// 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. #ifndef WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ #define WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ #include #include #include "base/hash_tables.h" #include "base/memory/ref_counted.h" #include "third_party/angle/include/GLSLANG/ShaderLang.h" #include "third_party/WebKit/Source/WebKit/chromium/public/platform/WebGraphicsContext3D.h" #include "third_party/WebKit/Source/WebKit/chromium/public/platform/WebString.h" #include "ui/gfx/native_widget_types.h" #if !defined(OS_MACOSX) #define FLIP_FRAMEBUFFER_VERTICALLY #endif namespace gfx { class GLContext; class GLSurface; class GLShareGroup; } using WebKit::WGC3Dchar; using WebKit::WGC3Denum; using WebKit::WGC3Dboolean; using WebKit::WGC3Dbitfield; using WebKit::WGC3Dint; using WebKit::WGC3Dsizei; using WebKit::WGC3Duint; using WebKit::WGC3Dfloat; using WebKit::WGC3Dclampf; using WebKit::WGC3Dintptr; using WebKit::WGC3Dsizeiptr; using WebKit::WebGLId; using WebKit::WebString; using WebKit::WebView; using WebKit::WebGraphicsContext3D; namespace webkit { namespace gpu { // The default implementation of WebGL. In Chromium, using this class // requires the sandbox to be disabled, which is strongly discouraged. // It is provided for support of test_shell and any Chromium ports // where an in-renderer WebGL implementation would be helpful. class WebGraphicsContext3DInProcessImpl : public WebGraphicsContext3D { public: // Creates a WebGraphicsContext3DInProcessImpl for a given window. If window // is gfx::kNullPluginWindow, then it creates an offscreen context. // share_group is the group this context shares namespaces with. It's only // used for window-bound countexts. WebGraphicsContext3DInProcessImpl(gfx::PluginWindowHandle window, gfx::GLShareGroup* share_group); virtual ~WebGraphicsContext3DInProcessImpl(); //---------------------------------------------------------------------- // WebGraphicsContext3D methods virtual bool initialize( WebGraphicsContext3D::Attributes attributes, WebView*, bool); virtual bool makeContextCurrent(); virtual int width(); virtual int height(); virtual bool isGLES2Compliant(); virtual bool setParentContext(WebGraphicsContext3D* parent_context); virtual void reshape(int width, int height); virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize); virtual bool readBackFramebuffer(unsigned char* pixels, size_t buffer_size, WebGLId framebuffer, int width, int height); virtual WebGLId getPlatformTextureId(); virtual void prepareTexture(); virtual void postSubBufferCHROMIUM(int x, int y, int width, int height); virtual void synthesizeGLError(WGC3Denum error); virtual void* mapBufferSubDataCHROMIUM(WGC3Denum target, WGC3Dintptr offset, WGC3Dsizeiptr size, WGC3Denum access); virtual void unmapBufferSubDataCHROMIUM(const void*); virtual void* mapTexSubImage2DCHROMIUM( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, WGC3Denum access); virtual void unmapTexSubImage2DCHROMIUM(const void*); virtual void setVisibilityCHROMIUM(bool visible); virtual void copyTextureToParentTextureCHROMIUM( WebGLId texture, WebGLId parentTexture); virtual void rateLimitOffscreenContextCHROMIUM() { } virtual WebString getRequestableExtensionsCHROMIUM(); virtual void requestExtensionCHROMIUM(const char*); virtual void blitFramebufferCHROMIUM( WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1, WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1, WGC3Dbitfield mask, WGC3Denum filter); virtual void renderbufferStorageMultisampleCHROMIUM( WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height); virtual void activeTexture(WGC3Denum texture); virtual void attachShader(WebGLId program, WebGLId shader); virtual void bindAttribLocation( WebGLId program, WGC3Duint index, const WGC3Dchar* name); virtual void bindBuffer(WGC3Denum target, WebGLId buffer); virtual void bindFramebuffer(WGC3Denum target, WebGLId framebuffer); virtual void bindRenderbuffer( WGC3Denum target, WebGLId renderbuffer); virtual void bindTexture(WGC3Denum target, WebGLId texture); virtual void blendColor( WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha); virtual void blendEquation(WGC3Denum mode); virtual void blendEquationSeparate(WGC3Denum modeRGB, WGC3Denum modeAlpha); virtual void blendFunc(WGC3Denum sfactor, WGC3Denum dfactor); virtual void blendFuncSeparate(WGC3Denum srcRGB, WGC3Denum dstRGB, WGC3Denum srcAlpha, WGC3Denum dstAlpha); virtual void bufferData( WGC3Denum target, WGC3Dsizeiptr size, const void* data, WGC3Denum usage); virtual void bufferSubData(WGC3Denum target, WGC3Dintptr offset, WGC3Dsizeiptr size, const void* data); virtual WGC3Denum checkFramebufferStatus(WGC3Denum target); virtual void clear(WGC3Dbitfield mask); virtual void clearColor( WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha); virtual void clearDepth(WGC3Dclampf depth); virtual void clearStencil(WGC3Dint s); virtual void colorMask(WGC3Dboolean red, WGC3Dboolean green, WGC3Dboolean blue, WGC3Dboolean alpha); virtual void compileShader(WebGLId shader); virtual void compressedTexImage2D( WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border, WGC3Dsizei imageSize, const void* data); virtual void compressedTexSubImage2D( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Dsizei imageSize, const void* data); virtual void copyTexImage2D( WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border); virtual void copyTexSubImage2D( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height); virtual void cullFace(WGC3Denum mode); virtual void depthFunc(WGC3Denum func); virtual void depthMask(WGC3Dboolean flag); virtual void depthRange(WGC3Dclampf zNear, WGC3Dclampf zFar); virtual void detachShader(WebGLId program, WebGLId shader); virtual void disable(WGC3Denum cap); virtual void disableVertexAttribArray(WGC3Duint index); virtual void drawArrays(WGC3Denum mode, WGC3Dint first, WGC3Dsizei count); virtual void drawElements( WGC3Denum mode, WGC3Dsizei count, WGC3Denum type, WGC3Dintptr offset); virtual void enable(WGC3Denum cap); virtual void enableVertexAttribArray(WGC3Duint index); virtual void finish(); virtual void flush(); virtual void framebufferRenderbuffer( WGC3Denum target, WGC3Denum attachment, WGC3Denum renderbuffertarget, WebGLId renderbuffer); virtual void framebufferTexture2D( WGC3Denum target, WGC3Denum attachment, WGC3Denum textarget, WebGLId texture, WGC3Dint level); virtual void frontFace(WGC3Denum mode); virtual void generateMipmap(WGC3Denum target); virtual bool getActiveAttrib(WebGLId program, WGC3Duint index, ActiveInfo&); virtual bool getActiveUniform(WebGLId program, WGC3Duint index, ActiveInfo&); virtual void getAttachedShaders(WebGLId program, WGC3Dsizei maxCount, WGC3Dsizei* count, WebGLId* shaders); virtual WGC3Dint getAttribLocation(WebGLId program, const WGC3Dchar* name); virtual void getBooleanv(WGC3Denum pname, WGC3Dboolean* value); virtual void getBufferParameteriv( WGC3Denum target, WGC3Denum pname, WGC3Dint* value); virtual Attributes getContextAttributes(); virtual WGC3Denum getError(); virtual bool isContextLost(); virtual void getFloatv(WGC3Denum pname, WGC3Dfloat* value); virtual void getFramebufferAttachmentParameteriv( WGC3Denum target, WGC3Denum attachment, WGC3Denum pname, WGC3Dint* value); virtual void getIntegerv(WGC3Denum pname, WGC3Dint* value); virtual void getProgramiv( WebGLId program, WGC3Denum pname, WGC3Dint* value); virtual WebString getProgramInfoLog(WebGLId program); virtual void getRenderbufferParameteriv( WGC3Denum target, WGC3Denum pname, WGC3Dint* value); virtual void getShaderiv( WebGLId shader, WGC3Denum pname, WGC3Dint* value); virtual WebString getShaderInfoLog(WebGLId shader); // TBD // void glGetShaderPrecisionFormat( // GLenum shadertype, GLenum precisiontype, // GLint* range, GLint* precision); virtual WebString getShaderSource(WebGLId shader); virtual WebString getString(WGC3Denum name); virtual void getTexParameterfv( WGC3Denum target, WGC3Denum pname, WGC3Dfloat* value); virtual void getTexParameteriv( WGC3Denum target, WGC3Denum pname, WGC3Dint* value); virtual void getUniformfv( WebGLId program, WGC3Dint location, WGC3Dfloat* value); virtual void getUniformiv( WebGLId program, WGC3Dint location, WGC3Dint* value); virtual WGC3Dint getUniformLocation(WebGLId program, const WGC3Dchar* name); virtual void getVertexAttribfv( WGC3Duint index, WGC3Denum pname, WGC3Dfloat* value); virtual void getVertexAttribiv( WGC3Duint index, WGC3Denum pname, WGC3Dint* value); virtual WGC3Dsizeiptr getVertexAttribOffset( WGC3Duint index, WGC3Denum pname); virtual void hint(WGC3Denum target, WGC3Denum mode); virtual WGC3Dboolean isBuffer(WebGLId buffer); virtual WGC3Dboolean isEnabled(WGC3Denum cap); virtual WGC3Dboolean isFramebuffer(WebGLId framebuffer); virtual WGC3Dboolean isProgram(WebGLId program); virtual WGC3Dboolean isRenderbuffer(WebGLId renderbuffer); virtual WGC3Dboolean isShader(WebGLId shader); virtual WGC3Dboolean isTexture(WebGLId texture); virtual void lineWidth(WGC3Dfloat width); virtual void linkProgram(WebGLId program); virtual void pixelStorei(WGC3Denum pname, WGC3Dint param); virtual void polygonOffset(WGC3Dfloat factor, WGC3Dfloat units); virtual void readPixels( WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, void* pixels); virtual void releaseShaderCompiler(); virtual void renderbufferStorage( WGC3Denum target, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height); virtual void sampleCoverage(WGC3Dclampf value, WGC3Dboolean invert); virtual void scissor( WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height); virtual void shaderSource(WebGLId shader, const WGC3Dchar* source); virtual void stencilFunc(WGC3Denum func, WGC3Dint ref, WGC3Duint mask); virtual void stencilFuncSeparate( WGC3Denum face, WGC3Denum func, WGC3Dint ref, WGC3Duint mask); virtual void stencilMask(WGC3Duint mask); virtual void stencilMaskSeparate(WGC3Denum face, WGC3Duint mask); virtual void stencilOp(WGC3Denum fail, WGC3Denum zfail, WGC3Denum zpass); virtual void stencilOpSeparate( WGC3Denum face, WGC3Denum fail, WGC3Denum zfail, WGC3Denum zpass); virtual void texImage2D( WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border, WGC3Denum format, WGC3Denum type, const void* pixels); virtual void texParameterf( WGC3Denum target, WGC3Denum pname, WGC3Dfloat param); virtual void texParameteri( WGC3Denum target, WGC3Denum pname, WGC3Dint param); virtual void texSubImage2D( WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, const void* pixels); virtual void uniform1f(WGC3Dint location, WGC3Dfloat x); virtual void uniform1fv(WGC3Dint location, WGC3Dsizei count, const WGC3Dfloat* v); virtual void uniform1i(WGC3Dint location, WGC3Dint x); virtual void uniform1iv(WGC3Dint location, WGC3Dsizei count, const WGC3Dint* v); virtual void uniform2f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y); virtual void uniform2fv(WGC3Dint location, WGC3Dsizei count, const WGC3Dfloat* v); virtual void uniform2i(WGC3Dint location, WGC3Dint x, WGC3Dint y); virtual void uniform2iv(WGC3Dint location, WGC3Dsizei count, const WGC3Dint* v); virtual void uniform3f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z); virtual void uniform3fv(WGC3Dint location, WGC3Dsizei count, const WGC3Dfloat* v); virtual void uniform3i(WGC3Dint location, WGC3Dint x, WGC3Dint y, WGC3Dint z); virtual void uniform3iv(WGC3Dint location, WGC3Dsizei count, const WGC3Dint* v); virtual void uniform4f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z, WGC3Dfloat w); virtual void uniform4fv(WGC3Dint location, WGC3Dsizei count, const WGC3Dfloat* v); virtual void uniform4i(WGC3Dint location, WGC3Dint x, WGC3Dint y, WGC3Dint z, WGC3Dint w); virtual void uniform4iv(WGC3Dint location, WGC3Dsizei count, const WGC3Dint* v); virtual void uniformMatrix2fv( WGC3Dint location, WGC3Dsizei count, WGC3Dboolean transpose, const WGC3Dfloat* value); virtual void uniformMatrix3fv( WGC3Dint location, WGC3Dsizei count, WGC3Dboolean transpose, const WGC3Dfloat* value); virtual void uniformMatrix4fv( WGC3Dint location, WGC3Dsizei count, WGC3Dboolean transpose, const WGC3Dfloat* value); virtual void useProgram(WebGLId program); virtual void validateProgram(WebGLId program); virtual void vertexAttrib1f(WGC3Duint index, WGC3Dfloat x); virtual void vertexAttrib1fv(WGC3Duint index, const WGC3Dfloat* values); virtual void vertexAttrib2f(WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y); virtual void vertexAttrib2fv(WGC3Duint index, const WGC3Dfloat* values); virtual void vertexAttrib3f( WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z); virtual void vertexAttrib3fv(WGC3Duint index, const WGC3Dfloat* values); virtual void vertexAttrib4f( WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z, WGC3Dfloat w); virtual void vertexAttrib4fv(WGC3Duint index, const WGC3Dfloat* values); virtual void vertexAttribPointer( WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized, WGC3Dsizei stride, WGC3Dintptr offset); virtual void viewport( WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height); // Support for buffer creation and deletion virtual WebGLId createBuffer(); virtual WebGLId createFramebuffer(); virtual WebGLId createProgram(); virtual WebGLId createRenderbuffer(); virtual WebGLId createShader(WGC3Denum); virtual WebGLId createTexture(); virtual void deleteBuffer(WebGLId); virtual void deleteFramebuffer(WebGLId); virtual void deleteProgram(WebGLId); virtual void deleteRenderbuffer(WebGLId); virtual void deleteShader(WebGLId); virtual void deleteTexture(WebGLId); virtual void setContextLostCallback( WebGraphicsContext3D::WebGraphicsContextLostCallback* callback) {} virtual WGC3Denum getGraphicsResetStatusARB(); virtual void setSwapBuffersCompleteCallbackCHROMIUM( WebGraphicsContext3D:: WebGraphicsSwapBuffersCompleteCallbackCHROMIUM* callback) {} virtual void texImageIOSurface2DCHROMIUM( WGC3Denum target, WGC3Dint width, WGC3Dint height, WGC3Duint ioSurfaceId, WGC3Duint plane); virtual void texStorage2DEXT( WGC3Denum target, WGC3Dint levels, WGC3Duint internalformat, WGC3Dint width, WGC3Dint height); protected: #if WEBKIT_USING_SKIA virtual GrGLInterface* onCreateGrGLInterface(); #endif private: // ANGLE related. struct ShaderSourceEntry; typedef base::hash_map ShaderSourceMap; bool AllocateOffscreenFrameBuffer(int width, int height); void ClearRenderTarget(); #ifdef FLIP_FRAMEBUFFER_VERTICALLY void FlipVertically(unsigned char* framebuffer, unsigned int width, unsigned int height); #endif // Take into account the user's requested context creation attributes, in // particular stencil and antialias, and determine which could or could // not be honored based on the capabilities of the OpenGL implementation. void ValidateAttributes(); // Resolve the given rectangle of the multisampled framebuffer if necessary. void ResolveMultisampledFramebuffer( WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height); bool AngleCreateCompilers(); void AngleDestroyCompilers(); bool AngleValidateShaderSource(ShaderSourceEntry* entry); WebGraphicsContext3D::Attributes attributes_; bool initialized_; bool render_directly_to_web_view_; bool is_gles2_; bool have_ext_framebuffer_object_; bool have_ext_framebuffer_multisample_; bool have_angle_framebuffer_multisample_; WebGLId texture_; WebGLId fbo_; WebGLId depth_stencil_buffer_; int cached_width_, cached_height_; // For multisampling WebGLId multisample_fbo_; WebGLId multisample_depth_stencil_buffer_; WebGLId multisample_color_buffer_; // For tracking which FBO is bound WebGLId bound_fbo_; // For tracking which texture is bound WebGLId bound_texture_; #ifdef FLIP_FRAMEBUFFER_VERTICALLY unsigned char* scanline_; #endif // Errors raised by synthesizeGLError(). std::list synthetic_errors_list_; std::set synthetic_errors_set_; scoped_refptr gl_context_; scoped_refptr gl_surface_; ShaderSourceMap shader_source_map_; ShHandle fragment_compiler_; ShHandle vertex_compiler_; gfx::PluginWindowHandle window_; scoped_refptr share_group_; }; } // namespace gpu } // namespace webkit #endif // WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_