// Copyright (c) 2010 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. #if defined(ENABLE_GPU) #include "chrome/renderer/webgraphicscontext3d_command_buffer_impl.h" #include #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES 1 #endif #include #include #include "base/string_tokenizer.h" #include "base/command_line.h" #include "base/logging.h" #include "base/metrics/histogram.h" #include "chrome/common/chrome_switches.h" #include "chrome/renderer/gpu_channel_host.h" #include "chrome/renderer/render_thread.h" #include "chrome/renderer/render_view.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h" WebGraphicsContext3DCommandBufferImpl::WebGraphicsContext3DCommandBufferImpl() : context_(NULL), web_view_(NULL), #if defined(OS_MACOSX) plugin_handle_(NULL), #endif // defined(OS_MACOSX) context_lost_callback_(0), cached_width_(0), cached_height_(0), bound_fbo_(0) { } WebGraphicsContext3DCommandBufferImpl:: ~WebGraphicsContext3DCommandBufferImpl() { if (context_) { ggl::DestroyContext(context_); } } static const char* kWebGraphicsContext3DPerferredGLExtensions = "GL_OES_packed_depth_stencil " "GL_OES_depth24 " "GL_CHROMIUM_webglsl"; bool WebGraphicsContext3DCommandBufferImpl::initialize( WebGraphicsContext3D::Attributes attributes, WebKit::WebView* web_view, bool render_directly_to_web_view) { RenderThread* render_thread = RenderThread::current(); if (!render_thread) return false; GpuChannelHost* host = render_thread->EstablishGpuChannelSync(); if (!host) return false; DCHECK(host->state() == GpuChannelHost::kConnected); // Convert WebGL context creation attributes into GGL/EGL size requests. const int alpha_size = attributes.alpha ? 8 : 0; const int depth_size = attributes.depth ? 24 : 0; const int stencil_size = attributes.stencil ? 8 : 0; const int samples = attributes.antialias ? 4 : 0; const int sample_buffers = attributes.antialias ? 1 : 0; const int32 attribs[] = { ggl::GGL_ALPHA_SIZE, alpha_size, ggl::GGL_DEPTH_SIZE, depth_size, ggl::GGL_STENCIL_SIZE, stencil_size, ggl::GGL_SAMPLES, samples, ggl::GGL_SAMPLE_BUFFERS, sample_buffers, ggl::GGL_NONE, }; GPUInfo gpu_info = host->gpu_info(); UMA_HISTOGRAM_ENUMERATION( "GPU.WebGraphicsContext3D_Init_CanLoseContext", attributes.canRecoverFromContextLoss * 2 + gpu_info.can_lose_context, 4); if (attributes.canRecoverFromContextLoss == false) { if (gpu_info.can_lose_context) return false; } if (render_directly_to_web_view) { RenderView* renderview = RenderView::FromWebView(web_view); if (!renderview) return false; web_view_ = web_view; context_ = ggl::CreateViewContext( host, renderview->routing_id(), kWebGraphicsContext3DPerferredGLExtensions, attribs); if (context_) { ggl::SetSwapBuffersCallback( context_, NewCallback(this, &WebGraphicsContext3DCommandBufferImpl::OnSwapBuffers)); } } else { bool compositing_enabled = !CommandLine::ForCurrentProcess()->HasSwitch( switches::kDisableAcceleratedCompositing); ggl::Context* parent_context = NULL; // If GPU compositing is enabled we need to create a GL context that shares // resources with the compositor's context. if (compositing_enabled) { // Asking for the WebGraphicsContext3D on the WebView will force one to // be created if it doesn't already exist. When the compositor is created // for the view it will use the same context. WebKit::WebGraphicsContext3D* view_context = web_view->graphicsContext3D(); if (view_context) { WebGraphicsContext3DCommandBufferImpl* context_impl = static_cast(view_context); parent_context = context_impl->context_; } } context_ = ggl::CreateOffscreenContext( host, parent_context, gfx::Size(1, 1), kWebGraphicsContext3DPerferredGLExtensions, attribs); web_view_ = NULL; } if (!context_) return false; ggl::SetContextLostCallback( context_, NewCallback(this, &WebGraphicsContext3DCommandBufferImpl::OnContextLost)); // TODO(gman): Remove this. const CommandLine& command_line = *CommandLine::ForCurrentProcess(); if (command_line.HasSwitch(switches::kDisableGLSLTranslator)) { DisableShaderTranslation(context_); } // Set attributes_ from created offscreen context. { attributes_ = attributes; GLint alpha_bits = 0; getIntegerv(GL_ALPHA_BITS, &alpha_bits); attributes_.alpha = alpha_bits > 0; GLint depth_bits = 0; getIntegerv(GL_DEPTH_BITS, &depth_bits); attributes_.depth = depth_bits > 0; GLint stencil_bits = 0; getIntegerv(GL_STENCIL_BITS, &stencil_bits); attributes_.stencil = stencil_bits > 0; GLint samples = 0; getIntegerv(GL_SAMPLES, &samples); attributes_.antialias = samples > 0; } return true; } bool WebGraphicsContext3DCommandBufferImpl::makeContextCurrent() { return ggl::MakeCurrent(context_); } int WebGraphicsContext3DCommandBufferImpl::width() { return cached_width_; } int WebGraphicsContext3DCommandBufferImpl::height() { return cached_height_; } bool WebGraphicsContext3DCommandBufferImpl::isGLES2Compliant() { return true; } WebGLId WebGraphicsContext3DCommandBufferImpl::getPlatformTextureId() { DCHECK(context_); return ggl::GetParentTextureId(context_); } void WebGraphicsContext3DCommandBufferImpl::prepareTexture() { // Copies the contents of the off-screen render target into the texture // used by the compositor. ggl::SwapBuffers(context_); } void WebGraphicsContext3DCommandBufferImpl::reshape(int width, int height) { cached_width_ = width; cached_height_ = height; makeContextCurrent(); if (web_view_) { #if defined(OS_MACOSX) ggl::ResizeOnscreenContext(context_, gfx::Size(width, height)); #else glResizeCHROMIUM(width, height); #endif } else { ggl::ResizeOffscreenContext(context_, gfx::Size(width, height)); // Force a SwapBuffers to get the framebuffer to resize. ggl::SwapBuffers(context_); } #ifdef FLIP_FRAMEBUFFER_VERTICALLY scanline_.reset(new uint8[width * 4]); #endif // FLIP_FRAMEBUFFER_VERTICALLY } WebGLId WebGraphicsContext3DCommandBufferImpl::createCompositorTexture( WGC3Dsizei width, WGC3Dsizei height) { makeContextCurrent(); return ggl::CreateParentTexture(context_, gfx::Size(width, height)); } void WebGraphicsContext3DCommandBufferImpl::deleteCompositorTexture( WebGLId parent_texture) { makeContextCurrent(); ggl::DeleteParentTexture(context_, parent_texture); } #ifdef FLIP_FRAMEBUFFER_VERTICALLY void WebGraphicsContext3DCommandBufferImpl::FlipVertically( uint8* framebuffer, unsigned int width, unsigned int height) { uint8* scanline = scanline_.get(); if (!scanline) return; unsigned int row_bytes = width * 4; unsigned int count = height / 2; for (unsigned int i = 0; i < count; i++) { uint8* row_a = framebuffer + i * row_bytes; uint8* row_b = framebuffer + (height - i - 1) * row_bytes; // TODO(kbr): 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 WebGraphicsContext3DCommandBufferImpl::readBackFramebuffer( unsigned char* pixels, size_t buffer_size) { if (buffer_size != static_cast(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. bool mustRestoreFBO = (bound_fbo_ != 0); if (mustRestoreFBO) { glBindFramebuffer(GL_FRAMEBUFFER, 0); } glReadPixels(0, 0, cached_width_, cached_height_, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Swizzle red and blue channels // TODO(kbr): expose GL_BGRA as extension for (size_t i = 0; i < buffer_size; i += 4) { std::swap(pixels[i], pixels[i + 2]); } if (mustRestoreFBO) { glBindFramebuffer(GL_FRAMEBUFFER, bound_fbo_); } #ifdef FLIP_FRAMEBUFFER_VERTICALLY if (pixels) { FlipVertically(pixels, cached_width_, cached_height_); } #endif return true; } void WebGraphicsContext3DCommandBufferImpl::synthesizeGLError( WGC3Denum error) { if (find(synthetic_errors_.begin(), synthetic_errors_.end(), error) == synthetic_errors_.end()) { synthetic_errors_.push_back(error); } } void* WebGraphicsContext3DCommandBufferImpl::mapBufferSubDataCHROMIUM( WGC3Denum target, WGC3Dintptr offset, WGC3Dsizeiptr size, WGC3Denum access) { return glMapBufferSubDataCHROMIUM(target, offset, size, access); } void WebGraphicsContext3DCommandBufferImpl::unmapBufferSubDataCHROMIUM( const void* mem) { return glUnmapBufferSubDataCHROMIUM(mem); } void* WebGraphicsContext3DCommandBufferImpl::mapTexSubImage2DCHROMIUM( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, WGC3Denum access) { return glMapTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, access); } void WebGraphicsContext3DCommandBufferImpl::unmapTexSubImage2DCHROMIUM( const void* mem) { glUnmapTexSubImage2DCHROMIUM(mem); } void WebGraphicsContext3DCommandBufferImpl::copyTextureToParentTextureCHROMIUM( WebGLId texture, WebGLId parentTexture) { copyTextureToCompositor(texture, parentTexture); } WebKit::WebString WebGraphicsContext3DCommandBufferImpl:: getRequestableExtensionsCHROMIUM() { return WebKit::WebString::fromUTF8(glGetRequestableExtensionsCHROMIUM()); } void WebGraphicsContext3DCommandBufferImpl::requestExtensionCHROMIUM( const char* extension) { glRequestExtensionCHROMIUM(extension); } void WebGraphicsContext3DCommandBufferImpl::blitFramebufferCHROMIUM( WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1, WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1, WGC3Dbitfield mask, WGC3Denum filter) { glBlitFramebufferEXT(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void WebGraphicsContext3DCommandBufferImpl:: renderbufferStorageMultisampleCHROMIUM( WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height) { glRenderbufferStorageMultisampleEXT(target, samples, internalformat, width, height); } // Helper macros to reduce the amount of code. #define DELEGATE_TO_GL(name, glname) \ void WebGraphicsContext3DCommandBufferImpl::name() { \ makeContextCurrent(); \ gl##glname(); \ } #define DELEGATE_TO_GL_1(name, glname, t1) \ void WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ makeContextCurrent(); \ gl##glname(a1); \ } #define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ makeContextCurrent(); \ return gl##glname(a1); \ } #define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ makeContextCurrent(); \ return gl##glname(a1) ? true : false; \ } #define DELEGATE_TO_GL_2(name, glname, t1, t2) \ void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \ makeContextCurrent(); \ gl##glname(a1, a2); \ } #define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \ makeContextCurrent(); \ return gl##glname(a1, a2); \ } #define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ void WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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); \ } DELEGATE_TO_GL_1(activeTexture, ActiveTexture, WGC3Denum) 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 WebGraphicsContext3DCommandBufferImpl::bindFramebuffer( WGC3Denum target, WebGLId framebuffer) { makeContextCurrent(); glBindFramebuffer(target, framebuffer); bound_fbo_ = framebuffer; } DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbuffer, WGC3Denum, WebGLId) DELEGATE_TO_GL_2(bindTexture, BindTexture, WGC3Denum, WebGLId) DELEGATE_TO_GL_4(blendColor, BlendColor, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf) 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, CheckFramebufferStatus, WGC3Denum, WGC3Denum) DELEGATE_TO_GL_1(clear, Clear, WGC3Dbitfield) DELEGATE_TO_GL_4(clearColor, ClearColor, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf) DELEGATE_TO_GL_1(clearDepth, ClearDepthf, WGC3Dclampf) DELEGATE_TO_GL_1(clearStencil, ClearStencil, WGC3Dint) DELEGATE_TO_GL_4(colorMask, ColorMask, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean) DELEGATE_TO_GL_1(compileShader, CompileShader, WebGLId) DELEGATE_TO_GL_8(copyTexImage2D, CopyTexImage2D, WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei, WGC3Dint) DELEGATE_TO_GL_8(copyTexSubImage2D, CopyTexSubImage2D, WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) 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, DepthRangef, 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 WebGraphicsContext3DCommandBufferImpl::drawElements(WGC3Denum mode, WGC3Dsizei count, WGC3Denum type, WGC3Dintptr offset) { makeContextCurrent(); glDrawElements(mode, count, type, reinterpret_cast(static_cast(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, FramebufferRenderbuffer, WGC3Denum, WGC3Denum, WGC3Denum, WebGLId) DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2D, WGC3Denum, WGC3Denum, WGC3Denum, WebGLId, WGC3Dint) DELEGATE_TO_GL_1(frontFace, FrontFace, WGC3Denum) DELEGATE_TO_GL_1(generateMipmap, GenerateMipmap, WGC3Denum) bool WebGraphicsContext3DCommandBufferImpl::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 name(new GLchar[max_name_length]); if (!name.get()) { synthesizeGLError(GL_OUT_OF_MEMORY); return false; } 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 = WebKit::WebString::fromUTF8(name.get(), length); info.type = type; info.size = size; return true; } bool WebGraphicsContext3DCommandBufferImpl::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 name(new GLchar[max_name_length]); if (!name.get()) { synthesizeGLError(GL_OUT_OF_MEMORY); return false; } 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 = WebKit::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*) WebKit::WebGraphicsContext3D::Attributes WebGraphicsContext3DCommandBufferImpl::getContextAttributes() { return attributes_; } WGC3Denum WebGraphicsContext3DCommandBufferImpl::getError() { if (!synthetic_errors_.empty()) { std::vector::iterator iter = synthetic_errors_.begin(); WGC3Denum err = *iter; synthetic_errors_.erase(iter); return err; } makeContextCurrent(); return glGetError(); } bool WebGraphicsContext3DCommandBufferImpl::isContextLost() { return ggl::IsCommandBufferContextLost(context_); } DELEGATE_TO_GL_2(getFloatv, GetFloatv, WGC3Denum, WGC3Dfloat*) DELEGATE_TO_GL_4(getFramebufferAttachmentParameteriv, GetFramebufferAttachmentParameteriv, WGC3Denum, WGC3Denum, WGC3Denum, WGC3Dint*) DELEGATE_TO_GL_2(getIntegerv, GetIntegerv, WGC3Denum, WGC3Dint*) DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, WGC3Denum, WGC3Dint*) WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getProgramInfoLog( WebGLId program) { makeContextCurrent(); GLint logLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); if (!logLength) return WebKit::WebString(); scoped_array log(new GLchar[logLength]); if (!log.get()) return WebKit::WebString(); GLsizei returnedLogLength = 0; glGetProgramInfoLog(program, logLength, &returnedLogLength, log.get()); DCHECK_EQ(logLength, returnedLogLength + 1); WebKit::WebString res = WebKit::WebString::fromUTF8(log.get(), returnedLogLength); return res; } DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameteriv, WGC3Denum, WGC3Denum, WGC3Dint*) DELEGATE_TO_GL_3(getShaderiv, GetShaderiv, WebGLId, WGC3Denum, WGC3Dint*) WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getShaderInfoLog( WebGLId shader) { makeContextCurrent(); GLint logLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); if (!logLength) return WebKit::WebString(); scoped_array log(new GLchar[logLength]); if (!log.get()) return WebKit::WebString(); GLsizei returnedLogLength = 0; glGetShaderInfoLog(shader, logLength, &returnedLogLength, log.get()); DCHECK_EQ(logLength, returnedLogLength + 1); WebKit::WebString res = WebKit::WebString::fromUTF8(log.get(), returnedLogLength); return res; } WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getShaderSource( WebGLId shader) { makeContextCurrent(); GLint logLength = 0; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &logLength); if (!logLength) return WebKit::WebString(); scoped_array log(new GLchar[logLength]); if (!log.get()) return WebKit::WebString(); GLsizei returnedLogLength = 0; glGetShaderSource(shader, logLength, &returnedLogLength, log.get()); DCHECK_EQ(logLength, returnedLogLength + 1); WebKit::WebString res = WebKit::WebString::fromUTF8(log.get(), returnedLogLength); return res; } WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getString( WGC3Denum name) { makeContextCurrent(); return WebKit::WebString::fromUTF8( reinterpret_cast(glGetString(name))); } 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 WebGraphicsContext3DCommandBufferImpl::getVertexAttribOffset( WGC3Duint index, WGC3Denum pname) { makeContextCurrent(); GLvoid* value = NULL; // NOTE: If pname is ever a value that returns more then 1 element // this will corrupt memory. glGetVertexAttribPointerv(index, pname, &value); return static_cast(reinterpret_cast(value)); } 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, IsFramebuffer, WebGLId, WGC3Dboolean) DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, WGC3Dboolean) DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbuffer, 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) DELEGATE_TO_GL_7(readPixels, ReadPixels, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei, WGC3Denum, WGC3Denum, void*) void WebGraphicsContext3DCommandBufferImpl::releaseShaderCompiler() { } DELEGATE_TO_GL_4(renderbufferStorage, RenderbufferStorage, WGC3Denum, WGC3Denum, WGC3Dsizei, WGC3Dsizei) DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, WGC3Dfloat, WGC3Dboolean) DELEGATE_TO_GL_4(scissor, Scissor, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) void WebGraphicsContext3DCommandBufferImpl::shaderSource( WebGLId shader, const WGC3Dchar* string) { makeContextCurrent(); GLint length = strlen(string); glShaderSource(shader, 1, &string, &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_9(texImage2D, TexImage2D, WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dsizei, WGC3Dsizei, WGC3Dint, WGC3Denum, WGC3Denum, const void*) DELEGATE_TO_GL_3(texParameterf, TexParameterf, WGC3Denum, WGC3Denum, WGC3Dfloat); static const unsigned int kTextureWrapR = 0x8072; void WebGraphicsContext3DCommandBufferImpl::texParameteri( WGC3Denum target, WGC3Denum pname, WGC3Dint param) { // TODO(kbr): figure out whether the setting of TEXTURE_WRAP_R in // GraphicsContext3D.cpp is strictly necessary to avoid seams at the // edge of cube maps, and, if it is, push it into the GLES2 service // side code. if (pname == kTextureWrapR) { return; } makeContextCurrent(); glTexParameteri(target, pname, param); } 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 WebGraphicsContext3DCommandBufferImpl::vertexAttribPointer( WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized, WGC3Dsizei stride, WGC3Dintptr offset) { makeContextCurrent(); glVertexAttribPointer(index, size, type, normalized, stride, reinterpret_cast( static_cast(offset))); } DELEGATE_TO_GL_4(viewport, Viewport, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) WebGLId WebGraphicsContext3DCommandBufferImpl::createBuffer() { makeContextCurrent(); GLuint o; glGenBuffers(1, &o); return o; } WebGLId WebGraphicsContext3DCommandBufferImpl::createFramebuffer() { makeContextCurrent(); GLuint o = 0; glGenFramebuffers(1, &o); return o; } WebGLId WebGraphicsContext3DCommandBufferImpl::createProgram() { makeContextCurrent(); return glCreateProgram(); } WebGLId WebGraphicsContext3DCommandBufferImpl::createRenderbuffer() { makeContextCurrent(); GLuint o; glGenRenderbuffers(1, &o); return o; } DELEGATE_TO_GL_1R(createShader, CreateShader, WGC3Denum, WebGLId); WebGLId WebGraphicsContext3DCommandBufferImpl::createTexture() { makeContextCurrent(); GLuint o; glGenTextures(1, &o); return o; } void WebGraphicsContext3DCommandBufferImpl::deleteBuffer(WebGLId buffer) { makeContextCurrent(); glDeleteBuffers(1, &buffer); } void WebGraphicsContext3DCommandBufferImpl::deleteFramebuffer( WebGLId framebuffer) { makeContextCurrent(); glDeleteFramebuffers(1, &framebuffer); } void WebGraphicsContext3DCommandBufferImpl::deleteProgram(WebGLId program) { makeContextCurrent(); glDeleteProgram(program); } void WebGraphicsContext3DCommandBufferImpl::deleteRenderbuffer( WebGLId renderbuffer) { makeContextCurrent(); glDeleteRenderbuffers(1, &renderbuffer); } void WebGraphicsContext3DCommandBufferImpl::deleteShader(WebGLId shader) { makeContextCurrent(); glDeleteShader(shader); } void WebGraphicsContext3DCommandBufferImpl::deleteTexture(WebGLId texture) { makeContextCurrent(); glDeleteTextures(1, &texture); } void WebGraphicsContext3DCommandBufferImpl::copyTextureToCompositor( WebGLId texture, WebGLId parentTexture) { makeContextCurrent(); glCopyTextureToParentTextureCHROMIUM(texture, parentTexture); glFlush(); } void WebGraphicsContext3DCommandBufferImpl::OnSwapBuffers() { // This may be called after tear-down of the RenderView. RenderView* renderview = web_view_ ? RenderView::FromWebView(web_view_) : NULL; if (renderview) renderview->DidFlushPaint(); } void WebGraphicsContext3DCommandBufferImpl::setContextLostCallback( WebGraphicsContext3D::WebGraphicsContextLostCallback* cb) { context_lost_callback_ = cb; } void WebGraphicsContext3DCommandBufferImpl::OnContextLost() { if (context_lost_callback_) { context_lost_callback_->onContextLost(); } } #endif // defined(ENABLE_GPU)