+ virtual WGC3Dint getUniformLocation(WebGLId program, const WGC3Dchar* name);
+
+ virtual void getVertexAttribfv(
+ WGC3Duint index, WGC3Denum pname, WGC3Dfloat* value);
+ virtual void getVertexAttribiv(
+ WGC3Duint index, WGC3Denum pname, WGC3Dint* value);
+
+ virtual WGC3Dsizeiptr getVertexAttribOffset(
+ WGC3Duint index, WGC3Denum pname);
+
+ virtual void hint(WGC3Denum target, WGC3Denum mode);
+ virtual WGC3Dboolean isBuffer(WebGLId buffer);
+ virtual WGC3Dboolean isEnabled(WGC3Denum cap);
+ virtual WGC3Dboolean isFramebuffer(WebGLId framebuffer);
+ virtual WGC3Dboolean isProgram(WebGLId program);
+ virtual WGC3Dboolean isRenderbuffer(WebGLId renderbuffer);
+ virtual WGC3Dboolean isShader(WebGLId shader);
+ virtual WGC3Dboolean isTexture(WebGLId texture);
+ virtual void lineWidth(WGC3Dfloat width);
+ virtual void linkProgram(WebGLId program);
+ virtual void pixelStorei(WGC3Denum pname, WGC3Dint param);
+ virtual void polygonOffset(WGC3Dfloat factor, WGC3Dfloat units);
+
+ virtual void readPixels(
+ WGC3Dint x, WGC3Dint y,
+ WGC3Dsizei width, WGC3Dsizei height,
+ WGC3Denum format,
+ WGC3Denum type,
+ void* pixels);
+
+ virtual void releaseShaderCompiler();
+ virtual void renderbufferStorage(
+ WGC3Denum target,
+ WGC3Denum internalformat,
+ WGC3Dsizei width,
+ WGC3Dsizei height);
+ virtual void sampleCoverage(WGC3Dclampf value, WGC3Dboolean invert);
+ virtual void scissor(
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
+ virtual void shaderSource(WebGLId shader, const WGC3Dchar* source);
+ virtual void stencilFunc(WGC3Denum func, WGC3Dint ref, WGC3Duint mask);
+ virtual void stencilFuncSeparate(
+ WGC3Denum face, WGC3Denum func, WGC3Dint ref, WGC3Duint mask);
+ virtual void stencilMask(WGC3Duint mask);
+ virtual void stencilMaskSeparate(WGC3Denum face, WGC3Duint mask);
+ virtual void stencilOp(WGC3Denum fail, WGC3Denum zfail, WGC3Denum zpass);
+ virtual void stencilOpSeparate(
+ WGC3Denum face,
+ WGC3Denum fail,
+ WGC3Denum zfail,
+ WGC3Denum zpass);
+
+ virtual void texImage2D(
+ WGC3Denum target,
+ WGC3Dint level,
+ WGC3Denum internalformat,
+ WGC3Dsizei width,
+ WGC3Dsizei height,
+ WGC3Dint border,
+ WGC3Denum format,
+ WGC3Denum type,
+ const void* pixels);
+
+ virtual void texParameterf(
+ WGC3Denum target, WGC3Denum pname, WGC3Dfloat param);
+ virtual void texParameteri(
+ WGC3Denum target, WGC3Denum pname, WGC3Dint param);
+
+ virtual void texSubImage2D(
+ WGC3Denum target,
+ WGC3Dint level,
+ WGC3Dint xoffset,
+ WGC3Dint yoffset,
+ WGC3Dsizei width,
+ WGC3Dsizei height,
+ WGC3Denum format,
+ WGC3Denum type,
+ const void* pixels);
+
+ virtual void uniform1f(WGC3Dint location, WGC3Dfloat x);
+ virtual void uniform1fv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dfloat* v);
+ virtual void uniform1i(WGC3Dint location, WGC3Dint x);
+ virtual void uniform1iv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dint* v);
+ virtual void uniform2f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y);
+ virtual void uniform2fv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dfloat* v);
+ virtual void uniform2i(WGC3Dint location, WGC3Dint x, WGC3Dint y);
+ virtual void uniform2iv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dint* v);
+ virtual void uniform3f(WGC3Dint location,
+ WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z);
+ virtual void uniform3fv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dfloat* v);
+ virtual void uniform3i(WGC3Dint location, WGC3Dint x, WGC3Dint y, WGC3Dint z);
+ virtual void uniform3iv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dint* v);
+ virtual void uniform4f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y,
+ WGC3Dfloat z, WGC3Dfloat w);
+ virtual void uniform4fv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dfloat* v);
+ virtual void uniform4i(WGC3Dint location, WGC3Dint x, WGC3Dint y,
+ WGC3Dint z, WGC3Dint w);
+ virtual void uniform4iv(WGC3Dint location, WGC3Dsizei count,
+ const WGC3Dint* v);
+ virtual void uniformMatrix2fv(
+ WGC3Dint location, WGC3Dsizei count,
+ WGC3Dboolean transpose, const WGC3Dfloat* value);
+ virtual void uniformMatrix3fv(
+ WGC3Dint location, WGC3Dsizei count,
+ WGC3Dboolean transpose, const WGC3Dfloat* value);
+ virtual void uniformMatrix4fv(
+ WGC3Dint location, WGC3Dsizei count,
+ WGC3Dboolean transpose, const WGC3Dfloat* value);
+
+ virtual void useProgram(WebGLId program);
+ virtual void validateProgram(WebGLId program);
+
+ virtual void vertexAttrib1f(WGC3Duint index, WGC3Dfloat x);
+ virtual void vertexAttrib1fv(WGC3Duint index, const WGC3Dfloat* values);
+ virtual void vertexAttrib2f(WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y);
+ virtual void vertexAttrib2fv(WGC3Duint index, const WGC3Dfloat* values);
+ virtual void vertexAttrib3f(
+ WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z);
+ virtual void vertexAttrib3fv(WGC3Duint index, const WGC3Dfloat* values);
+ virtual void vertexAttrib4f(
+ WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z, WGC3Dfloat w);
+ virtual void vertexAttrib4fv(WGC3Duint index, const WGC3Dfloat* values);
+ virtual void vertexAttribPointer(
+ WGC3Duint index,
+ WGC3Dint size,
+ WGC3Denum type,
+ WGC3Dboolean normalized,
+ WGC3Dsizei stride,
+ WGC3Dintptr offset);
+
+ virtual void viewport(
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
+
+ // Support for buffer creation and deletion
+ virtual WebGLId createBuffer();
+ virtual WebGLId createFramebuffer();
+ virtual WebGLId createProgram();
+ virtual WebGLId createRenderbuffer();
+ virtual WebGLId createShader(WGC3Denum);
+ virtual WebGLId createTexture();
+
+ virtual void deleteBuffer(WebGLId);
+ virtual void deleteFramebuffer(WebGLId);
+ virtual void deleteProgram(WebGLId);
+ virtual void deleteRenderbuffer(WebGLId);
+ virtual void deleteShader(WebGLId);
+ virtual void deleteTexture(WebGLId);
+
+ private:
+ // ANGLE related.
+ struct ShaderSourceEntry {
+ explicit ShaderSourceEntry(WGC3Denum shader_type)
+ : type(shader_type),
+ is_valid(false) {
+ }
+
+ WGC3Denum type;
+ scoped_array<char> source;
+ scoped_array<char> log;
+ scoped_array<char> translated_source;
+ bool is_valid;
+ };
+
+ typedef base::hash_map<WebGLId, ShaderSourceEntry*> ShaderSourceMap;
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ void FlipVertically(unsigned char* framebuffer,
+ unsigned int width,
+ unsigned int height);
+#endif
+
+ // Take into account the user's requested context creation attributes, in
+ // particular stencil and antialias, and determine which could or could
+ // not be honored based on the capabilities of the OpenGL implementation.
+ void ValidateAttributes();
+
+ // Resolve the given rectangle of the multisampled framebuffer if necessary.
+ void ResolveMultisampledFramebuffer(
+ WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
+
+ bool AngleCreateCompilers();
+ void AngleDestroyCompilers();
+ bool AngleValidateShaderSource(ShaderSourceEntry* entry);
+
+ WebGraphicsContext3D::Attributes attributes_;
+ bool initialized_;
+ bool render_directly_to_web_view_;
+ bool is_gles2_;
+ bool have_ext_framebuffer_object_;
+ bool have_ext_framebuffer_multisample_;
+ bool have_angle_framebuffer_multisample_;
+
+ WebGLId texture_;
+ WebGLId fbo_;
+ WebGLId depth_stencil_buffer_;
+ int cached_width_, cached_height_;
+
+ // For multisampling
+ WebGLId multisample_fbo_;
+ WebGLId multisample_depth_stencil_buffer_;
+ WebGLId multisample_color_buffer_;
+
+ // For tracking which FBO is bound
+ WebGLId bound_fbo_;
+
+ // For tracking which texture is bound
+ WebGLId bound_texture_;
+
+ // FBO used for copying child texture to parent texture.
+ WebGLId copy_texture_to_parent_texture_fbo_;
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ unsigned char* scanline_;
+#endif
+
+ // Errors raised by synthesizeGLError().
+ std::list<WGC3Denum> synthetic_errors_list_;
+ std::set<WGC3Denum> synthetic_errors_set_;
+
+ scoped_ptr<gfx::GLContext> gl_context_;
+
+ ShaderSourceMap shader_source_map_;
+
+ ShHandle fragment_compiler_;
+ ShHandle vertex_compiler_;
+};
+
+#else // USE_WGC3D_TYPES
+
class WebGraphicsContext3DInProcessImpl : public WebKit::WebGraphicsContext3D {
public:
WebGraphicsContext3DInProcessImpl();
@@ -474,6 +927,8 @@ class WebGraphicsContext3DInProcessImpl : public WebKit::WebGraphicsContext3D {
ShHandle vertex_compiler_;
};
+#endif // USE_WGC3D_TYPES
+
} // namespace gpu
} // namespace webkit