// 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. #ifndef CHROME_RENDERER_WEBGRAPHICSCONTEXT3D_COMMAND_BUFFER_IMPL_H_ #define CHROME_RENDERER_WEBGRAPHICSCONTEXT3D_COMMAND_BUFFER_IMPL_H_ #if defined(ENABLE_GPU) #include #include "base/scoped_ptr.h" #include "chrome/renderer/ggl/ggl.h" #include "third_party/WebKit/WebKit/chromium/public/WebGraphicsContext3D.h" #include "third_party/WebKit/WebKit/chromium/public/WebString.h" #include "third_party/WebKit/WebKit/chromium/public/WebView.h" #if !defined(OS_MACOSX) #define FLIP_FRAMEBUFFER_VERTICALLY #endif class GpuChannelHost; class CommandBufferProxy; namespace gpu { namespace gles2 { class GLES2Implementation; } } using WebKit::WebGLId; class WebGraphicsContext3DCommandBufferImpl : public WebKit::WebGraphicsContext3D { public: WebGraphicsContext3DCommandBufferImpl(); virtual ~WebGraphicsContext3DCommandBufferImpl(); //---------------------------------------------------------------------- // WebGraphicsContext3D methods virtual bool initialize(WebGraphicsContext3D::Attributes attributes, WebKit::WebView*); virtual bool makeContextCurrent(); virtual int width(); virtual int height(); virtual int sizeInBytes(int type); virtual bool isGLES2Compliant(); virtual void reshape(int width, int height); virtual bool readBackFramebuffer(unsigned char* pixels, size_t buffer_size); virtual unsigned int getPlatformTextureId(); virtual void prepareTexture(); virtual void activeTexture(unsigned long texture); virtual void attachShader(WebGLId program, WebGLId shader); virtual void bindAttribLocation(WebGLId program, unsigned long index, const char* name); virtual void bindBuffer(unsigned long target, WebGLId buffer); virtual void bindFramebuffer(unsigned long target, WebGLId framebuffer); virtual void bindRenderbuffer(unsigned long target, WebGLId renderbuffer); virtual void bindTexture(unsigned long target, WebGLId texture); virtual void blendColor(double red, double green, double blue, double alpha); virtual void blendEquation(unsigned long mode); virtual void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha); virtual void blendFunc(unsigned long sfactor, unsigned long dfactor); virtual void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha); virtual void bufferData(unsigned long target, int size, const void* data, unsigned long usage); virtual void bufferSubData(unsigned long target, long offset, int size, const void* data); virtual unsigned long checkFramebufferStatus(unsigned long target); virtual void clear(unsigned long mask); virtual void clearColor(double red, double green, double blue, double alpha); virtual void clearDepth(double depth); virtual void clearStencil(long s); virtual void colorMask(bool red, bool green, bool blue, bool alpha); virtual void compileShader(WebGLId shader); virtual void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border); virtual void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height); virtual void cullFace(unsigned long mode); virtual void depthFunc(unsigned long func); virtual void depthMask(bool flag); virtual void depthRange(double zNear, double zFar); virtual void detachShader(WebGLId program, WebGLId shader); virtual void disable(unsigned long cap); virtual void disableVertexAttribArray(unsigned long index); virtual void drawArrays(unsigned long mode, long first, long count); virtual void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset); virtual void enable(unsigned long cap); virtual void enableVertexAttribArray(unsigned long index); virtual void finish(); virtual void flush(); virtual void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLId renderbuffer); virtual void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLId texture, long level); virtual void frontFace(unsigned long mode); virtual void generateMipmap(unsigned long target); virtual bool getActiveAttrib(WebGLId program, unsigned long index, ActiveInfo&); virtual bool getActiveUniform(WebGLId program, unsigned long index, ActiveInfo&); virtual void getAttachedShaders(WebGLId program, int maxCount, int* count, unsigned int* shaders); virtual int getAttribLocation(WebGLId program, const char* name); virtual void getBooleanv(unsigned long pname, unsigned char* value); virtual void getBufferParameteriv(unsigned long target, unsigned long pname, int* value); virtual Attributes getContextAttributes(); virtual unsigned long getError(); virtual void getFloatv(unsigned long pname, float* value); virtual void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value); virtual void getIntegerv(unsigned long pname, int* value); virtual void getProgramiv(WebGLId program, unsigned long pname, int* value); virtual WebKit::WebString getProgramInfoLog(WebGLId program); virtual void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value); virtual void getShaderiv(WebGLId shader, unsigned long pname, int* value); virtual WebKit::WebString getShaderInfoLog(WebGLId shader); // TBD // void glGetShaderPrecisionFormat (GLenum shadertype, // GLenum precisiontype, // GLint* range, // GLint* precision); virtual WebKit::WebString getShaderSource(WebGLId shader); virtual WebKit::WebString getString(unsigned long name); virtual void getTexParameterfv(unsigned long target, unsigned long pname, float* value); virtual void getTexParameteriv(unsigned long target, unsigned long pname, int* value); virtual void getUniformfv(WebGLId program, long location, float* value); virtual void getUniformiv(WebGLId program, long location, int* value); virtual long getUniformLocation(WebGLId program, const char* name); virtual void getVertexAttribfv(unsigned long index, unsigned long pname, float* value); virtual void getVertexAttribiv(unsigned long index, unsigned long pname, int* value); virtual long getVertexAttribOffset(unsigned long index, unsigned long pname); virtual void hint(unsigned long target, unsigned long mode); virtual bool isBuffer(WebGLId buffer); virtual bool isEnabled(unsigned long cap); virtual bool isFramebuffer(WebGLId framebuffer); virtual bool isProgram(WebGLId program); virtual bool isRenderbuffer(WebGLId renderbuffer); virtual bool isShader(WebGLId shader); virtual bool isTexture(WebGLId texture); virtual void lineWidth(double); virtual void linkProgram(WebGLId program); virtual void pixelStorei(unsigned long pname, long param); virtual void polygonOffset(double factor, double units); virtual void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* pixels); virtual void releaseShaderCompiler(); virtual void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height); virtual void sampleCoverage(double value, bool invert); virtual void scissor(long x, long y, unsigned long width, unsigned long height); virtual void shaderSource(WebGLId shader, const char* string); virtual void stencilFunc(unsigned long func, long ref, unsigned long mask); virtual void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask); virtual void stencilMask(unsigned long mask); virtual void stencilMaskSeparate(unsigned long face, unsigned long mask); virtual void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass); virtual void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass); virtual void texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, const void* pixels); virtual void texParameterf(unsigned target, unsigned pname, float param); virtual void texParameteri(unsigned target, unsigned pname, int param); virtual void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, const void* pixels); virtual void uniform1f(long location, float x); virtual void uniform1fv(long location, int count, float* v); virtual void uniform1i(long location, int x); virtual void uniform1iv(long location, int count, int* v); virtual void uniform2f(long location, float x, float y); virtual void uniform2fv(long location, int count, float* v); virtual void uniform2i(long location, int x, int y); virtual void uniform2iv(long location, int count, int* v); virtual void uniform3f(long location, float x, float y, float z); virtual void uniform3fv(long location, int count, float* v); virtual void uniform3i(long location, int x, int y, int z); virtual void uniform3iv(long location, int count, int* v); virtual void uniform4f(long location, float x, float y, float z, float w); virtual void uniform4fv(long location, int count, float* v); virtual void uniform4i(long location, int x, int y, int z, int w); virtual void uniform4iv(long location, int count, int* v); virtual void uniformMatrix2fv(long location, int count, bool transpose, const float* value); virtual void uniformMatrix3fv(long location, int count, bool transpose, const float* value); virtual void uniformMatrix4fv(long location, int count, bool transpose, const float* value); virtual void useProgram(WebGLId program); virtual void validateProgram(WebGLId program); virtual void vertexAttrib1f(unsigned long indx, float x); virtual void vertexAttrib1fv(unsigned long indx, const float* values); virtual void vertexAttrib2f(unsigned long indx, float x, float y); virtual void vertexAttrib2fv(unsigned long indx, const float* values); virtual void vertexAttrib3f(unsigned long indx, float x, float y, float z); virtual void vertexAttrib3fv(unsigned long indx, const float* values); virtual void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w); virtual void vertexAttrib4fv(unsigned long indx, const float* values); virtual void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset); virtual void viewport(long x, long y, unsigned long width, unsigned long height); // Support for buffer creation and deletion virtual unsigned createBuffer(); virtual unsigned createFramebuffer(); virtual unsigned createProgram(); virtual unsigned createRenderbuffer(); virtual unsigned createShader(unsigned long); virtual unsigned createTexture(); virtual void deleteBuffer(unsigned); virtual void deleteFramebuffer(unsigned); virtual void deleteProgram(unsigned); virtual void deleteRenderbuffer(unsigned); virtual void deleteShader(unsigned); virtual void deleteTexture(unsigned); virtual void synthesizeGLError(unsigned long error); private: // The GGL context we use for OpenGL rendering. ggl::Context* context_; WebKit::WebGraphicsContext3D::Attributes attributes_; int cached_width_, cached_height_; // For tracking which FBO is bound. unsigned int bound_fbo_; // Errors raised by synthesizeGLError(). std::vector synthetic_errors_; #ifdef FLIP_FRAMEBUFFER_VERTICALLY scoped_ptr scanline_; void FlipVertically(uint8* framebuffer, unsigned int width, unsigned int height); #endif }; #endif // defined(ENABLE_GPU) #endif // CHROME_RENDERER_WEBGRAPHICSCONTEXT3D_COMMAND_BUFFER_IMPL_H_