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 |