diff options
Diffstat (limited to 'webkit/gpu/webgraphicscontext3d_in_process_impl.cc')
-rw-r--r-- | webkit/gpu/webgraphicscontext3d_in_process_impl.cc | 1594 |
1 files changed, 1573 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, ©_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, ©_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 |