// Copyright (c) 2011 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 "content/renderer/gpu/webgraphicscontext3d_command_buffer_impl.h" #include "gpu/GLES2/gl2.h" #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES 1 #endif #include "gpu/GLES2/gl2ext.h" #include #include #include "base/bind.h" #include "base/lazy_instance.h" #include "base/string_tokenizer.h" #include "base/command_line.h" #include "base/debug/trace_event.h" #include "base/logging.h" #include "base/metrics/histogram.h" #include "base/synchronization/lock.h" #include "content/public/common/content_switches.h" #include "content/renderer/gpu/command_buffer_proxy.h" #include "content/renderer/gpu/gpu_channel_host.h" #include "content/renderer/render_thread_impl.h" #include "content/renderer/render_view_impl.h" #include "gpu/command_buffer/client/gles2_implementation.h" #include "gpu/command_buffer/common/constants.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebDocument.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebFrame.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h" #include "webkit/glue/gl_bindings_skia_cmd_buffer.h" static base::LazyInstance > g_all_shared_contexts_lock = LAZY_INSTANCE_INITIALIZER; static base::LazyInstance > g_all_shared_contexts = LAZY_INSTANCE_INITIALIZER; WebGraphicsContext3DCommandBufferImpl::WebGraphicsContext3DCommandBufferImpl() : initialize_failed_(false), context_(NULL), gl_(NULL), web_view_(NULL), #if defined(OS_MACOSX) plugin_handle_(NULL), #endif // defined(OS_MACOSX) context_lost_callback_(0), context_lost_reason_(GL_NO_ERROR), swapbuffers_complete_callback_(0), gpu_preference_(gfx::PreferIntegratedGpu), cached_width_(0), cached_height_(0), bound_fbo_(0), weak_ptr_factory_(ALLOW_THIS_IN_INITIALIZER_LIST(this)) { } WebGraphicsContext3DCommandBufferImpl:: ~WebGraphicsContext3DCommandBufferImpl() { if (host_) { if (host_->WillGpuSwitchOccur(false, gpu_preference_)) { host_->ForciblyCloseChannel(); } } { base::AutoLock lock(g_all_shared_contexts_lock.Get()); g_all_shared_contexts.Pointer()->erase(this); } delete context_; } bool WebGraphicsContext3DCommandBufferImpl::initialize( WebGraphicsContext3D::Attributes attributes, WebKit::WebView* web_view, bool render_directly_to_web_view) { DCHECK(!context_); TRACE_EVENT0("gpu", "WebGfxCtx3DCmdBfrImpl::initialize"); RenderThreadImpl* render_thread = RenderThreadImpl::current(); if (!render_thread) return false; // The noExtensions and canRecoverFromContextLoss flags are // currently used as hints that we are creating a context on // behalf of WebGL or accelerated 2D canvas, respectively. if (attributes.noExtensions || !attributes.canRecoverFromContextLoss) gpu_preference_ = gfx::PreferDiscreteGpu; bool retry = false; // Note similar code in Pepper PlatformContext3DImpl::Init. do { host_ = render_thread->EstablishGpuChannelSync( content:: CAUSE_FOR_GPU_LAUNCH_WEBGRAPHICSCONTEXT3DCOMMANDBUFFERIMPL_INITIALIZE); if (!host_) return false; DCHECK(host_->state() == GpuChannelHost::kConnected); if (!retry) { // If the creation of this context requires all contexts for this // renderer to be destroyed on the GPU process side, then drop the // channel and recreate it. if (host_->WillGpuSwitchOccur(true, gpu_preference_)) { host_->ForciblyCloseChannel(); retry = true; } } else { retry = false; } } while (retry); const content::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 (web_view && web_view->mainFrame()) active_url_ = GURL(web_view->mainFrame()->document().url()); attributes_ = attributes; render_directly_to_web_view_ = render_directly_to_web_view; if (render_directly_to_web_view_) { RenderViewImpl* render_view = RenderViewImpl::FromWebView(web_view); if (!render_view) return false; render_view_routing_id_ = render_view->routing_id(); web_view_ = web_view; } return true; } bool WebGraphicsContext3DCommandBufferImpl::MaybeInitializeGL() { if (context_) return true; if (initialize_failed_) return false; TRACE_EVENT0("gpu", "WebGfxCtx3DCmdBfrImpl::MaybeInitializeGL"); // Convert WebGL context creation attributes into RendererGLContext / 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[] = { RendererGLContext::ALPHA_SIZE, alpha_size, RendererGLContext::DEPTH_SIZE, depth_size, RendererGLContext::STENCIL_SIZE, stencil_size, RendererGLContext::SAMPLES, samples, RendererGLContext::SAMPLE_BUFFERS, sample_buffers, RendererGLContext::SHARE_RESOURCES, attributes_.shareResources ? 1 : 0, RendererGLContext::BIND_GENERATES_RESOURCES, 0, RendererGLContext::NONE, }; const char* preferred_extensions = "*"; // We need to lock g_all_shared_contexts until after RendererGLContext::Create // to ensure that the context we picked for our share group isn't deleted. // (There's also a lock in our destructor.) { base::AutoLock lock(g_all_shared_contexts_lock.Get()); RendererGLContext* share_group = NULL; if (attributes_.shareResources) { share_group = g_all_shared_contexts.Pointer()->empty() ? NULL : (*g_all_shared_contexts.Pointer()->begin())->context_; } if (render_directly_to_web_view_) { context_ = RendererGLContext::CreateViewContext( host_, render_view_routing_id_, share_group, preferred_extensions, attribs, active_url_, gpu_preference_); } else { context_ = RendererGLContext::CreateOffscreenContext( host_, gfx::Size(1, 1), share_group, preferred_extensions, attribs, active_url_, gpu_preference_); } } if (!context_) return false; gl_ = context_->GetImplementation(); // TODO(twiz): This code is too fragile in that it assumes that only WebGL // contexts will request noExtensions. if (gl_ && attributes_.noExtensions) gl_->EnableFeatureCHROMIUM("webgl_enable_glsl_webgl_validation"); context_->SetContextLostCallback( base::Bind(&WebGraphicsContext3DCommandBufferImpl::OnContextLost, weak_ptr_factory_.GetWeakPtr())); // TODO(gman): Remove this. const CommandLine& command_line = *CommandLine::ForCurrentProcess(); if (command_line.HasSwitch(switches::kDisableGLSLTranslator)) { context_->DisableShaderTranslation(); } // Set attributes_ from created offscreen context. { 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; } if (attributes_.shareResources) { base::AutoLock lock(g_all_shared_contexts_lock.Get()); g_all_shared_contexts.Pointer()->insert(this); } return true; } bool WebGraphicsContext3DCommandBufferImpl::makeContextCurrent() { if (!MaybeInitializeGL()) return false; return RendererGLContext::MakeCurrent(context_); } int WebGraphicsContext3DCommandBufferImpl::width() { return cached_width_; } int WebGraphicsContext3DCommandBufferImpl::height() { return cached_height_; } bool WebGraphicsContext3DCommandBufferImpl::isGLES2Compliant() { return true; } bool WebGraphicsContext3DCommandBufferImpl::setParentContext( WebGraphicsContext3D* parent_context) { WebGraphicsContext3DCommandBufferImpl* parent_context_impl = static_cast(parent_context); return context_->SetParent( parent_context_impl ? parent_context_impl->context() : NULL); } WebGLId WebGraphicsContext3DCommandBufferImpl::getPlatformTextureId() { return context_->GetParentTextureId(); } void WebGraphicsContext3DCommandBufferImpl::prepareTexture() { // Copies the contents of the off-screen render target into the texture // used by the compositor. RenderViewImpl* renderview = web_view_ ? RenderViewImpl::FromWebView(web_view_) : NULL; if (renderview) renderview->OnViewContextSwapBuffersPosted(); context_->SwapBuffers(); context_->Echo(base::Bind( &WebGraphicsContext3DCommandBufferImpl::OnSwapBuffersComplete, weak_ptr_factory_.GetWeakPtr())); #if defined(OS_MACOSX) // It appears that making the compositor's on-screen context current on // other platforms implies this flush. TODO(kbr): this means that the // TOUCH build and, in the future, other platforms might need this. gl_->Flush(); #endif } void WebGraphicsContext3DCommandBufferImpl::postSubBufferCHROMIUM( int x, int y, int width, int height) { // Same flow control as WebGraphicsContext3DCommandBufferImpl::prepareTexture // (see above). RenderViewImpl* renderview = web_view_ ? RenderViewImpl::FromWebView(web_view_) : NULL; if (renderview) renderview->OnViewContextSwapBuffersPosted(); gl_->PostSubBufferCHROMIUM(x, y, width, height); context_->Echo(base::Bind( &WebGraphicsContext3DCommandBufferImpl::OnSwapBuffersComplete, weak_ptr_factory_.GetWeakPtr())); } void WebGraphicsContext3DCommandBufferImpl::reshape(int width, int height) { cached_width_ = width; cached_height_ = height; gl_->ResizeCHROMIUM(width, height); #ifdef FLIP_FRAMEBUFFER_VERTICALLY scanline_.reset(new uint8[width * 4]); #endif // FLIP_FRAMEBUFFER_VERTICALLY } #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, WebGLId buffer, int width, int height) { if (buffer_size != static_cast(4 * width * height)) { return false; } // 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_ != buffer); if (mustRestoreFBO) { gl_->BindFramebuffer(GL_FRAMEBUFFER, buffer); } gl_->ReadPixels(0, 0, width, 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) { gl_->BindFramebuffer(GL_FRAMEBUFFER, bound_fbo_); } #ifdef FLIP_FRAMEBUFFER_VERTICALLY if (pixels) { FlipVertically(pixels, width, height); } #endif return true; } bool WebGraphicsContext3DCommandBufferImpl::readBackFramebuffer( unsigned char* pixels, size_t buffer_size) { return readBackFramebuffer(pixels, buffer_size, 0, width(), height()); } 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 gl_->MapBufferSubDataCHROMIUM(target, offset, size, access); } void WebGraphicsContext3DCommandBufferImpl::unmapBufferSubDataCHROMIUM( const void* mem) { return gl_->UnmapBufferSubDataCHROMIUM(mem); } void* WebGraphicsContext3DCommandBufferImpl::mapTexSubImage2DCHROMIUM( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, WGC3Denum access) { return gl_->MapTexSubImage2DCHROMIUM( target, level, xoffset, yoffset, width, height, format, type, access); } void WebGraphicsContext3DCommandBufferImpl::unmapTexSubImage2DCHROMIUM( const void* mem) { gl_->UnmapTexSubImage2DCHROMIUM(mem); } void WebGraphicsContext3DCommandBufferImpl::setVisibilityCHROMIUM( bool visible) { if (!visible) gl_->FreeUnusedSharedMemory(); gl_->Flush(); context_->SetSurfaceVisible(visible); } void WebGraphicsContext3DCommandBufferImpl::copyTextureToParentTextureCHROMIUM( WebGLId texture, WebGLId parentTexture) { NOTIMPLEMENTED(); } void WebGraphicsContext3DCommandBufferImpl:: rateLimitOffscreenContextCHROMIUM() { gl_->RateLimitOffscreenContextCHROMIUM(); } WebKit::WebString WebGraphicsContext3DCommandBufferImpl:: getRequestableExtensionsCHROMIUM() { return WebKit::WebString::fromUTF8( gl_->GetRequestableExtensionsCHROMIUM()); } void WebGraphicsContext3DCommandBufferImpl::requestExtensionCHROMIUM( const char* extension) { gl_->RequestExtensionCHROMIUM(extension); } void WebGraphicsContext3DCommandBufferImpl::blitFramebufferCHROMIUM( WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1, WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1, WGC3Dbitfield mask, WGC3Denum filter) { gl_->BlitFramebufferEXT( srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } void WebGraphicsContext3DCommandBufferImpl:: renderbufferStorageMultisampleCHROMIUM( WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height) { gl_->RenderbufferStorageMultisampleEXT( target, samples, internalformat, width, height); } // Helper macros to reduce the amount of code. #define DELEGATE_TO_GL(name, glname) \ void WebGraphicsContext3DCommandBufferImpl::name() { \ gl_->glname(); \ } #define DELEGATE_TO_GL_1(name, glname, t1) \ void WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ gl_->glname(a1); \ } #define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ return gl_->glname(a1); \ } #define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \ return gl_->glname(a1) ? true : false; \ } #define DELEGATE_TO_GL_2(name, glname, t1, t2) \ void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \ gl_->glname(a1, a2); \ } #define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \ return gl_->glname(a1, a2); \ } #define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2, t3 a3) { \ 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) { \ 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) { \ 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) { \ 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) { \ 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) { \ 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) { \ 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) { gl_->BindFramebuffer(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(compressedTexImage2D, CompressedTexImage2D, WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei, const void*) DELEGATE_TO_GL_9(compressedTexSubImage2D, CompressedTexSubImage2D, WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Denum, WGC3Dsizei, const void*) 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) { gl_->DrawElements( 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) { if (!program) { synthesizeGLError(GL_INVALID_VALUE); return false; } GLint max_name_length = -1; gl_->GetProgramiv( 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; gl_->GetActiveAttrib( 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) { GLint max_name_length = -1; gl_->GetProgramiv( 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; gl_->GetActiveUniform( 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; } return gl_->GetError(); } bool WebGraphicsContext3DCommandBufferImpl::isContextLost() { return initialize_failed_ || (context_ && context_->IsCommandBufferContextLost()) || context_lost_reason_ != GL_NO_ERROR; } 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) { GLint logLength = 0; gl_->GetProgramiv(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; gl_->GetProgramInfoLog( 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) { GLint logLength = 0; gl_->GetShaderiv(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; gl_->GetShaderInfoLog( 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) { GLint logLength = 0; gl_->GetShaderiv(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; gl_->GetShaderSource( shader, logLength, &returnedLogLength, log.get()); if (!returnedLogLength) return WebKit::WebString(); DCHECK_EQ(logLength, returnedLogLength + 1); WebKit::WebString res = WebKit::WebString::fromUTF8(log.get(), returnedLogLength); return res; } WebKit::WebString WebGraphicsContext3DCommandBufferImpl:: getTranslatedShaderSourceANGLE(WebGLId shader) { GLint logLength = 0; gl_->GetShaderiv( shader, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &logLength); if (!logLength) return WebKit::WebString(); scoped_array log(new GLchar[logLength]); if (!log.get()) return WebKit::WebString(); GLsizei returnedLogLength = 0; gl_->GetTranslatedShaderSourceANGLE( shader, logLength, &returnedLogLength, log.get()); if (!returnedLogLength) return WebKit::WebString(); DCHECK_EQ(logLength, returnedLogLength + 1); WebKit::WebString res = WebKit::WebString::fromUTF8(log.get(), returnedLogLength); return res; } WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getString( WGC3Denum name) { return WebKit::WebString::fromUTF8( reinterpret_cast(gl_->GetString(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) { GLvoid* value = NULL; // NOTE: If pname is ever a value that returns more then 1 element // this will corrupt memory. gl_->GetVertexAttribPointerv(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) { GLint length = strlen(string); gl_->ShaderSource(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; } gl_->TexParameteri(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) { gl_->VertexAttribPointer( index, size, type, normalized, stride, reinterpret_cast(static_cast(offset))); } DELEGATE_TO_GL_4(viewport, Viewport, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) WebGLId WebGraphicsContext3DCommandBufferImpl::createBuffer() { GLuint o; gl_->GenBuffers(1, &o); return o; } WebGLId WebGraphicsContext3DCommandBufferImpl::createFramebuffer() { GLuint o = 0; gl_->GenFramebuffers(1, &o); return o; } WebGLId WebGraphicsContext3DCommandBufferImpl::createProgram() { return gl_->CreateProgram(); } WebGLId WebGraphicsContext3DCommandBufferImpl::createRenderbuffer() { GLuint o; gl_->GenRenderbuffers(1, &o); return o; } DELEGATE_TO_GL_1R(createShader, CreateShader, WGC3Denum, WebGLId); WebGLId WebGraphicsContext3DCommandBufferImpl::createTexture() { GLuint o; gl_->GenTextures(1, &o); return o; } void WebGraphicsContext3DCommandBufferImpl::deleteBuffer(WebGLId buffer) { gl_->DeleteBuffers(1, &buffer); } void WebGraphicsContext3DCommandBufferImpl::deleteFramebuffer( WebGLId framebuffer) { gl_->DeleteFramebuffers(1, &framebuffer); } void WebGraphicsContext3DCommandBufferImpl::deleteProgram(WebGLId program) { gl_->DeleteProgram(program); } void WebGraphicsContext3DCommandBufferImpl::deleteRenderbuffer( WebGLId renderbuffer) { gl_->DeleteRenderbuffers(1, &renderbuffer); } void WebGraphicsContext3DCommandBufferImpl::deleteShader(WebGLId shader) { gl_->DeleteShader(shader); } void WebGraphicsContext3DCommandBufferImpl::deleteTexture(WebGLId texture) { gl_->DeleteTextures(1, &texture); } void WebGraphicsContext3DCommandBufferImpl::OnSwapBuffersComplete() { // This may be called after tear-down of the RenderView. RenderViewImpl* renderview = web_view_ ? RenderViewImpl::FromWebView(web_view_) : NULL; if (renderview) renderview->OnViewContextSwapBuffersComplete(); if (swapbuffers_complete_callback_) swapbuffers_complete_callback_->onSwapBuffersComplete(); } void WebGraphicsContext3DCommandBufferImpl::setContextLostCallback( WebGraphicsContext3D::WebGraphicsContextLostCallback* cb) { context_lost_callback_ = cb; } WGC3Denum WebGraphicsContext3DCommandBufferImpl::getGraphicsResetStatusARB() { if (context_->IsCommandBufferContextLost() && context_lost_reason_ == GL_NO_ERROR) { return GL_UNKNOWN_CONTEXT_RESET_ARB; } return context_lost_reason_; } void WebGraphicsContext3DCommandBufferImpl:: setSwapBuffersCompleteCallbackCHROMIUM( WebGraphicsContext3D::WebGraphicsSwapBuffersCompleteCallbackCHROMIUM* cb) { swapbuffers_complete_callback_ = cb; } #if WEBKIT_USING_SKIA GrGLInterface* WebGraphicsContext3DCommandBufferImpl::onCreateGrGLInterface() { return webkit_glue::CreateCommandBufferSkiaGLBinding(); } #endif namespace { WGC3Denum convertReason(RendererGLContext::ContextLostReason reason) { switch (reason) { case RendererGLContext::kGuilty: return GL_GUILTY_CONTEXT_RESET_ARB; case RendererGLContext::kInnocent: return GL_INNOCENT_CONTEXT_RESET_ARB; case RendererGLContext::kUnknown: return GL_UNKNOWN_CONTEXT_RESET_ARB; } NOTREACHED(); return GL_UNKNOWN_CONTEXT_RESET_ARB; } } // anonymous namespace void WebGraphicsContext3DCommandBufferImpl::OnContextLost( RendererGLContext::ContextLostReason reason) { context_lost_reason_ = convertReason(reason); if (context_lost_callback_) { context_lost_callback_->onContextLost(); } RenderViewImpl* renderview = web_view_ ? RenderViewImpl::FromWebView(web_view_) : NULL; if (renderview) renderview->OnViewContextSwapBuffersAborted(); } #endif // defined(ENABLE_GPU)