// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "android_webview/browser/scoped_app_gl_state_restore.h" #include #include "base/debug/trace_event.h" #include "base/lazy_instance.h" #include "ui/gl/gl_context.h" #include "ui/gl/gl_surface_stub.h" namespace android_webview { namespace { // "App" context is a bit of a stretch. Basically we use this context while // saving and restoring the App GL state. class AppContextSurface { public: AppContextSurface() : surface(new gfx::GLSurfaceStub), context(gfx::GLContext::CreateGLContext(NULL, surface.get(), gfx::PreferDiscreteGpu)) {} void MakeCurrent() { context->MakeCurrent(surface.get()); } private: scoped_refptr surface; scoped_refptr context; DISALLOW_COPY_AND_ASSIGN(AppContextSurface); }; base::LazyInstance g_app_context_surface = LAZY_INSTANCE_INITIALIZER; // Make the global g_app_context_surface current so that the gl_binding is not // NULL for making gl* calls. The binding can be null if another GlContext was // destroyed immediately before gl* calls here. void MakeAppContextCurrent() { g_app_context_surface.Get().MakeCurrent(); } void GLEnableDisable(GLenum cap, bool enable) { if (enable) glEnable(cap); else glDisable(cap); } bool g_globals_initialized = false; GLint g_gl_max_texture_units = 0; bool g_supports_oes_vertex_array_object = false; } // namespace ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) : mode_(mode) { TRACE_EVENT0("android_webview", "AppGLStateSave"); MakeAppContextCurrent(); if (!g_globals_initialized) { g_globals_initialized = true; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &g_gl_max_texture_units); DCHECK_GT(g_gl_max_texture_units, 0); std::string extensions( reinterpret_cast(glGetString(GL_EXTENSIONS))); g_supports_oes_vertex_array_object = extensions.find("GL_OES_vertex_array_object") != std::string::npos; } glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &vertex_array_buffer_binding_); glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &index_array_buffer_binding_); switch(mode_) { case MODE_DRAW: DCHECK_EQ(0, vertex_array_buffer_binding_); DCHECK_EQ(0, index_array_buffer_binding_); break; case MODE_RESOURCE_MANAGEMENT: glGetBooleanv(GL_BLEND, &blend_enabled_); glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb_); glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_alpha_); glGetIntegerv(GL_BLEND_DST_RGB, &blend_dest_rgb_); glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dest_alpha_); glGetIntegerv(GL_VIEWPORT, viewport_); glGetBooleanv(GL_SCISSOR_TEST, &scissor_test_); glGetIntegerv(GL_SCISSOR_BOX, scissor_box_); break; } glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment_); glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_alignment_); glGetBooleanv(GL_DEPTH_TEST, &depth_test_); glGetBooleanv(GL_CULL_FACE, &cull_face_); glGetIntegerv(GL_CULL_FACE_MODE, &cull_face_mode_); glGetBooleanv(GL_COLOR_WRITEMASK, color_mask_); glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_); glGetFloatv(GL_COLOR_CLEAR_VALUE, color_clear_); glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth_clear_); glGetIntegerv(GL_DEPTH_FUNC, &depth_func_); glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_); glGetFloatv(GL_DEPTH_RANGE, depth_rage_); glGetIntegerv(GL_FRONT_FACE, &front_face_); glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &hint_generate_mipmap_); glGetFloatv(GL_LINE_WIDTH, &line_width_); glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &polygon_offset_factor_); glGetFloatv(GL_POLYGON_OFFSET_UNITS, &polygon_offset_units_); glGetFloatv(GL_SAMPLE_COVERAGE_VALUE, &sample_coverage_value_); glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT, &sample_coverage_invert_); glGetBooleanv(GL_DITHER, &enable_dither_); glGetBooleanv(GL_POLYGON_OFFSET_FILL, &enable_polygon_offset_fill_); glGetBooleanv(GL_SAMPLE_ALPHA_TO_COVERAGE, &enable_sample_alpha_to_coverage_); glGetBooleanv(GL_SAMPLE_COVERAGE, &enable_sample_coverage_); glGetBooleanv(GL_STENCIL_TEST, &stencil_test_); glGetIntegerv(GL_STENCIL_FUNC, &stencil_func_); glGetIntegerv(GL_STENCIL_VALUE_MASK, &stencil_mask_); glGetIntegerv(GL_STENCIL_REF, &stencil_ref_); glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &framebuffer_binding_ext_); glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture_); texture_bindings_.resize(g_gl_max_texture_units); for (int ii = 0; ii < g_gl_max_texture_units; ++ii) { glActiveTexture(GL_TEXTURE0 + ii); TextureBindings& bindings = texture_bindings_[ii]; glGetIntegerv(GL_TEXTURE_BINDING_2D, &bindings.texture_2d); glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &bindings.texture_cube_map); glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &bindings.texture_external_oes); } if (g_supports_oes_vertex_array_object) { glGetIntegerv(GL_VERTEX_ARRAY_BINDING_OES, &vertex_array_bindings_oes_); glBindVertexArrayOES(0); } for (size_t i = 0; i < ARRAYSIZE_UNSAFE(vertex_attrib_); ++i) { glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vertex_attrib_[i].enabled); glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_SIZE, &vertex_attrib_[i].size); glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_TYPE, &vertex_attrib_[i].type); glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &vertex_attrib_[i].normalized); glGetVertexAttribiv( i, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &vertex_attrib_[i].stride); glGetVertexAttribPointerv( i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &vertex_attrib_[i].pointer); glGetVertexAttribPointerv( i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &vertex_attrib_[i].pointer); glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &vertex_attrib_[i].vertex_attrib_array_buffer_binding); glGetVertexAttribfv( i, GL_CURRENT_VERTEX_ATTRIB, vertex_attrib_[i].current_vertex_attrib); } } ScopedAppGLStateRestore::~ScopedAppGLStateRestore() { TRACE_EVENT0("android_webview", "AppGLStateRestore"); MakeAppContextCurrent(); glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_binding_ext_); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_binding_); if (g_supports_oes_vertex_array_object) glBindVertexArrayOES(0); for (size_t i = 0; i < ARRAYSIZE_UNSAFE(vertex_attrib_); ++i) { glBindBuffer(GL_ARRAY_BUFFER, vertex_attrib_[i].vertex_attrib_array_buffer_binding); glVertexAttribPointer(i, vertex_attrib_[i].size, vertex_attrib_[i].type, vertex_attrib_[i].normalized, vertex_attrib_[i].stride, vertex_attrib_[i].pointer); glVertexAttrib4fv(i, vertex_attrib_[i].current_vertex_attrib); if (vertex_attrib_[i].enabled) { glEnableVertexAttribArray(i); } else { glDisableVertexAttribArray(i); } } if (g_supports_oes_vertex_array_object && vertex_array_bindings_oes_ != 0) glBindVertexArrayOES(vertex_array_bindings_oes_); glBindBuffer(GL_ARRAY_BUFFER, vertex_array_buffer_binding_); for (int ii = 0; ii < g_gl_max_texture_units; ++ii) { glActiveTexture(GL_TEXTURE0 + ii); TextureBindings& bindings = texture_bindings_[ii]; glBindTexture(GL_TEXTURE_2D, bindings.texture_2d); glBindTexture(GL_TEXTURE_CUBE_MAP, bindings.texture_cube_map); glBindTexture(GL_TEXTURE_EXTERNAL_OES, bindings.texture_external_oes); } glActiveTexture(active_texture_); glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment_); glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment_); GLEnableDisable(GL_DEPTH_TEST, depth_test_); GLEnableDisable(GL_CULL_FACE, cull_face_); glCullFace(cull_face_mode_); glColorMask(color_mask_[0], color_mask_[1], color_mask_[2], color_mask_[3]); glUseProgram(current_program_); glClearColor( color_clear_[0], color_clear_[1], color_clear_[2], color_clear_[3]); glClearDepth(depth_clear_); glDepthFunc(depth_func_); glDepthMask(depth_mask_); glDepthRange(depth_rage_[0], depth_rage_[1]); glFrontFace(front_face_); glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap_); // TODO(boliu): GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES ?? glLineWidth(line_width_); glPolygonOffset(polygon_offset_factor_, polygon_offset_units_); glSampleCoverage(sample_coverage_value_, sample_coverage_invert_); GLEnableDisable(GL_DITHER, enable_dither_); GLEnableDisable(GL_POLYGON_OFFSET_FILL, enable_polygon_offset_fill_); GLEnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE, enable_sample_alpha_to_coverage_); GLEnableDisable(GL_SAMPLE_COVERAGE, enable_sample_coverage_); switch(mode_) { case MODE_DRAW: // No-op. break; case MODE_RESOURCE_MANAGEMENT: GLEnableDisable(GL_BLEND, blend_enabled_); glBlendFuncSeparate( blend_src_rgb_, blend_dest_rgb_, blend_src_alpha_, blend_dest_alpha_); glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]); GLEnableDisable(GL_SCISSOR_TEST, scissor_test_); glScissor( scissor_box_[0], scissor_box_[1], scissor_box_[2], scissor_box_[3]); break; } GLEnableDisable(GL_STENCIL_TEST, stencil_test_); glStencilFunc(stencil_func_, stencil_mask_, stencil_ref_); } } // namespace android_webview