// 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 WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ #define WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ #include #include #include "base/hash_tables.h" #include "base/scoped_ptr.h" #include "third_party/angle/include/GLSLANG/ShaderLang.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebGraphicsContext3D.h" #include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h" #if !defined(OS_MACOSX) #define FLIP_FRAMEBUFFER_VERTICALLY #endif namespace gfx { class GLContext; } #if defined(USE_WGC3D_TYPES) 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; #endif 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. #if defined(USE_WGC3D_TYPES) class WebGraphicsContext3DInProcessImpl : public WebGraphicsContext3D { public: WebGraphicsContext3DInProcessImpl(); 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 void reshape(int width, int height); virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize); virtual WebGLId getPlatformTextureId(); virtual void prepareTexture(); 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 copyTextureToParentTextureCHROMIUM( WebGLId texture, WebGLId parentTexture); 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 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); private: // ANGLE related. struct ShaderSourceEntry { explicit ShaderSourceEntry(WGC3Denum shader_type) : type(shader_type), is_valid(false) { } WGC3Denum type; scoped_array source; scoped_array log; scoped_array translated_source; bool is_valid; }; typedef base::hash_map ShaderSourceMap; #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_; // FBO used for copying child texture to parent texture. WebGLId copy_texture_to_parent_texture_fbo_; #ifdef FLIP_FRAMEBUFFER_VERTICALLY unsigned char* scanline_; #endif // Errors raised by synthesizeGLError(). std::list synthetic_errors_list_; std::set synthetic_errors_set_; scoped_ptr gl_context_; ShaderSourceMap shader_source_map_; ShHandle fragment_compiler_; ShHandle vertex_compiler_; }; #else // USE_WGC3D_TYPES class WebGraphicsContext3DInProcessImpl : public WebKit::WebGraphicsContext3D { public: WebGraphicsContext3DInProcessImpl(); virtual ~WebGraphicsContext3DInProcessImpl(); //---------------------------------------------------------------------- // WebGraphicsContext3D methods virtual bool initialize( WebGraphicsContext3D::Attributes attributes, WebKit::WebView*, bool); 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 bufferSize); virtual unsigned int getPlatformTextureId(); virtual void prepareTexture(); virtual void synthesizeGLError(unsigned long error); virtual void* mapBufferSubDataCHROMIUM( unsigned target, int offset, int size, unsigned access); virtual void unmapBufferSubDataCHROMIUM(const void*); virtual void* mapTexSubImage2DCHROMIUM( unsigned target, int level, int xoffset, int yoffset, int width, int height, unsigned format, unsigned type, unsigned access); virtual void unmapTexSubImage2DCHROMIUM(const void*); virtual void copyTextureToParentTextureCHROMIUM( unsigned texture, unsigned parentTexture); virtual WebKit::WebString getRequestableExtensionsCHROMIUM(); virtual void requestExtensionCHROMIUM(const char*); virtual void blitFramebufferCHROMIUM( int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, unsigned mask, unsigned filter); virtual void renderbufferStorageMultisampleCHROMIUM( unsigned long target, int samples, unsigned internalformat, unsigned width, unsigned height); virtual void activeTexture(unsigned long texture); virtual void attachShader(WebKit::WebGLId program, WebKit::WebGLId shader); virtual void bindAttribLocation( WebKit::WebGLId program, unsigned long index, const char* name); virtual void bindBuffer(unsigned long target, WebKit::WebGLId buffer); virtual void bindFramebuffer( unsigned long target, WebKit::WebGLId framebuffer); virtual void bindRenderbuffer( unsigned long target, WebKit::WebGLId renderbuffer); virtual void bindTexture(unsigned long target, WebKit::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(WebKit::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(WebKit::WebGLId program, WebKit::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, WebKit::WebGLId renderbuffer); virtual void framebufferTexture2D( unsigned long target, unsigned long attachment, unsigned long textarget, WebKit::WebGLId texture, long level); virtual void frontFace(unsigned long mode); virtual void generateMipmap(unsigned long target); virtual bool getActiveAttrib( WebKit::WebGLId program, unsigned long index, ActiveInfo&); virtual bool getActiveUniform( WebKit::WebGLId program, unsigned long index, ActiveInfo&); virtual void getAttachedShaders( WebKit::WebGLId program, int maxCount, int* count, unsigned int* shaders); virtual int getAttribLocation(WebKit::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 bool isContextLost(); 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( WebKit::WebGLId program, unsigned long pname, int* value); virtual WebKit::WebString getProgramInfoLog(WebKit::WebGLId program); virtual void getRenderbufferParameteriv( unsigned long target, unsigned long pname, int* value); virtual void getShaderiv( WebKit::WebGLId shader, unsigned long pname, int* value); virtual WebKit::WebString getShaderInfoLog(WebKit::WebGLId shader); // TBD // void glGetShaderPrecisionFormat( // GLenum shadertype, GLenum precisiontype, // GLint* range, GLint* precision); virtual WebKit::WebString getShaderSource(WebKit::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( WebKit::WebGLId program, long location, float* value); virtual void getUniformiv( WebKit::WebGLId program, long location, int* value); virtual long getUniformLocation(WebKit::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(WebKit::WebGLId buffer); virtual bool isEnabled(unsigned long cap); virtual bool isFramebuffer(WebKit::WebGLId framebuffer); virtual bool isProgram(WebKit::WebGLId program); virtual bool isRenderbuffer(WebKit::WebGLId renderbuffer); virtual bool isShader(WebKit::WebGLId shader); virtual bool isTexture(WebKit::WebGLId texture); virtual void lineWidth(double width); virtual void linkProgram(WebKit::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(WebKit::WebGLId shader, const char* source); 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(WebKit::WebGLId program); virtual void validateProgram(WebKit::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); private: enum { kNumTrackedPointerStates = 2 }; // Note: we aren't currently using this information, but we will // need to in order to verify that all enabled vertex arrays have // a valid buffer bound -- to avoid crashes on certain cards. struct VertexAttribPointerState { VertexAttribPointerState(); bool enabled; unsigned long buffer; unsigned long indx; int size; int type; bool normalized; unsigned long stride; unsigned long offset; }; // ANGLE related. struct ShaderSourceEntry { explicit ShaderSourceEntry(unsigned long shader_type) : type(shader_type), is_valid(false) { } unsigned long type; scoped_array source; scoped_array log; scoped_array translated_source; bool is_valid; }; typedef base::hash_map ShaderSourceMap; #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( unsigned x, unsigned y, unsigned width, unsigned 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_; unsigned int texture_; unsigned int fbo_; unsigned int depth_stencil_buffer_; unsigned int cached_width_, cached_height_; // For multisampling unsigned int multisample_fbo_; unsigned int multisample_depth_stencil_buffer_; unsigned int multisample_color_buffer_; // For tracking which FBO is bound unsigned int bound_fbo_; // For tracking which texture is bound unsigned int bound_texture_; // FBO used for copying child texture to parent texture. unsigned copy_texture_to_parent_texture_fbo_; unsigned int bound_array_buffer_; #ifdef FLIP_FRAMEBUFFER_VERTICALLY unsigned char* scanline_; #endif VertexAttribPointerState vertex_attrib_pointer_state_[ kNumTrackedPointerStates]; // Errors raised by synthesizeGLError(). std::list synthetic_errors_list_; std::set synthetic_errors_set_; scoped_ptr gl_context_; ShaderSourceMap shader_source_map_; ShHandle fragment_compiler_; ShHandle vertex_compiler_; }; #endif // USE_WGC3D_TYPES } // namespace gpu } // namespace webkit #endif // WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_