Chromium Code Reviews| Index: webkit/gpu/webgraphicscontext3d_in_process_impl.cc |
| =================================================================== |
| --- webkit/gpu/webgraphicscontext3d_in_process_impl.cc (revision 0) |
| +++ webkit/gpu/webgraphicscontext3d_in_process_impl.cc (revision 0) |
| @@ -0,0 +1,1653 @@ |
| +// 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. |
| + |
| +#include "webkit/gpu/webgraphicscontext3d_in_process_impl.h" |
| + |
| +#include <string.h> |
| + |
| +#include <algorithm> |
| +#include <string> |
| + |
| +#include "app/gfx/gl/gl_bindings.h" |
| +#include "app/gfx/gl/gl_context.h" |
| +#include "app/gfx/gl/gl_implementation.h" |
| +#include "base/logging.h" |
| +#include "third_party/WebKit/WebKit/chromium/public/WebString.h" |
| +#include "third_party/WebKit/WebKit/chromium/public/WebView.h" |
| + |
| +using WebKit::WebGLId; |
| +using WebKit::WebGraphicsContext3D; |
| +using WebKit::WebString; |
| +using WebKit::WebView; |
| + |
| +namespace webkit_gpu { |
| + |
| +enum { |
| + MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, |
| + MAX_VARYING_VECTORS = 0x8DFC, |
| + MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD |
| +}; |
| + |
| +WebGraphicsContext3DInProcessImpl:: |
| + VertexAttribPointerState::VertexAttribPointerState() |
| + : enabled(false), |
| + buffer(0), |
| + indx(0), |
| + size(0), |
| + type(0), |
| + normalized(false), |
| + stride(0), |
| + offset(0) { |
| +} |
| + |
| +WebGraphicsContext3DInProcessImpl::WebGraphicsContext3DInProcessImpl() |
| + : initialized_(false), |
| + render_directly_to_web_view_(false), |
| + is_gles2_(false), |
| + have_ext_framebuffer_object_(false), |
| + have_ext_framebuffer_multisample_(false), |
| + have_angle_framebuffer_multisample_(false), |
| + texture_(0), |
| + fbo_(0), |
| + depth_stencil_buffer_(0), |
| + cached_width_(0), |
| + cached_height_(0), |
| + multisample_fbo_(0), |
| + multisample_depth_stencil_buffer_(0), |
| + multisample_color_buffer_(0), |
| + bound_fbo_(0), |
| + bound_texture_(0), |
| + copy_texture_to_parent_texture_fbo_(0), |
| + bound_array_buffer_(0), |
| +#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| + scanline_(0), |
| +#endif |
| + fragment_compiler_(0), |
| + vertex_compiler_(0) { |
| +} |
| + |
| +WebGraphicsContext3DInProcessImpl::~WebGraphicsContext3DInProcessImpl() { |
| + if (initialized_) { |
|
darin (slow to review)
2011/01/11 19:32:51
nit: recommend returning early if !initialized_ to
|
| + makeContextCurrent(); |
| + |
| + if (attributes_.antialias) { |
| + glDeleteRenderbuffersEXT(1, &multisample_color_buffer_); |
| + if (attributes_.depth || attributes_.stencil) |
| + glDeleteRenderbuffersEXT(1, &multisample_depth_stencil_buffer_); |
| + glDeleteFramebuffersEXT(1, &multisample_fbo_); |
| + } else { |
| + if (attributes_.depth || attributes_.stencil) |
| + glDeleteRenderbuffersEXT(1, &depth_stencil_buffer_); |
| + } |
| + glDeleteTextures(1, &texture_); |
| + glDeleteFramebuffersEXT(1, ©_texture_to_parent_texture_fbo_); |
| +#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| + if (scanline_) |
| + delete[] scanline_; |
| +#endif |
| + glDeleteFramebuffersEXT(1, &fbo_); |
| + |
| + gl_context_->Destroy(); |
| + |
| + for (ShaderSourceMap::iterator ii = shader_source_map_.begin(); |
| + ii != shader_source_map_.end(); ++ii) { |
| + if (ii->second) |
| + delete ii->second; |
| + } |
| + AngleDestroyCompilers(); |
| + } |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::initialize( |
| + WebGraphicsContext3D::Attributes attributes, |
| + WebView* webView, |
| + bool render_directly_to_web_view) { |
| + if (!gfx::GLContext::InitializeOneOff()) |
| + return false; |
| + |
| + render_directly_to_web_view_ = render_directly_to_web_view; |
| + gfx::GLContext* share_context = 0; |
| + |
| + if (!render_directly_to_web_view) { |
| + // Pick up the compositor's context to share resources with. |
| + WebGraphicsContext3D* view_context = webView->graphicsContext3D(); |
| + if (view_context) { |
| + WebGraphicsContext3DInProcessImpl* contextImpl = |
| + static_cast<WebGraphicsContext3DInProcessImpl*>(view_context); |
| + share_context = contextImpl->gl_context_.get(); |
| + } else { |
| + // The compositor's context didn't get created |
| + // successfully, so conceptually there is no way we can |
| + // render successfully to the WebView. |
| + render_directly_to_web_view_ = false; |
| + } |
| + } |
| + |
| + // This implementation always renders offscreen regardless of |
| + // whether render_directly_to_web_view is true. Both DumpRenderTree |
| + // and test_shell paint first to an intermediate offscreen buffer |
| + // and from there to the window, and WebViewImpl::paint already |
| + // correctly handles the case where the compositor is active but |
| + // the output needs to go to a WebCanvas. |
| + gl_context_.reset(gfx::GLContext::CreateOffscreenGLContext(share_context)); |
| + if (!gl_context_.get()) |
| + return false; |
| + |
| + attributes_ = attributes; |
| + |
| + // FIXME: for the moment we disable multisampling for the compositor. |
| + // It actually works in this implementation, but there are a few |
| + // considerations. First, we likely want to reduce the fuzziness in |
| + // these tests as much as possible because we want to run pixel tests. |
| + // Second, Mesa's multisampling doesn't seem to antialias straight |
| + // edges in some CSS 3D samples. Third, we don't have multisampling |
| + // support for the compositor in the normal case at the time of this |
| + // writing. |
| + if (render_directly_to_web_view) |
| + attributes_.antialias = false; |
| + |
| + is_gles2_ = gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2; |
| + const char* extensions = |
| + reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); |
| + have_ext_framebuffer_object_ = |
| + strstr(extensions, "GL_EXT_framebuffer_object") != NULL; |
| + have_ext_framebuffer_multisample_ = |
| + strstr(extensions, "GL_EXT_framebuffer_multisample") != NULL; |
| + have_angle_framebuffer_multisample_ = |
| + strstr(extensions, "GL_ANGLE_framebuffer_multisample") != NULL; |
| + |
| + ValidateAttributes(); |
| + |
| + if (!is_gles2_) { |
| + glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
| + glEnable(GL_POINT_SPRITE); |
| + } |
| + |
| + if (!AngleCreateCompilers()) { |
| + AngleDestroyCompilers(); |
| + return false; |
| + } |
| + |
| + glGenFramebuffersEXT(1, ©_texture_to_parent_texture_fbo_); |
| + |
| + initialized_ = true; |
| + return true; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::ValidateAttributes() { |
| + const char* extensions = |
| + reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); |
| + |
| + if (attributes_.stencil) { |
| + if (strstr(extensions, "GL_OES_packed_depth_stencil") || |
| + strstr(extensions, "GL_EXT_packed_depth_stencil")) { |
| + if (!attributes_.depth) { |
| + attributes_.depth = true; |
| + } |
| + } else { |
| + attributes_.stencil = false; |
| + } |
| + } |
| + if (attributes_.antialias) { |
| + bool isValidVendor = true; |
| +#if defined(OS_MACOSX) |
| + // Currently in Mac we only turn on antialias if vendor is NVIDIA. |
| + const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR)); |
| + if (!strstr(vendor, "NVIDIA")) |
| + isValidVendor = false; |
| +#endif |
| + if (!(isValidVendor && |
| + (have_ext_framebuffer_multisample_ || |
| + (have_angle_framebuffer_multisample_ && |
| + strstr(extensions, "GL_OES_rgb8_rgba8"))))) |
| + attributes_.antialias = false; |
| + |
| + // Don't antialias when using Mesa to ensure more reliable testing and |
| + // because it doesn't appear to multisample straight lines correctly. |
| + const char* renderer = |
| + reinterpret_cast<const char*>(glGetString(GL_RENDERER)); |
| + if (!strncmp(renderer, "Mesa", 4)) { |
| + attributes_.antialias = false; |
| + } |
| + } |
| + // FIXME: instead of enforcing premultipliedAlpha = true, implement the |
| + // correct behavior when premultipliedAlpha = false is requested. |
| + attributes_.premultipliedAlpha = true; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::ResolveMultisampledFramebuffer( |
| + unsigned x, unsigned y, unsigned width, unsigned height) { |
| + if (attributes_.antialias) { |
| + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, multisample_fbo_); |
| + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_); |
| + if (have_ext_framebuffer_multisample_) { |
| + glBlitFramebufferEXT(x, y, |
| + x + width, y + height, |
| + x, y, |
| + x + width, y + height, |
| + GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| + } else { |
| + DCHECK(have_angle_framebuffer_multisample_); |
| + glBlitFramebufferANGLE(x, y, |
| + x + width, y + height, |
| + x, y, |
| + x + width, y + height, |
| + GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| + } |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| + } |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::makeContextCurrent() { |
| + return gl_context_->MakeCurrent(); |
| +} |
| + |
| +int WebGraphicsContext3DInProcessImpl::width() { |
| + return cached_width_; |
| +} |
| + |
| +int WebGraphicsContext3DInProcessImpl::height() { |
| + return cached_height_; |
| +} |
| + |
| +int WebGraphicsContext3DInProcessImpl::sizeInBytes(int type) { |
| + switch (type) { |
| + case GL_BYTE: |
| + return sizeof(GLbyte); |
| + case GL_UNSIGNED_BYTE: |
| + return sizeof(GLubyte); |
| + case GL_SHORT: |
| + return sizeof(GLshort); |
| + case GL_UNSIGNED_SHORT: |
| + return sizeof(GLushort); |
| + case GL_INT: |
| + return sizeof(GLint); |
| + case GL_UNSIGNED_INT: |
| + return sizeof(GLuint); |
| + case GL_FLOAT: |
| + return sizeof(GLfloat); |
| + } |
| + return 0; |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::isGLES2Compliant() { |
| + return is_gles2_; |
| +} |
| + |
| +unsigned int WebGraphicsContext3DInProcessImpl::getPlatformTextureId() { |
| + return texture_; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::prepareTexture() { |
| + if (!render_directly_to_web_view_) { |
| + // We need to prepare our rendering results for the compositor. |
| + makeContextCurrent(); |
| + ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_); |
| + } |
| +} |
| + |
| +namespace { |
| + |
| +int CreateTextureObject(GLenum target) { |
| + GLuint texture = 0; |
| + glGenTextures(1, &texture); |
| + glBindTexture(target, texture); |
| + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + return texture; |
| +} |
| + |
| +} // anonymous namespace |
| + |
| +void WebGraphicsContext3DInProcessImpl::reshape(int width, int height) { |
| + cached_width_ = width; |
| + cached_height_ = height; |
| + makeContextCurrent(); |
| + |
| + GLenum target = GL_TEXTURE_2D; |
| + |
| + if (!texture_) { |
| + // Generate the texture object |
| + texture_ = CreateTextureObject(target); |
| + // Generate the framebuffer object |
| + glGenFramebuffersEXT(1, &fbo_); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + bound_fbo_ = fbo_; |
| + if (attributes_.depth || attributes_.stencil) |
| + glGenRenderbuffersEXT(1, &depth_stencil_buffer_); |
| + // Generate the multisample framebuffer object |
| + if (attributes_.antialias) { |
| + glGenFramebuffersEXT(1, &multisample_fbo_); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| + bound_fbo_ = multisample_fbo_; |
| + glGenRenderbuffersEXT(1, &multisample_color_buffer_); |
| + if (attributes_.depth || attributes_.stencil) |
| + glGenRenderbuffersEXT(1, &multisample_depth_stencil_buffer_); |
| + } |
| + } |
| + |
| + GLint internal_multisampled_color_format = 0; |
| + GLint internal_color_format = 0; |
| + GLint color_format = 0; |
| + GLint internal_depth_stencil_format = 0; |
| + if (attributes_.alpha) { |
| + // GL_RGBA8_OES == GL_RGBA8 |
| + internal_multisampled_color_format = GL_RGBA8; |
| + internal_color_format = is_gles2_ ? GL_RGBA : GL_RGBA8; |
| + color_format = GL_RGBA; |
| + } else { |
| + // GL_RGB8_OES == GL_RGB8 |
| + internal_multisampled_color_format = GL_RGB8; |
| + internal_color_format = is_gles2_ ? GL_RGB : GL_RGB8; |
| + color_format = GL_RGB; |
| + } |
| + if (attributes_.stencil || attributes_.depth) { |
| + // We don't allow the logic where stencil is required and depth is not. |
| + // See GraphicsContext3DInternal constructor. |
| + if (attributes_.stencil && attributes_.depth) { |
| + internal_depth_stencil_format = GL_DEPTH24_STENCIL8_EXT; |
| + } else { |
| + if (is_gles2_) |
| + internal_depth_stencil_format = GL_DEPTH_COMPONENT16; |
| + else |
| + internal_depth_stencil_format = GL_DEPTH_COMPONENT; |
| + } |
| + } |
| + |
| + bool must_restore_fbo = false; |
| + |
| + // Resize multisampling FBO |
| + if (attributes_.antialias) { |
| + GLint max_sample_count; |
| + glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_sample_count); |
| + GLint sample_count = std::min(8, max_sample_count); |
| + if (bound_fbo_ != multisample_fbo_) { |
| + must_restore_fbo = true; |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| + } |
| + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, multisample_color_buffer_); |
| + if (have_ext_framebuffer_multisample_) { |
| + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, |
| + sample_count, |
| + internal_multisampled_color_format, |
| + width, |
| + height); |
| + } else { |
| + DCHECK(have_angle_framebuffer_multisample_); |
| + glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT, |
| + sample_count, |
| + internal_multisampled_color_format, |
| + width, |
| + height); |
| + } |
| + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| + GL_COLOR_ATTACHMENT0_EXT, |
| + GL_RENDERBUFFER_EXT, |
| + multisample_color_buffer_); |
| + if (attributes_.stencil || attributes_.depth) { |
| + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, |
| + multisample_depth_stencil_buffer_); |
| + if (have_ext_framebuffer_multisample_) { |
| + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, |
| + sample_count, |
| + internal_depth_stencil_format, |
| + width, |
| + height); |
| + } else { |
| + DCHECK(have_angle_framebuffer_multisample_); |
| + glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT, |
| + sample_count, |
| + internal_depth_stencil_format, |
| + width, |
| + height); |
| + } |
| + if (attributes_.stencil) |
| + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| + GL_STENCIL_ATTACHMENT_EXT, |
| + GL_RENDERBUFFER_EXT, |
| + multisample_depth_stencil_buffer_); |
| + if (attributes_.depth) |
| + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| + GL_DEPTH_ATTACHMENT_EXT, |
| + GL_RENDERBUFFER_EXT, |
| + multisample_depth_stencil_buffer_); |
| + } |
| + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| + LOG(ERROR) << "Multisampling framebuffer was incomplete"; |
| + |
| + // FIXME: cleanup. |
| + NOTIMPLEMENTED(); |
| + } |
| + } |
| + |
| + // Resize regular FBO |
| + if (bound_fbo_ != fbo_) { |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + must_restore_fbo = true; |
| + } |
| + glBindTexture(target, texture_); |
| + glTexImage2D(target, 0, internal_color_format, |
| + width, height, |
| + 0, color_format, GL_UNSIGNED_BYTE, 0); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
| + GL_COLOR_ATTACHMENT0_EXT, |
| + target, |
| + texture_, |
| + 0); |
| + glBindTexture(target, 0); |
| + if (!attributes_.antialias && (attributes_.stencil || attributes_.depth)) { |
| + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer_); |
| + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
| + internal_depth_stencil_format, |
| + width, height); |
| + if (attributes_.stencil) |
| + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| + GL_STENCIL_ATTACHMENT_EXT, |
| + GL_RENDERBUFFER_EXT, |
| + depth_stencil_buffer_); |
| + if (attributes_.depth) |
| + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| + GL_DEPTH_ATTACHMENT_EXT, |
| + GL_RENDERBUFFER_EXT, |
| + depth_stencil_buffer_); |
| + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| + } |
| + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| + LOG(ERROR) << "Framebuffer was incomplete"; |
| + |
| + // FIXME: cleanup. |
| + NOTIMPLEMENTED(); |
| + } |
| + |
| + if (attributes_.antialias) { |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| + if (bound_fbo_ == multisample_fbo_) |
| + must_restore_fbo = false; |
| + } |
| + |
| + // Initialize renderbuffers to 0. |
| + GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0; |
| + GLint clearStencil = 0; |
| + GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}; |
| + GLboolean depthMask = GL_TRUE; |
| + GLuint stencilMask = 0xffffffff; |
| + GLboolean isScissorEnabled = GL_FALSE; |
| + GLboolean isDitherEnabled = GL_FALSE; |
| + GLbitfield clearMask = GL_COLOR_BUFFER_BIT; |
| + glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor); |
| + glClearColor(0, 0, 0, 0); |
| + glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); |
| + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| + if (attributes_.depth) { |
| + glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth); |
| + glClearDepth(1); |
| + glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); |
| + glDepthMask(GL_TRUE); |
| + clearMask |= GL_DEPTH_BUFFER_BIT; |
| + } |
| + if (attributes_.stencil) { |
| + glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil); |
| + glClearStencil(0); |
| + glGetIntegerv(GL_STENCIL_WRITEMASK, |
| + reinterpret_cast<GLint*>(&stencilMask)); |
| + glStencilMaskSeparate(GL_FRONT, 0xffffffff); |
| + clearMask |= GL_STENCIL_BUFFER_BIT; |
| + } |
| + isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST); |
| + glDisable(GL_SCISSOR_TEST); |
| + isDitherEnabled = glIsEnabled(GL_DITHER); |
| + glDisable(GL_DITHER); |
| + |
| + glClear(clearMask); |
| + |
| + glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| + glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); |
| + if (attributes_.depth) { |
| + glClearDepth(clearDepth); |
| + glDepthMask(depthMask); |
| + } |
| + if (attributes_.stencil) { |
| + glClearStencil(clearStencil); |
| + glStencilMaskSeparate(GL_FRONT, stencilMask); |
| + } |
| + if (isScissorEnabled) |
| + glEnable(GL_SCISSOR_TEST); |
| + else |
| + glDisable(GL_SCISSOR_TEST); |
| + if (isDitherEnabled) |
| + glEnable(GL_DITHER); |
| + else |
| + glDisable(GL_DITHER); |
| + |
| + if (must_restore_fbo) |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| + |
| +#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| + if (scanline_) { |
| + delete[] scanline_; |
| + scanline_ = 0; |
| + } |
| + scanline_ = new unsigned char[width * 4]; |
| +#endif // FLIP_FRAMEBUFFER_VERTICALLY |
| +} |
| + |
| +#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| +void WebGraphicsContext3DInProcessImpl::FlipVertically( |
| + unsigned char* framebuffer, unsigned int width, unsigned int height) { |
| + unsigned char* scanline = scanline_; |
| + if (!scanline) |
| + return; |
| + unsigned int row_bytes = width * 4; |
| + unsigned int count = height / 2; |
| + for (unsigned int i = 0; i < count; i++) { |
| + unsigned char* row_a = framebuffer + i * row_bytes; |
| + unsigned char* row_b = framebuffer + (height - i - 1) * row_bytes; |
| + // FIXME: 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 WebGraphicsContext3DInProcessImpl::readBackFramebuffer( |
| + unsigned char* pixels, size_t bufferSize) { |
| + if (bufferSize != static_cast<size_t>(4 * width() * height())) |
| + return false; |
| + |
| + makeContextCurrent(); |
| + |
| + // Earlier versions of this code used the GPU to flip the |
| + // framebuffer vertically before reading it back for compositing |
| + // via software. This code was quite complicated, used a lot of |
| + // GPU memory, and didn't provide an obvious speedup. Since this |
| + // vertical flip is only a temporary solution anyway until Chrome |
| + // is fully GPU composited, it wasn't worth the complexity. |
| + |
| + ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + |
| + GLint pack_alignment = 4; |
| + bool must_restore_pack_alignment = false; |
| + glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment); |
| + if (pack_alignment > 4) { |
| + glPixelStorei(GL_PACK_ALIGNMENT, 4); |
| + must_restore_pack_alignment = true; |
| + } |
| + |
| + if (is_gles2_) { |
| + // FIXME: consider testing for presence of GL_OES_read_format |
| + // and GL_EXT_read_format_bgra, and using GL_BGRA_EXT here |
| + // directly. |
| + glReadPixels(0, 0, cached_width_, cached_height_, |
| + GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| + for (size_t i = 0; i < bufferSize; i += 4) { |
| + std::swap(pixels[i], pixels[i + 2]); |
| + } |
| + } else { |
| + glReadPixels(0, 0, cached_width_, cached_height_, |
| + GL_BGRA, GL_UNSIGNED_BYTE, pixels); |
| + } |
| + |
| + if (must_restore_pack_alignment) |
| + glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); |
| + |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| + |
| +#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| + if (pixels) |
| + FlipVertically(pixels, cached_width_, cached_height_); |
| +#endif |
| + |
| + return true; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::synthesizeGLError(unsigned long error) { |
| + if (synthetic_errors_set_.find(error) == synthetic_errors_set_.end()) { |
| + synthetic_errors_set_.insert(error); |
| + synthetic_errors_list_.push_back(error); |
| + } |
| +} |
| + |
| +void* WebGraphicsContext3DInProcessImpl::mapBufferSubDataCHROMIUM( |
| + unsigned target, int offset, int size, unsigned access) { |
| + return 0; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::unmapBufferSubDataCHROMIUM( |
| + const void* mem) { |
| +} |
| + |
| +void* WebGraphicsContext3DInProcessImpl::mapTexSubImage2DCHROMIUM( |
| + unsigned target, int level, int xoffset, int yoffset, |
| + int width, int height, unsigned format, unsigned type, unsigned access) { |
| + return 0; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::unmapTexSubImage2DCHROMIUM( |
| + const void* mem) { |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::copyTextureToParentTextureCHROMIUM( |
| + unsigned id, unsigned id2) { |
| + if (!glGetTexLevelParameteriv) |
| + return; |
| + |
| + makeContextCurrent(); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, copy_texture_to_parent_texture_fbo_); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, |
| + GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_2D, |
| + id, |
| + 0); // level |
| + glBindTexture(GL_TEXTURE_2D, id2); |
| + GLsizei width, height; |
| + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); |
| + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); |
| + glCopyTexImage2D(GL_TEXTURE_2D, |
| + 0, // level |
| + GL_RGBA, |
| + 0, 0, // x, y |
| + width, |
| + height, |
| + 0); // border |
| + glBindTexture(GL_TEXTURE_2D, bound_texture_); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| +} |
| + |
| +WebString WebGraphicsContext3DInProcessImpl:: |
| + getRequestableExtensionsCHROMIUM() { |
| + return WebString(); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::requestExtensionCHROMIUM(const char*) { |
| +} |
| + |
| +// Helper macros to reduce the amount of code. |
| + |
| +#define DELEGATE_TO_GL(name, glname) \ |
| +void WebGraphicsContext3DInProcessImpl::name() { \ |
| + makeContextCurrent(); \ |
| + gl##glname(); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_1(name, glname, t1) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_1_C(name, glname, t1) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(static_cast<GLclampf>(a1)); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ |
| +rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| + makeContextCurrent(); \ |
| + return gl##glname(a1); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \ |
| +rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| + makeContextCurrent(); \ |
| + return gl##glname(a1) ? true : false; \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_2(name, glname, t1, t2) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_2_C1(name, glname, t1, t2) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(static_cast<GLclampf>(a1), a2); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_2_C12(name, glname, t1, t2) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(static_cast<GLclampf>(a1), static_cast<GLclampf>(a2)); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ |
| +rt WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| + makeContextCurrent(); \ |
| + return gl##glname(a1, a2); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_4_C1234(name, glname, t1, t2, t3, t4) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(static_cast<GLclampf>(a1), static_cast<GLclampf>(a2), \ |
| + static_cast<GLclampf>(a3), static_cast<GLclampf>(a4)); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| + t5 a5) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4, a5); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| + t5 a5, t6 a6) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4, a5, a6); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| + t5 a5, t6 a6, t7 a7) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4, a5, a6, a7); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| + t5 a5, t6 a6, t7 a7, t8 a8) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \ |
| +} |
| + |
| +#define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ |
| +void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| + t5 a5, t6 a6, t7 a7, t8 a8, \ |
| + t9 a9) { \ |
| + makeContextCurrent(); \ |
| + gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::activeTexture(unsigned long texture) { |
| + // FIXME: query number of textures available. |
| + if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32) |
| + // FIXME: raise exception. |
| + return; |
| + |
| + makeContextCurrent(); |
| + glActiveTexture(texture); |
| +} |
| + |
| +DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId) |
| + |
| +DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, |
| + WebGLId, unsigned long, const char*) |
| + |
| +void WebGraphicsContext3DInProcessImpl::bindBuffer( |
| + unsigned long target, WebGLId buffer) { |
| + makeContextCurrent(); |
| + if (target == GL_ARRAY_BUFFER) |
| + bound_array_buffer_ = buffer; |
| + glBindBuffer(target, buffer); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::bindFramebuffer( |
| + unsigned long target, WebGLId framebuffer) { |
| + makeContextCurrent(); |
| + if (!framebuffer) |
| + framebuffer = (attributes_.antialias ? multisample_fbo_ : fbo_); |
| + if (framebuffer != bound_fbo_) { |
| + glBindFramebufferEXT(target, framebuffer); |
| + bound_fbo_ = framebuffer; |
| + } |
| +} |
| + |
| +DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, unsigned long, WebGLId) |
| + |
| +void WebGraphicsContext3DInProcessImpl::bindTexture( |
| + unsigned long target, WebGLId texture) { |
| + makeContextCurrent(); |
| + glBindTexture(target, texture); |
| + bound_texture_ = texture; |
| +} |
| + |
| +DELEGATE_TO_GL_4_C1234(blendColor, BlendColor, double, double, double, double) |
| + |
| +DELEGATE_TO_GL_1(blendEquation, BlendEquation, unsigned long) |
| + |
| +DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate, |
| + unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_2(blendFunc, BlendFunc, unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate, |
| + unsigned long, unsigned long, unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_4(bufferData, BufferData, |
| + unsigned long, int, const void*, unsigned long) |
| + |
| +DELEGATE_TO_GL_4(bufferSubData, BufferSubData, |
| + unsigned long, long, int, const void*) |
| + |
| +DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatusEXT, |
| + unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_1(clear, Clear, unsigned long) |
| + |
| +DELEGATE_TO_GL_4_C1234(clearColor, ClearColor, double, double, double, double) |
| + |
| +DELEGATE_TO_GL_1(clearDepth, ClearDepth, double) |
| + |
| +DELEGATE_TO_GL_1(clearStencil, ClearStencil, long) |
| + |
| +DELEGATE_TO_GL_4(colorMask, ColorMask, bool, bool, bool, bool) |
| + |
| +void WebGraphicsContext3DInProcessImpl::compileShader(WebGLId shader) { |
| + makeContextCurrent(); |
| + |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result == shader_source_map_.end()) { |
| + // Passing down to gl driver to generate the correct error; or the case |
| + // where the shader deletion is delayed when it's attached to a program. |
| + glCompileShader(shader); |
| + return; |
| + } |
| + ShaderSourceEntry* entry = result->second; |
| + DCHECK(entry); |
| + |
| + if (!AngleValidateShaderSource(entry)) { |
| + // Shader didn't validate; don't move forward with compiling |
| + // translated source. |
| + return; |
| + } |
| + |
| + const char* translated_source = entry->translated_source.get(); |
| + int shader_length = translated_source ? strlen(translated_source) : 0; |
| + glShaderSource( |
| + shader, 1, const_cast<const char**>(&translated_source), &shader_length); |
| + glCompileShader(shader); |
| + |
| +#ifndef NDEBUG |
| + int compileStatus; |
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| + // DCHECK that ANGLE generated GLSL will be accepted by OpenGL |
| + DCHECK(compileStatus == GL_TRUE); |
| +#endif |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::copyTexImage2D( |
| + unsigned long target, long level, unsigned long internalformat, |
| + long x, long y, unsigned long width, unsigned long height, long border) { |
| + makeContextCurrent(); |
| + |
| + bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| + if (needsResolve) { |
| + ResolveMultisampledFramebuffer(x, y, width, height); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + } |
| + |
| + glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); |
| + |
| + if (needsResolve) |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::copyTexSubImage2D( |
| + unsigned long target, long level, long xoffset, long yoffset, |
| + long x, long y, unsigned long width, unsigned long height) { |
| + makeContextCurrent(); |
| + |
| + bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| + if (needsResolve) { |
| + ResolveMultisampledFramebuffer(x, y, width, height); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + } |
| + |
| + glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
| + |
| + if (needsResolve) |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| +} |
| + |
| +DELEGATE_TO_GL_1(cullFace, CullFace, unsigned long) |
| + |
| +DELEGATE_TO_GL_1(depthFunc, DepthFunc, unsigned long) |
| + |
| +DELEGATE_TO_GL_1(depthMask, DepthMask, bool) |
| + |
| +DELEGATE_TO_GL_2(depthRange, DepthRange, double, double) |
| + |
| +DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId) |
| + |
| +DELEGATE_TO_GL_1(disable, Disable, unsigned long) |
| + |
| +void WebGraphicsContext3DInProcessImpl::disableVertexAttribArray( |
| + unsigned long index) { |
| + makeContextCurrent(); |
| + if (index < kNumTrackedPointerStates) |
| + vertex_attrib_pointer_state_[index].enabled = false; |
| + glDisableVertexAttribArray(index); |
| +} |
| + |
| +DELEGATE_TO_GL_3(drawArrays, DrawArrays, unsigned long, long, long) |
| + |
| +void WebGraphicsContext3DInProcessImpl::drawElements( |
| + unsigned long mode, unsigned long count, unsigned long type, long offset) { |
| + makeContextCurrent(); |
| + glDrawElements(mode, count, type, |
| + reinterpret_cast<void*>(static_cast<intptr_t>(offset))); |
| +} |
| + |
| +DELEGATE_TO_GL_1(enable, Enable, unsigned long) |
| + |
| +void WebGraphicsContext3DInProcessImpl::enableVertexAttribArray( |
| + unsigned long index) { |
| + makeContextCurrent(); |
| + if (index < kNumTrackedPointerStates) |
| + vertex_attrib_pointer_state_[index].enabled = true; |
| + glEnableVertexAttribArray(index); |
| +} |
| + |
| +DELEGATE_TO_GL(finish, Finish) |
| + |
| +DELEGATE_TO_GL(flush, Flush) |
| + |
| +DELEGATE_TO_GL_4(framebufferRenderbuffer, FramebufferRenderbufferEXT, |
| + unsigned long, unsigned long, unsigned long, WebGLId) |
| + |
| +DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT, |
| + unsigned long, unsigned long, unsigned long, WebGLId, long) |
| + |
| +DELEGATE_TO_GL_1(frontFace, FrontFace, unsigned long) |
| + |
| +void WebGraphicsContext3DInProcessImpl::generateMipmap(unsigned long target) { |
| + makeContextCurrent(); |
| + if (is_gles2_ || have_ext_framebuffer_object_) |
| + glGenerateMipmapEXT(target); |
| + // FIXME: provide alternative code path? This will be unpleasant |
| + // to implement if glGenerateMipmapEXT is not available -- it will |
| + // require a texture readback and re-upload. |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::getActiveAttrib( |
| + WebGLId program, unsigned long index, ActiveInfo& info) { |
| + makeContextCurrent(); |
| + if (!program) { |
| + synthesizeGLError(GL_INVALID_VALUE); |
| + return false; |
| + } |
| + GLint max_name_length = -1; |
| + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_name_length); |
| + if (max_name_length < 0) |
| + return false; |
| + scoped_array<GLchar> name(new GLchar[max_name_length]); |
| + GLsizei length = 0; |
| + GLint size = -1; |
| + GLenum type = 0; |
| + glGetActiveAttrib(program, index, max_name_length, |
| + &length, &size, &type, name.get()); |
| + if (size < 0) { |
| + return false; |
| + } |
| + info.name = WebString::fromUTF8(name.get(), length); |
| + info.type = type; |
| + info.size = size; |
| + return true; |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::getActiveUniform( |
| + WebGLId program, unsigned long index, ActiveInfo& info) { |
| + makeContextCurrent(); |
| + GLint max_name_length = -1; |
| + glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_length); |
| + if (max_name_length < 0) |
| + return false; |
| + scoped_array<GLchar> name(new GLchar[max_name_length]); |
| + GLsizei length = 0; |
| + GLint size = -1; |
| + GLenum type = 0; |
| + glGetActiveUniform(program, index, max_name_length, |
| + &length, &size, &type, name.get()); |
| + if (size < 0) { |
| + return false; |
| + } |
| + info.name = WebString::fromUTF8(name.get(), length); |
| + info.type = type; |
| + info.size = size; |
| + return true; |
| +} |
| + |
| +DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders, |
| + WebGLId, int, int*, unsigned int*) |
| + |
| +DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation, |
| + WebGLId, const char*, int) |
| + |
| +DELEGATE_TO_GL_2(getBooleanv, GetBooleanv, |
| + unsigned long, unsigned char*) |
| + |
| +DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv, |
| + unsigned long, unsigned long, int*) |
| + |
| +WebGraphicsContext3D::Attributes WebGraphicsContext3DInProcessImpl:: |
| + getContextAttributes() { |
| + return attributes_; |
| +} |
| + |
| +unsigned long WebGraphicsContext3DInProcessImpl::getError() { |
| + DCHECK(synthetic_errors_list_.size() == synthetic_errors_set_.size()); |
| + if (synthetic_errors_set_.size() > 0) { |
| + unsigned long error = synthetic_errors_list_.front(); |
| + synthetic_errors_list_.pop_front(); |
| + synthetic_errors_set_.erase(error); |
| + return error; |
| + } |
| + |
| + makeContextCurrent(); |
| + return glGetError(); |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::isContextLost() { |
| + return false; |
| +} |
| + |
| +DELEGATE_TO_GL_2(getFloatv, GetFloatv, unsigned long, float*) |
| + |
| +void WebGraphicsContext3DInProcessImpl::getFramebufferAttachmentParameteriv( |
| + unsigned long target, unsigned long attachment, |
| + unsigned long pname, int* value) { |
| + makeContextCurrent(); |
| + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) |
| + attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT; |
| + // either works. |
| + glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::getIntegerv( |
| + unsigned long pname, int* value) { |
| + makeContextCurrent(); |
| + if (is_gles2_) { |
| + glGetIntegerv(pname, value); |
| + return; |
| + } |
| + // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and |
| + // MAX_VARYING_VECTORS because desktop GL's corresponding queries |
| + // return the number of components whereas GLES2 return the number |
| + // of vectors (each vector has 4 components). Therefore, the value |
| + // returned by desktop GL needs to be divided by 4. |
| + switch (pname) { |
| + case MAX_FRAGMENT_UNIFORM_VECTORS: |
| + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); |
| + *value /= 4; |
| + break; |
| + case MAX_VERTEX_UNIFORM_VECTORS: |
| + glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); |
| + *value /= 4; |
| + break; |
| + case MAX_VARYING_VECTORS: |
| + glGetIntegerv(GL_MAX_VARYING_FLOATS, value); |
| + *value /= 4; |
| + break; |
| + default: |
| + glGetIntegerv(pname, value); |
| + } |
| +} |
| + |
| +DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, unsigned long, int*) |
| + |
| +WebString WebGraphicsContext3DInProcessImpl::getProgramInfoLog( |
| + WebGLId program) { |
| + makeContextCurrent(); |
| + GLint log_length; |
| + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); |
| + if (!log_length) |
| + return WebString(); |
| + scoped_array<GLchar> log(new GLchar[log_length]); |
| + GLsizei returned_log_length; |
| + glGetProgramInfoLog(program, log_length, &returned_log_length, log.get()); |
| + DCHECK(log_length == returned_log_length + 1); |
| + WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| + return res; |
| +} |
| + |
| +DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT, |
| + unsigned long, unsigned long, int*) |
| + |
| +void WebGraphicsContext3DInProcessImpl::getShaderiv( |
| + WebGLId shader, unsigned long pname, int* value) { |
| + makeContextCurrent(); |
| + |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + ShaderSourceEntry* entry = result->second; |
| + DCHECK(entry); |
| + switch (pname) { |
| + case GL_COMPILE_STATUS: |
| + if (!entry->is_valid) { |
| + *value = 0; |
| + return; |
| + } |
| + break; |
| + case GL_INFO_LOG_LENGTH: |
| + if (!entry->is_valid) { |
| + *value = entry->log.get() ? strlen(entry->log.get()) : 0; |
| + if (*value) |
| + (*value)++; |
| + return; |
| + } |
| + break; |
| + case GL_SHADER_SOURCE_LENGTH: |
| + *value = entry->source.get() ? strlen(entry->source.get()) : 0; |
| + if (*value) |
| + (*value)++; |
| + return; |
| + } |
| + } |
| + |
| + glGetShaderiv(shader, pname, value); |
| +} |
| + |
| +WebString WebGraphicsContext3DInProcessImpl::getShaderInfoLog(WebGLId shader) { |
| + makeContextCurrent(); |
| + |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + ShaderSourceEntry* entry = result->second; |
| + DCHECK(entry); |
| + if (!entry->is_valid) { |
| + if (!entry->log.get()) |
| + return WebString(); |
| + WebString res = WebString::fromUTF8( |
| + entry->log.get(), strlen(entry->log.get())); |
| + return res; |
| + } |
| + } |
| + |
| + GLint log_length = 0; |
| + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); |
| + if (log_length <= 1) |
| + return WebString(); |
| + scoped_array<GLchar> log(new GLchar[log_length]); |
| + GLsizei returned_log_length; |
| + glGetShaderInfoLog(shader, log_length, &returned_log_length, log.get()); |
| + DCHECK(log_length == returned_log_length + 1); |
| + WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| + return res; |
| +} |
| + |
| +WebString WebGraphicsContext3DInProcessImpl::getShaderSource(WebGLId shader) { |
| + makeContextCurrent(); |
| + |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + ShaderSourceEntry* entry = result->second; |
| + DCHECK(entry); |
| + if (!entry->source.get()) |
| + return WebString(); |
| + WebString res = WebString::fromUTF8( |
| + entry->source.get(), strlen(entry->source.get())); |
| + return res; |
| + } |
| + |
| + GLint log_length = 0; |
| + glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &log_length); |
| + if (log_length <= 1) |
| + return WebString(); |
| + scoped_array<GLchar> log(new GLchar[log_length]); |
| + GLsizei returned_log_length; |
| + glGetShaderSource(shader, log_length, &returned_log_length, log.get()); |
| + DCHECK(log_length == returned_log_length + 1); |
| + WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| + return res; |
| +} |
| + |
| +WebString WebGraphicsContext3DInProcessImpl::getString(unsigned long name) { |
| + makeContextCurrent(); |
| + std::string result(reinterpret_cast<const char*>(glGetString(name))); |
| + if (name == GL_EXTENSIONS) { |
| + // GL_CHROMIUM_copy_texture_to_parent_texture requires the |
| + // desktopGL-only function glGetTexLevelParameteriv (GLES2 |
| + // doesn't support it). |
| + if (!is_gles2_) |
| + result += " GL_CHROMIUM_copy_texture_to_parent_texture"; |
| + } |
| + return WebString::fromUTF8(result.c_str()); |
| +} |
| + |
| +DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv, |
| + unsigned long, unsigned long, float*) |
| + |
| +DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv, |
| + unsigned long, unsigned long, int*) |
| + |
| +DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, long, float*) |
| + |
| +DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, long, int*) |
| + |
| +DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation, |
| + WebGLId, const char*, long) |
| + |
| +DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv, |
| + unsigned long, unsigned long, float*) |
| + |
| +DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv, |
| + unsigned long, unsigned long, int*) |
| + |
| +long WebGraphicsContext3DInProcessImpl::getVertexAttribOffset( |
| + unsigned long index, unsigned long pname) { |
| + makeContextCurrent(); |
| + void* pointer; |
| + glGetVertexAttribPointerv(index, pname, &pointer); |
| + return reinterpret_cast<long>(pointer); |
| +} |
| + |
| +DELEGATE_TO_GL_2(hint, Hint, unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_1RB(isBuffer, IsBuffer, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isEnabled, IsEnabled, unsigned long, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isFramebuffer, IsFramebufferEXT, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbufferEXT, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isShader, IsShader, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1RB(isTexture, IsTexture, WebGLId, bool) |
| + |
| +DELEGATE_TO_GL_1_C(lineWidth, LineWidth, double) |
| + |
| +DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId) |
| + |
| +DELEGATE_TO_GL_2(pixelStorei, PixelStorei, unsigned long, long) |
| + |
| +DELEGATE_TO_GL_2_C12(polygonOffset, PolygonOffset, double, double) |
| + |
| +void WebGraphicsContext3DInProcessImpl::readPixels( |
| + long x, long y, unsigned long width, unsigned long height, |
| + unsigned long format, unsigned long type, void* pixels) { |
| + makeContextCurrent(); |
| + // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
| + // all previous rendering calls should be done before reading pixels. |
| + glFlush(); |
| + bool needs_resolve = |
| + (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| + if (needs_resolve) { |
| + ResolveMultisampledFramebuffer(x, y, width, height); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| + glFlush(); |
| + } |
| + |
| + glReadPixels(x, y, width, height, format, type, pixels); |
| + |
| + if (needs_resolve) |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::releaseShaderCompiler() { |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::renderbufferStorage( |
| + unsigned long target, |
| + unsigned long internalformat, |
| + unsigned long width, |
| + unsigned long height) { |
| + makeContextCurrent(); |
| + switch (internalformat) { |
| + case GL_DEPTH_STENCIL: |
| + internalformat = GL_DEPTH24_STENCIL8_EXT; |
| + break; |
| + case GL_DEPTH_COMPONENT16: |
| + internalformat = GL_DEPTH_COMPONENT; |
| + break; |
| + case GL_RGBA4: |
| + case GL_RGB5_A1: |
| + internalformat = GL_RGBA; |
| + break; |
| + case 0x8D62: // GL_RGB565 |
| + internalformat = GL_RGB; |
| + break; |
| + } |
| + glRenderbufferStorageEXT(target, internalformat, width, height); |
| +} |
| + |
| +DELEGATE_TO_GL_2_C1(sampleCoverage, SampleCoverage, double, bool) |
| + |
| +DELEGATE_TO_GL_4(scissor, Scissor, long, long, unsigned long, unsigned long) |
| + |
| +void WebGraphicsContext3DInProcessImpl::texImage2D( |
| + unsigned target, unsigned level, unsigned internalFormat, |
| + unsigned width, unsigned height, unsigned border, |
| + unsigned format, unsigned type, const void* pixels) { |
| + if (width && height && !pixels) { |
| + synthesizeGLError(GL_INVALID_VALUE); |
| + return; |
| + } |
| + makeContextCurrent(); |
| + glTexImage2D(target, level, internalFormat, |
| + width, height, border, format, type, pixels); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::shaderSource( |
| + WebGLId shader, const char* source) { |
| + makeContextCurrent(); |
| + GLint length = source ? strlen(source) : 0; |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + ShaderSourceEntry* entry = result->second; |
| + DCHECK(entry); |
| + entry->source.reset(new char[length + 1]); |
| + memcpy(entry->source.get(), source, (length + 1) * sizeof(char)); |
| + } else { |
| + glShaderSource(shader, 1, &source, &length); |
| + } |
| +} |
| + |
| +DELEGATE_TO_GL_3(stencilFunc, StencilFunc, unsigned long, long, unsigned long) |
| + |
| +DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate, |
| + unsigned long, unsigned long, long, unsigned long) |
| + |
| +DELEGATE_TO_GL_1(stencilMask, StencilMask, unsigned long) |
| + |
| +DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate, |
| + unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_3(stencilOp, StencilOp, |
| + unsigned long, unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate, |
| + unsigned long, unsigned long, unsigned long, unsigned long) |
| + |
| +DELEGATE_TO_GL_3(texParameterf, TexParameterf, unsigned, unsigned, float); |
| + |
| +DELEGATE_TO_GL_3(texParameteri, TexParameteri, unsigned, unsigned, int); |
| + |
| +DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D, |
| + unsigned, unsigned, unsigned, unsigned, unsigned, |
| + unsigned, unsigned, unsigned, const void*) |
| + |
| +DELEGATE_TO_GL_2(uniform1f, Uniform1f, long, float) |
| + |
| +DELEGATE_TO_GL_3(uniform1fv, Uniform1fv, long, int, float*) |
| + |
| +DELEGATE_TO_GL_2(uniform1i, Uniform1i, long, int) |
| + |
| +DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, long, int, int*) |
| + |
| +DELEGATE_TO_GL_3(uniform2f, Uniform2f, long, float, float) |
| + |
| +DELEGATE_TO_GL_3(uniform2fv, Uniform2fv, long, int, float*) |
| + |
| +DELEGATE_TO_GL_3(uniform2i, Uniform2i, long, int, int) |
| + |
| +DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, long, int, int*) |
| + |
| +DELEGATE_TO_GL_4(uniform3f, Uniform3f, long, float, float, float) |
| + |
| +DELEGATE_TO_GL_3(uniform3fv, Uniform3fv, long, int, float*) |
| + |
| +DELEGATE_TO_GL_4(uniform3i, Uniform3i, long, int, int, int) |
| + |
| +DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, long, int, int*) |
| + |
| +DELEGATE_TO_GL_5(uniform4f, Uniform4f, long, float, float, float, float) |
| + |
| +DELEGATE_TO_GL_3(uniform4fv, Uniform4fv, long, int, float*) |
| + |
| +DELEGATE_TO_GL_5(uniform4i, Uniform4i, long, int, int, int, int) |
| + |
| +DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, long, int, int*) |
| + |
| +DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv, |
| + long, int, bool, const float*) |
| + |
| +DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv, |
| + long, int, bool, const float*) |
| + |
| +DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv, |
| + long, int, bool, const float*) |
| + |
| +DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId) |
| + |
| +DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId) |
| + |
| +DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, unsigned long, float) |
| + |
| +DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, unsigned long, const float*) |
| + |
| +DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f, unsigned long, float, float) |
| + |
| +DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, unsigned long, const float*) |
| + |
| +DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f, |
| + unsigned long, float, float, float) |
| + |
| +DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, unsigned long, const float*) |
| + |
| +DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f, |
| + unsigned long, float, float, float, float) |
| + |
| +DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, unsigned long, const float*) |
| + |
| +void WebGraphicsContext3DInProcessImpl::vertexAttribPointer( |
| + unsigned long indx, int size, int type, bool normalized, |
| + unsigned long stride, unsigned long offset) { |
| + makeContextCurrent(); |
| + |
| + if (bound_array_buffer_ <= 0) { |
| + // FIXME: raise exception. |
| + // LogMessagef(("bufferData: no buffer bound")); |
| + return; |
| + } |
| + |
| + if (indx < kNumTrackedPointerStates) { |
| + VertexAttribPointerState& state = vertex_attrib_pointer_state_[indx]; |
| + state.buffer = bound_array_buffer_; |
| + state.indx = indx; |
| + state.size = size; |
| + state.type = type; |
| + state.normalized = normalized; |
| + state.stride = stride; |
| + state.offset = offset; |
| + } |
| + |
| + glVertexAttribPointer(indx, size, type, normalized, stride, |
| + reinterpret_cast<void*>(static_cast<intptr_t>(offset))); |
| +} |
| + |
| +DELEGATE_TO_GL_4(viewport, Viewport, long, long, unsigned long, unsigned long) |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createBuffer() { |
| + makeContextCurrent(); |
| + GLuint o; |
| + glGenBuffersARB(1, &o); |
| + return o; |
| +} |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createFramebuffer() { |
| + makeContextCurrent(); |
| + GLuint o = 0; |
| + glGenFramebuffersEXT(1, &o); |
| + return o; |
| +} |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createProgram() { |
| + makeContextCurrent(); |
| + return glCreateProgram(); |
| +} |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createRenderbuffer() { |
| + makeContextCurrent(); |
| + GLuint o; |
| + glGenRenderbuffersEXT(1, &o); |
| + return o; |
| +} |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createShader( |
| + unsigned long shaderType) { |
| + makeContextCurrent(); |
| + DCHECK(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER); |
| + unsigned shader = glCreateShader(shaderType); |
| + if (shader) { |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + delete result->second; |
| + shader_source_map_.erase(result); |
| + } |
| + shader_source_map_.insert( |
| + ShaderSourceMap::value_type(shader, new ShaderSourceEntry(shaderType))); |
| + } |
| + |
| + return shader; |
| +} |
| + |
| +unsigned WebGraphicsContext3DInProcessImpl::createTexture() { |
| + makeContextCurrent(); |
| + GLuint o; |
| + glGenTextures(1, &o); |
| + return o; |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteBuffer(unsigned buffer) { |
| + makeContextCurrent(); |
| + glDeleteBuffersARB(1, &buffer); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteFramebuffer( |
| + unsigned framebuffer) { |
| + makeContextCurrent(); |
| + glDeleteFramebuffersEXT(1, &framebuffer); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteProgram(unsigned program) { |
| + makeContextCurrent(); |
| + glDeleteProgram(program); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteRenderbuffer( |
| + unsigned renderbuffer) { |
| + makeContextCurrent(); |
| + glDeleteRenderbuffersEXT(1, &renderbuffer); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteShader(unsigned shader) { |
| + makeContextCurrent(); |
| + |
| + ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| + if (result != shader_source_map_.end()) { |
| + delete result->second; |
| + shader_source_map_.erase(result); |
| + } |
| + glDeleteShader(shader); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::deleteTexture(unsigned texture) { |
| + makeContextCurrent(); |
| + glDeleteTextures(1, &texture); |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::AngleCreateCompilers() { |
| + if (!ShInitialize()) |
| + return false; |
| + |
| + ShBuiltInResources resources; |
| + ShInitBuiltInResources(&resources); |
| + getIntegerv(GL_MAX_VERTEX_ATTRIBS, &resources.MaxVertexAttribs); |
| + getIntegerv(MAX_VERTEX_UNIFORM_VECTORS, &resources.MaxVertexUniformVectors); |
| + getIntegerv(MAX_VARYING_VECTORS, &resources.MaxVaryingVectors); |
| + getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, |
| + &resources.MaxVertexTextureImageUnits); |
| + getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, |
| + &resources.MaxCombinedTextureImageUnits); |
| + getIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &resources.MaxTextureImageUnits); |
| + getIntegerv(MAX_FRAGMENT_UNIFORM_VECTORS, |
| + &resources.MaxFragmentUniformVectors); |
| + // Always set to 1 for OpenGL ES. |
| + resources.MaxDrawBuffers = 1; |
| + |
| + fragment_compiler_ = ShConstructCompiler( |
| + SH_FRAGMENT_SHADER, SH_WEBGL_SPEC, &resources); |
| + vertex_compiler_ = ShConstructCompiler( |
| + SH_VERTEX_SHADER, SH_WEBGL_SPEC, &resources); |
| + return (fragment_compiler_ && vertex_compiler_); |
| +} |
| + |
| +void WebGraphicsContext3DInProcessImpl::AngleDestroyCompilers() { |
| + if (fragment_compiler_) { |
| + ShDestruct(fragment_compiler_); |
| + fragment_compiler_ = 0; |
| + } |
| + if (vertex_compiler_) { |
| + ShDestruct(vertex_compiler_); |
| + vertex_compiler_ = 0; |
| + } |
| +} |
| + |
| +bool WebGraphicsContext3DInProcessImpl::AngleValidateShaderSource( |
| + ShaderSourceEntry* entry) { |
| + entry->is_valid = false; |
| + entry->translated_source.reset(); |
| + entry->log.reset(); |
| + |
| + ShHandle compiler = 0; |
| + switch (entry->type) { |
| + case GL_FRAGMENT_SHADER: |
| + compiler = fragment_compiler_; |
| + break; |
| + case GL_VERTEX_SHADER: |
| + compiler = vertex_compiler_; |
| + break; |
| + } |
| + if (!compiler) |
| + return false; |
| + |
| + char* source = entry->source.get(); |
| + if (!ShCompile(compiler, &source, 1, SH_OBJECT_CODE)) { |
| + int logSize = 0; |
| + ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize); |
| + if (logSize > 1) { |
| + entry->log.reset(new char[logSize]); |
| + ShGetInfoLog(compiler, entry->log.get()); |
| + } |
| + return false; |
| + } |
| + |
| + int length = 0; |
| + if (is_gles2_) { |
| + // ANGLE does not yet have a GLSL ES backend. Therefore if the |
| + // compile succeeds we send the original source down. |
| + length = strlen(entry->source.get()); |
| + if (length > 0) |
| + ++length; // Add null terminator |
| + } else { |
| + ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &length); |
| + } |
| + if (length > 1) { |
| + entry->translated_source.reset(new char[length]); |
| + if (is_gles2_) |
| + strncpy(entry->translated_source.get(), entry->source.get(), length); |
| + else |
| + ShGetObjectCode(compiler, entry->translated_source.get()); |
| + } |
| + entry->is_valid = true; |
| + return true; |
| +} |
| + |
| +} // namespace webkit_gpu |
| + |
| Property changes on: webkit/gpu/webgraphicscontext3d_in_process_impl.cc |
| ___________________________________________________________________ |
| Added: svn:eol-style |
| + LF |