| Commit message (Collapse) | Author | Age | Files | Lines |
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NPAPI plugin's filename overridable, since that's needed too in order to fully re-brand the NPAPI plugin.
TEST=built on Windows with branding overrides and verified that the product worked in both FF 3.6 and IE7 with similarly modified JavaScript code
BUG=none
Review URL: http://codereview.chromium.org/646071
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@39630 0039d316-1c4b-4281-b951-d872f2087c98
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parties can more easily redistribute the O3D NPAPI plugin under a different brand.
Analogous change for the ActiveX plugin will be in a forthcoming CL.
TEST=built on Linux with various overridden values and checked that about:plugins showed the right thing; trybots
BUG=none
Review URL: http://codereview.chromium.org/599012
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@39109 0039d316-1c4b-4281-b951-d872f2087c98
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This includes Gregg's CL 548023
There are still a few hard-coded paths, and issues to solve, but hellocube-textures-glsl is running on an actual device.
Review URL: http://codereview.chromium.org/572029
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@38385 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/549104
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@37497 0039d316-1c4b-4281-b951-d872f2087c98
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instead of HLSL. The current "hack" for shaders
is that the shader string you supply to
Effect::LoadFromFXString requires the lines
// #o3d SplitMarker \n"
Above which is the vertex shader and below which
is the fragment shader.
Since GLSL has no semantics the names are used
for semantics so to get an automatically supplied
worldViewProjection you must name the uniform
worldViewProjection as in
uniform mat4 worldViewProjection
Similarly for attributes (vertex streams) you must
name them to match O3D semantics as in
attribute vec4 texcoord1
attribute vec3 normal
etc.
Included in this is one working sample in
o3d/samples/hellocube-glsl.html
Other things: Added a glsl field to clientInfo
so that a program can check if it needs to supply
GLSL or HLSL. eg client.clientInfo.glsl == true
Updated the O3D libraries to store that info
in o3djs.base.glsl so that the libaries can be
modified to supply GLSL if we want.
Note: To run this on windows you must copy glew32.dll
and glut32.dll to <AppData>...\Mozilla\plugins
To get this to actually work in GLES2 will
require
(*) renaming a few functions
(*) telling O3D there is no NPOT support or if possible
no NPOT support unless the texture has only 1 level.
(*) removing LargeGeometry and FloatingPointTexture support.
(*) Making it link with the GLES2 code
Review URL: http://codereview.chromium.org/527028
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@35845 0039d316-1c4b-4281-b951-d872f2087c98
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Also, make both it and the envvars path be configurable with GYP_DEFINES, and disable the envvars file by default for the Chrome built-in build (since we don't want an external file at /opt/google/o3d controlling Chrome's behaviour). Also specify --gc-sections for the shared library to reduce size.
TEST=built shared library and verified that RPATH is set and envvars parsing is compiled-in; verified library is usable; verified that variables can be overridden; verified that --gc-sections reduces size
Review URL: http://codereview.chromium.org/517052
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@35644 0039d316-1c4b-4281-b951-d872f2087c98
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This step does only copies the GL files to
a GLES2 folder. It's still actually the GL renderer
at this point but it's the smallest step for
getting something that builds and a place to
start working.
The next step will be to rename all the
classes from xxxGL to xxxGLES2
At some point CG will be removed as well
One other thing slipped in there. A standalone
build path to help generate a C++ only example
of using O3D. It's currently only a placeholder.
Review URL: http://codereview.chromium.org/500070
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@34744 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/415004
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@32576 0039d316-1c4b-4281-b951-d872f2087c98
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BUG=25245
TEST=Install O3D plugin for 32-bit Chrome, visit about:plugins, shutdown Chrome. This should not result in a crash.
Review URL: http://codereview.chromium.org/402092
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@32554 0039d316-1c4b-4281-b951-d872f2087c98
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git-svn-id: svn://svn.chromium.org/chrome/trunk/src@31692 0039d316-1c4b-4281-b951-d872f2087c98
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git-svn-id: svn://svn.chromium.org/chrome/trunk/src@31682 0039d316-1c4b-4281-b951-d872f2087c98
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gpu/gpu.gyp
gpu/command_buffer/...
gpu/gpu_plugin/...
gpu/np_utils/...
And fixed up paths and header sentry macros. Also merged command_buffer.gyp into gpu.gyp.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@31676 0039d316-1c4b-4281-b951-d872f2087c98
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preparation for moving from NPAPI to Chrome IPC for synchronous messages.
Started work on an O3D configuration that will use Pepper 3D to connect to a remote GPU plugin. This is not building yet.
Updated to latest NPAPI from nixysa.
Review URL: http://codereview.chromium.org/371074
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@31519 0039d316-1c4b-4281-b951-d872f2087c98
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a file on disk. This lets us set any needed environment variables in a cross-browser way (i.e., without trying to modify the browsers' program launcher scripts to set variables for us). This is needed on some 64-bit systems where an environment variable has to be set in order for MESA to know where to find its GPU drivers.
BUG=none
TEST=built, created envvars file, and put something in it; verified that it was set successfully
Review URL: http://codereview.chromium.org/340044
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@30799 0039d316-1c4b-4281-b951-d872f2087c98
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again.
I was working on spliting some of the command buffer
code in preparation for GL command buffers so those
changes are in there as well. I didn't realize the
gl command buffers were broken.
I'm planning on sharing some of the command buffer
code and commands so I thought about making the
command buffers into 2 parts. The first N (256?)
commands are common commands. Noop, SetToken, Jump
Gosub. Those will be handled by common code.
After that come the O3D or GL command buffer
commands. I'm not sure that's a good idea but
there is a significant amount of code in managing
tokens and parsing etc and it seems like it would
be nice to share it until/if we delete the O3D
command buffers.
Note: You'll see that SetToken is hardcoded to 1.
I plan to fix that in the next CL when I split
the command into shared vs specific.
Review URL: http://codereview.chromium.org/307043
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29831 0039d316-1c4b-4281-b951-d872f2087c98
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you shouldn't have to register the dll just because
you built it.
Then, make registering o3d_host.dll and selenium_ie
only happen if you are running as admin. This makes
it so you can build the O3D without turning of UAC
or running as admin. Only if you want to run
seleniun_ie do you need to be admin.
Review URL: http://codereview.chromium.org/307012
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29573 0039d316-1c4b-4281-b951-d872f2087c98
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plugin.
I removed all the NaCl dependencies. Synchronous messages are now sent by NPAPI.
Removed BufferSyncInterface and replaced it with CommandBuffer. CommandBufferHelper now uses NPAPI.
Changed some unsigned ints to int32s because NPAPI doesn't support unsigned int.
There are now two subclasses of RendererCB. RendererCBLocal is for use with an in-process CommandBuffer. RendererCBRemote is for use with an out-of-process CommandBuffer.
I'm going to rearrange the locations of the source files under gpu_plugin next. CommandBuffer and GPUProcessor probably belong in the command_buffer_service library now. np_utils and system_services should be standalone libraries.
TEST=none
BUG=none
Review URL: http://codereview.chromium.org/266068
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29429 0039d316-1c4b-4281-b951-d872f2087c98
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Updating LIBRARY_PREFIX -> SHARED_LIB_PREFIX to reflect changed convention.
BUG=None
TEST=None
Review URL: http://codereview.chromium.org/283014
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29302 0039d316-1c4b-4281-b951-d872f2087c98
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and fixes the locations in the executable so that unit tests run
correctly.
Also, removes explicit references to Cg.framework from plugin and
converter gyp files, since they already rely on cg_libs, and that
should be sufficient.
Review URL: http://codereview.chromium.org/276049
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29199 0039d316-1c4b-4281-b951-d872f2087c98
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build, and also removes a hack that was put in to get around Linux
Gyp's old odd behavior.
Review URL: http://codereview.chromium.org/260023
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@28188 0039d316-1c4b-4281-b951-d872f2087c98
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for landing in Chrome.
The biggest pieces here are moving some of the third party
dependencies back into o3d/third_party because they need
to be distinct from the chrome versions of the same packages,
and because O3D is the only one using the dependency.
(NPAPI in particular).
Also the plugin gyp file is now modified so that it can handle
being part of both a chrome developer tree and an o3d developer
tree (in the latter case, it generates the plugin and installer, in
the former it does not)
BE AWARE that this change will change the main solution/xcodebuild file
from "build/all" to be "build/o3d", but rebuilding from gyp files will NOT
remove the old "build/all" one, so you might be tricked into opening the
wrong one.
Review URL: http://codereview.chromium.org/256081
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@28169 0039d316-1c4b-4281-b951-d872f2087c98
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BUG=none
TEST=successful builds
Review URL: http://codereview.chromium.org/256059
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@28089 0039d316-1c4b-4281-b951-d872f2087c98
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Just add "-Drenderer=gl" to the hooks args.
Review URL: http://codereview.chromium.org/242145
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@28048 0039d316-1c4b-4281-b951-d872f2087c98
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It's so chrome.exe does not have to load these dlls even when there's no 3D going on.
TEST=none
BUG=none
Review URL: http://codereview.chromium.org/237004
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@27224 0039d316-1c4b-4281-b951-d872f2087c98
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Can optionally override default renderer with environment variable. One of:
GYP_DEFINES = "renderer=d3d9"
GYP_DEFINES = "renderer=gl"
GYP_DEFINES = "renderer=cb cb_service=d3d9"
GYP_DEFINES = "renderer=cb cb_service=gl"
Fixed some warnings.
Works on windows with D3D9 but not GL, mac or linux yet.
TEST=none
BUG=none
Review URL: http://codereview.chromium.org/208037
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@27125 0039d316-1c4b-4281-b951-d872f2087c98
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Gyp build works on Windows. Mac and linux won't work yet.
Fixed some warnings.
Switched from dxerr.lib to dxerr9.lib.
Implemented a Texture::SetRect case for DXT compressed textures.
Fixed division by zero for zero stride vertex buffers.
TEST=none
BUG=none
Review URL: http://codereview.chromium.org/200127
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@26271 0039d316-1c4b-4281-b951-d872f2087c98
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including some problems with the samples and idl generation.
Selenium targets launch selenium on all platforms, but the tests don't
pass anywhere but Windows yet because the plugin isn't found.
I'll work on that next.
Review URL: http://codereview.chromium.org/197014
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@25467 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/172119
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@25292 0039d316-1c4b-4281-b951-d872f2087c98
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of chrome.
This was preventing the installer from baking it in.
BUG=None
TEST=None
TBR=gspencer
Review URL: http://codereview.chromium.org/173591
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@24666 0039d316-1c4b-4281-b951-d872f2087c98
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git-svn-id: svn://svn.chromium.org/chrome/trunk/src@24481 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/173453
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@24478 0039d316-1c4b-4281-b951-d872f2087c98
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Adjust a lot of build voodoo to get things set correctly for a mach-o bundled plugin.
Create scripts to install private frameworks and modify the plugin to use the private copies.
Review URL: http://codereview.chromium.org/173329
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@24291 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/165433
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@23375 0039d316-1c4b-4281-b951-d872f2087c98
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Switched to using the latest nacl and using their gyp files.
Added a copy/rename step so that o3dConverter gets the dll
it needs for other build steps.
BUG=None
TEST=None
TBR=gspencer
Review URL: http://codereview.chromium.org/164238
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22891 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/164044
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22680 0039d316-1c4b-4281-b951-d872f2087c98
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This fixes all the "does not define a type" compile errors.
Review URL: http://codereview.chromium.org/164046
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22639 0039d316-1c4b-4281-b951-d872f2087c98
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Originally I was going to replace Lock/Unlock with
only SetRect (and maybe GetRect) and I did that.
But then as I was going through the code things started
not being so cool. The JavaScript texture.SetRect where
as before it allocated no memory, now it needed to allocate
a temporary buffer just to be able to write the texture.
DrawImage also would have have required copying the original
texture out using GetRect, then modifying it, then copying it
back even in D3D or it would have required a temporary buffer.
That's what happens under the hood in the GL implementation
of Texture2D but why should D3D suffer because of the of GL?
Or maybe it's a reasonable compomise the D3D should go slower
so that GL isn't twice as slow as it it could be?
So, I left Lock/Unlock and added SetRect as well.
This CL should help the video guys and we can decide if
we want to get rid of Lock/Unlock later.
SetRect is really only there because trying to make GL
act like D3D makes GL slow since we had to get a copy
of the texture from GL before Locking. SetRect, since
it is not exposing the original data doesn't need to do
that.
So, now there are both. If need to read (and write) to
the texture use Lock. If you only need to write use
SetRect.
I also fixed Lock/Unlock so they return a pitch which
is required for D3D. While I did that I made Lock/Unlock
private so you have to use the TextureXXXLockHelpers
to access the data.
I didn't do the command buffer versions.
I also added stubs for texture tests. We need to add
more tests.
I feel like a lot of clean up needs to happen.
It seesm like Bitmap should be split into
Bitmap2D
BitmapCUBE
BitmapVolume
Possibly. And maybe BitmapCube should effectively
just be typedef Bitmap2D BitmapCUBE[6] and
BitmapVolume would be std::vector<Bitmap2D>
Then we wouldn't need face and volume versions
of various functions. You'd just get the face or
the slice Bitma2D and then use the 2D functions.
We should decide if that's what we want before
pushing a new release. Otherwise we should remove
bitmap.idl from idl_scons.lst and the one sample
And ship without exposing Bitmap until we are
sure they API we are exposing is the one we want.
Review URL: http://codereview.chromium.org/159725
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22332 0039d316-1c4b-4281-b951-d872f2087c98
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now also asynchronous.Implemented NPN_PluginAsyncCall for IE.Allowed WM_PAINT handler to be reentered because it no longer calls into the browser (except to schedule an asynchronous tick if none is pending).Fixed a bug where the EventManager would crash if an event callback called cleanUp on the client.Cleanup destroys all the packs. Doing this in NPP_Destroy seems to make Chrome timeout and fail to load the next page.Tar and GZ decoding happens on a new thread.
Review URL: http://codereview.chromium.org/155733
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22305 0039d316-1c4b-4281-b951-d872f2087c98
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It also fixes some small problems with the build (naming of plugin DLL and
activex host dll)
Review URL: http://codereview.chromium.org/160428
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@22122 0039d316-1c4b-4281-b951-d872f2087c98
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Review URL: http://codereview.chromium.org/160078
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@21492 0039d316-1c4b-4281-b951-d872f2087c98
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It still doesn't but I want to checkpoint these changes.
Review URL: http://codereview.chromium.org/155890
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@21279 0039d316-1c4b-4281-b951-d872f2087c98
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and fixes some of the "AdditionalDependencies" tags to be just generic
'libraries' tags to be more general.
TEST=none
BUG=none
Review URL: http://codereview.chromium.org/149650
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20688 0039d316-1c4b-4281-b951-d872f2087c98
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and one for building import lib), so that the chrome build can depend only
on the archive.gyp file to reduce its dependencies.
It also adds a missing gyp file for the tests.
Review URL: http://codereview.chromium.org/149623
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20638 0039d316-1c4b-4281-b951-d872f2087c98
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into the gyp build. 21 of them fail, but that is only because they don't
have test input yet -- I haven't added the build code that copies
the test inputs into the build dir yet.
Review URL: http://codereview.chromium.org/147129
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@19778 0039d316-1c4b-4281-b951-d872f2087c98
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and modifies the DEPS file extensively to match.
Review URL: http://codereview.chromium.org/131116
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@19091 0039d316-1c4b-4281-b951-d872f2087c98
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