Index: webkit/gpu/webgraphicscontext3d_in_process_impl.h |
=================================================================== |
--- webkit/gpu/webgraphicscontext3d_in_process_impl.h (revision 0) |
+++ webkit/gpu/webgraphicscontext3d_in_process_impl.h (revision 0) |
@@ -0,0 +1,470 @@ |
+// Copyright (c) 2010 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#ifndef WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ |
+#define WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ |
+ |
+#include <list> |
+#include <set> |
+ |
+#include "base/hash_tables.h" |
+#include "base/scoped_ptr.h" |
+#include "third_party/angle/include/GLSLANG/ShaderLang.h" |
+#include "third_party/WebKit/WebKit/chromium/public/WebGraphicsContext3D.h" |
+#include "third_party/WebKit/WebKit/chromium/public/WebString.h" |
+ |
+#if !defined(OS_MACOSX) |
+#define FLIP_FRAMEBUFFER_VERTICALLY |
+#endif |
+namespace gfx { |
+class GLContext; |
+} |
+ |
+namespace webkit_gpu { |
darin (slow to review)
2011/01/11 20:41:56
one more nit: according to brettw's post to chrom
|
+ |
+// The default implementation of WebGL. In Chromium, using this class |
+// requires the sandbox to be disabled, which is strongly discouraged. |
+// It is provided for support of test_shell and any Chromium ports |
+// where an in-renderer WebGL implementation would be helpful. |
+ |
+class WebGraphicsContext3DInProcessImpl : public WebKit::WebGraphicsContext3D { |
+ public: |
+ WebGraphicsContext3DInProcessImpl(); |
+ virtual ~WebGraphicsContext3DInProcessImpl(); |
+ |
+ //---------------------------------------------------------------------- |
+ // WebGraphicsContext3D methods |
+ virtual bool initialize( |
+ WebGraphicsContext3D::Attributes attributes, WebKit::WebView*, bool); |
+ virtual bool makeContextCurrent(); |
+ |
+ virtual int width(); |
+ virtual int height(); |
+ |
+ virtual int sizeInBytes(int type); |
+ |
+ virtual bool isGLES2Compliant(); |
+ |
+ virtual void reshape(int width, int height); |
+ |
+ virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize); |
+ |
+ virtual unsigned int getPlatformTextureId(); |
+ virtual void prepareTexture(); |
+ |
+ virtual void synthesizeGLError(unsigned long error); |
+ virtual void* mapBufferSubDataCHROMIUM( |
+ unsigned target, int offset, int size, unsigned access); |
+ virtual void unmapBufferSubDataCHROMIUM(const void*); |
+ virtual void* mapTexSubImage2DCHROMIUM( |
+ unsigned target, |
+ int level, |
+ int xoffset, |
+ int yoffset, |
+ int width, |
+ int height, |
+ unsigned format, |
+ unsigned type, |
+ unsigned access); |
+ virtual void unmapTexSubImage2DCHROMIUM(const void*); |
+ virtual void copyTextureToParentTextureCHROMIUM( |
+ unsigned texture, unsigned parentTexture); |
+ |
+ virtual WebKit::WebString getRequestableExtensionsCHROMIUM(); |
+ virtual void requestExtensionCHROMIUM(const char*); |
+ |
+ virtual void activeTexture(unsigned long texture); |
+ virtual void attachShader(WebKit::WebGLId program, WebKit::WebGLId shader); |
+ virtual void bindAttribLocation( |
+ WebKit::WebGLId program, unsigned long index, const char* name); |
+ virtual void bindBuffer(unsigned long target, WebKit::WebGLId buffer); |
+ virtual void bindFramebuffer( |
+ unsigned long target, WebKit::WebGLId framebuffer); |
+ virtual void bindRenderbuffer( |
+ unsigned long target, WebKit::WebGLId renderbuffer); |
+ virtual void bindTexture(unsigned long target, WebKit::WebGLId texture); |
+ virtual void blendColor( |
+ double red, double green, double blue, double alpha); |
+ virtual void blendEquation(unsigned long mode); |
+ virtual void blendEquationSeparate( |
+ unsigned long modeRGB, unsigned long modeAlpha); |
+ virtual void blendFunc(unsigned long sfactor, unsigned long dfactor); |
+ virtual void blendFuncSeparate( |
+ unsigned long srcRGB, |
+ unsigned long dstRGB, |
+ unsigned long srcAlpha, |
+ unsigned long dstAlpha); |
+ |
+ virtual void bufferData( |
+ unsigned long target, int size, const void* data, unsigned long usage); |
+ virtual void bufferSubData( |
+ unsigned long target, long offset, int size, const void* data); |
+ |
+ virtual unsigned long checkFramebufferStatus(unsigned long target); |
+ virtual void clear(unsigned long mask); |
+ virtual void clearColor( |
+ double red, double green, double blue, double alpha); |
+ virtual void clearDepth(double depth); |
+ virtual void clearStencil(long s); |
+ virtual void colorMask(bool red, bool green, bool blue, bool alpha); |
+ virtual void compileShader(WebKit::WebGLId shader); |
+ |
+ virtual void copyTexImage2D( |
+ unsigned long target, |
+ long level, |
+ unsigned long internalformat, |
+ long x, |
+ long y, |
+ unsigned long width, |
+ unsigned long height, |
+ long border); |
+ virtual void copyTexSubImage2D( |
+ unsigned long target, |
+ long level, |
+ long xoffset, |
+ long yoffset, |
+ long x, |
+ long y, |
+ unsigned long width, |
+ unsigned long height); |
+ virtual void cullFace(unsigned long mode); |
+ virtual void depthFunc(unsigned long func); |
+ virtual void depthMask(bool flag); |
+ virtual void depthRange(double zNear, double zFar); |
+ virtual void detachShader(WebKit::WebGLId program, WebKit::WebGLId shader); |
+ virtual void disable(unsigned long cap); |
+ virtual void disableVertexAttribArray(unsigned long index); |
+ virtual void drawArrays(unsigned long mode, long first, long count); |
+ virtual void drawElements( |
+ unsigned long mode, |
+ unsigned long count, |
+ unsigned long type, |
+ long offset); |
+ |
+ virtual void enable(unsigned long cap); |
+ virtual void enableVertexAttribArray(unsigned long index); |
+ virtual void finish(); |
+ virtual void flush(); |
+ virtual void framebufferRenderbuffer( |
+ unsigned long target, |
+ unsigned long attachment, |
+ unsigned long renderbuffertarget, |
+ WebKit::WebGLId renderbuffer); |
+ virtual void framebufferTexture2D( |
+ unsigned long target, |
+ unsigned long attachment, |
+ unsigned long textarget, |
+ WebKit::WebGLId texture, |
+ long level); |
+ virtual void frontFace(unsigned long mode); |
+ virtual void generateMipmap(unsigned long target); |
+ |
+ virtual bool getActiveAttrib( |
+ WebKit::WebGLId program, unsigned long index, ActiveInfo&); |
+ virtual bool getActiveUniform( |
+ WebKit::WebGLId program, unsigned long index, ActiveInfo&); |
+ |
+ virtual void getAttachedShaders( |
+ WebKit::WebGLId program, int maxCount, int* count, unsigned int* shaders); |
+ |
+ virtual int getAttribLocation(WebKit::WebGLId program, const char* name); |
+ |
+ virtual void getBooleanv(unsigned long pname, unsigned char* value); |
+ |
+ virtual void getBufferParameteriv( |
+ unsigned long target, unsigned long pname, int* value); |
+ |
+ virtual Attributes getContextAttributes(); |
+ |
+ virtual unsigned long getError(); |
+ |
+ virtual bool isContextLost(); |
+ |
+ virtual void getFloatv(unsigned long pname, float* value); |
+ |
+ virtual void getFramebufferAttachmentParameteriv( |
+ unsigned long target, |
+ unsigned long attachment, |
+ unsigned long pname, |
+ int* value); |
+ |
+ virtual void getIntegerv(unsigned long pname, int* value); |
+ |
+ virtual void getProgramiv( |
+ WebKit::WebGLId program, unsigned long pname, int* value); |
+ |
+ virtual WebKit::WebString getProgramInfoLog(WebKit::WebGLId program); |
+ |
+ virtual void getRenderbufferParameteriv( |
+ unsigned long target, unsigned long pname, int* value); |
+ |
+ virtual void getShaderiv( |
+ WebKit::WebGLId shader, unsigned long pname, int* value); |
+ |
+ virtual WebKit::WebString getShaderInfoLog(WebKit::WebGLId shader); |
+ |
+ // TBD |
+ // void glGetShaderPrecisionFormat( |
+ // GLenum shadertype, GLenum precisiontype, |
+ // GLint* range, GLint* precision); |
+ |
+ virtual WebKit::WebString getShaderSource(WebKit::WebGLId shader); |
+ virtual WebKit::WebString getString(unsigned long name); |
+ |
+ virtual void getTexParameterfv( |
+ unsigned long target, unsigned long pname, float* value); |
+ virtual void getTexParameteriv( |
+ unsigned long target, unsigned long pname, int* value); |
+ |
+ virtual void getUniformfv( |
+ WebKit::WebGLId program, long location, float* value); |
+ virtual void getUniformiv( |
+ WebKit::WebGLId program, long location, int* value); |
+ |
+ virtual long getUniformLocation(WebKit::WebGLId program, const char* name); |
+ |
+ virtual void getVertexAttribfv( |
+ unsigned long index, unsigned long pname, float* value); |
+ virtual void getVertexAttribiv( |
+ unsigned long index, unsigned long pname, int* value); |
+ |
+ virtual long getVertexAttribOffset( |
+ unsigned long index, unsigned long pname); |
+ |
+ virtual void hint(unsigned long target, unsigned long mode); |
+ virtual bool isBuffer(WebKit::WebGLId buffer); |
+ virtual bool isEnabled(unsigned long cap); |
+ virtual bool isFramebuffer(WebKit::WebGLId framebuffer); |
+ virtual bool isProgram(WebKit::WebGLId program); |
+ virtual bool isRenderbuffer(WebKit::WebGLId renderbuffer); |
+ virtual bool isShader(WebKit::WebGLId shader); |
+ virtual bool isTexture(WebKit::WebGLId texture); |
+ virtual void lineWidth(double width); |
+ virtual void linkProgram(WebKit::WebGLId program); |
+ virtual void pixelStorei(unsigned long pname, long param); |
+ virtual void polygonOffset(double factor, double units); |
+ |
+ virtual void readPixels( |
+ long x, long y, |
+ unsigned long width, unsigned long height, |
+ unsigned long format, |
+ unsigned long type, |
+ void* pixels); |
+ |
+ virtual void releaseShaderCompiler(); |
+ virtual void renderbufferStorage( |
+ unsigned long target, |
+ unsigned long internalformat, |
+ unsigned long width, |
+ unsigned long height); |
+ virtual void sampleCoverage(double value, bool invert); |
+ virtual void scissor( |
+ long x, long y, unsigned long width, unsigned long height); |
+ virtual void shaderSource(WebKit::WebGLId shader, const char* source); |
+ virtual void stencilFunc(unsigned long func, long ref, unsigned long mask); |
+ virtual void stencilFuncSeparate( |
+ unsigned long face, unsigned long func, long ref, unsigned long mask); |
+ virtual void stencilMask(unsigned long mask); |
+ virtual void stencilMaskSeparate(unsigned long face, unsigned long mask); |
+ virtual void stencilOp( |
+ unsigned long fail, unsigned long zfail, unsigned long zpass); |
+ virtual void stencilOpSeparate( |
+ unsigned long face, |
+ unsigned long fail, |
+ unsigned long zfail, |
+ unsigned long zpass); |
+ |
+ virtual void texImage2D( |
+ unsigned target, |
+ unsigned level, |
+ unsigned internalformat, |
+ unsigned width, |
+ unsigned height, |
+ unsigned border, |
+ unsigned format, |
+ unsigned type, |
+ const void* pixels); |
+ |
+ virtual void texParameterf(unsigned target, unsigned pname, float param); |
+ virtual void texParameteri(unsigned target, unsigned pname, int param); |
+ |
+ virtual void texSubImage2D( |
+ unsigned target, |
+ unsigned level, |
+ unsigned xoffset, |
+ unsigned yoffset, |
+ unsigned width, |
+ unsigned height, |
+ unsigned format, |
+ unsigned type, |
+ const void* pixels); |
+ |
+ virtual void uniform1f(long location, float x); |
+ virtual void uniform1fv(long location, int count, float* v); |
+ virtual void uniform1i(long location, int x); |
+ virtual void uniform1iv(long location, int count, int* v); |
+ virtual void uniform2f(long location, float x, float y); |
+ virtual void uniform2fv(long location, int count, float* v); |
+ virtual void uniform2i(long location, int x, int y); |
+ virtual void uniform2iv(long location, int count, int* v); |
+ virtual void uniform3f(long location, float x, float y, float z); |
+ virtual void uniform3fv(long location, int count, float* v); |
+ virtual void uniform3i(long location, int x, int y, int z); |
+ virtual void uniform3iv(long location, int count, int* v); |
+ virtual void uniform4f(long location, float x, float y, float z, float w); |
+ virtual void uniform4fv(long location, int count, float* v); |
+ virtual void uniform4i(long location, int x, int y, int z, int w); |
+ virtual void uniform4iv(long location, int count, int* v); |
+ virtual void uniformMatrix2fv( |
+ long location, int count, bool transpose, const float* value); |
+ virtual void uniformMatrix3fv( |
+ long location, int count, bool transpose, const float* value); |
+ virtual void uniformMatrix4fv( |
+ long location, int count, bool transpose, const float* value); |
+ |
+ virtual void useProgram(WebKit::WebGLId program); |
+ virtual void validateProgram(WebKit::WebGLId program); |
+ |
+ virtual void vertexAttrib1f(unsigned long indx, float x); |
+ virtual void vertexAttrib1fv(unsigned long indx, const float* values); |
+ virtual void vertexAttrib2f(unsigned long indx, float x, float y); |
+ virtual void vertexAttrib2fv(unsigned long indx, const float* values); |
+ virtual void vertexAttrib3f(unsigned long indx, float x, float y, float z); |
+ virtual void vertexAttrib3fv(unsigned long indx, const float* values); |
+ virtual void vertexAttrib4f( |
+ unsigned long indx, float x, float y, float z, float w); |
+ virtual void vertexAttrib4fv(unsigned long indx, const float* values); |
+ virtual void vertexAttribPointer( |
+ unsigned long indx, |
+ int size, |
+ int type, |
+ bool normalized, |
+ unsigned long stride, |
+ unsigned long offset); |
+ |
+ virtual void viewport( |
+ long x, long y, unsigned long width, unsigned long height); |
+ |
+ // Support for buffer creation and deletion |
+ virtual unsigned createBuffer(); |
+ virtual unsigned createFramebuffer(); |
+ virtual unsigned createProgram(); |
+ virtual unsigned createRenderbuffer(); |
+ virtual unsigned createShader(unsigned long); |
+ virtual unsigned createTexture(); |
+ |
+ virtual void deleteBuffer(unsigned); |
+ virtual void deleteFramebuffer(unsigned); |
+ virtual void deleteProgram(unsigned); |
+ virtual void deleteRenderbuffer(unsigned); |
+ virtual void deleteShader(unsigned); |
+ virtual void deleteTexture(unsigned); |
+ |
+ private: |
+ // Note: we aren't currently using this information, but we will |
+ // need to in order to verify that all enabled vertex arrays have |
+ // a valid buffer bound -- to avoid crashes on certain cards. |
+ struct VertexAttribPointerState { |
+ VertexAttribPointerState(); |
+ |
+ bool enabled; |
+ unsigned long buffer; |
+ unsigned long indx; |
+ int size; |
+ int type; |
+ bool normalized; |
+ unsigned long stride; |
+ unsigned long offset; |
+ }; |
+ |
+ enum { |
+ kNumTrackedPointerStates = 2 |
+ }; |
+ |
+ // ANGLE related. |
+ struct ShaderSourceEntry { |
+ explicit ShaderSourceEntry(unsigned long shader_type) |
+ : type(shader_type), |
+ is_valid(false) { |
+ } |
+ |
+ unsigned long type; |
+ scoped_array<char> source; |
+ scoped_array<char> log; |
+ scoped_array<char> translated_source; |
+ bool is_valid; |
+ }; |
+ |
+ WebGraphicsContext3D::Attributes attributes_; |
+ bool initialized_; |
+ bool render_directly_to_web_view_; |
+ bool is_gles2_; |
+ bool have_ext_framebuffer_object_; |
+ bool have_ext_framebuffer_multisample_; |
+ bool have_angle_framebuffer_multisample_; |
+ |
+ unsigned int texture_; |
+ unsigned int fbo_; |
+ unsigned int depth_stencil_buffer_; |
+ unsigned int cached_width_, cached_height_; |
+ |
+ // For multisampling |
+ unsigned int multisample_fbo_; |
+ unsigned int multisample_depth_stencil_buffer_; |
+ unsigned int multisample_color_buffer_; |
+ |
+ // For tracking which FBO is bound |
+ unsigned int bound_fbo_; |
+ |
+ // For tracking which texture is bound |
+ unsigned int bound_texture_; |
+ |
+ // FBO used for copying child texture to parent texture. |
+ unsigned copy_texture_to_parent_texture_fbo_; |
+ |
+ unsigned int bound_array_buffer_; |
+ |
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
+ unsigned char* scanline_; |
+#endif |
+ |
+ VertexAttribPointerState vertex_attrib_pointer_state_[ |
+ kNumTrackedPointerStates]; |
+ |
+ // Errors raised by synthesizeGLError(). |
+ std::list<unsigned long> synthetic_errors_list_; |
+ std::set<unsigned long> synthetic_errors_set_; |
+ |
+ scoped_ptr<gfx::GLContext> gl_context_; |
+ |
+ typedef base::hash_map<WebKit::WebGLId, ShaderSourceEntry*> ShaderSourceMap; |
+ ShaderSourceMap shader_source_map_; |
+ |
+ ShHandle fragment_compiler_; |
+ ShHandle vertex_compiler_; |
+ |
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY |
+ void FlipVertically(unsigned char* framebuffer, |
+ unsigned int width, |
+ unsigned int height); |
+#endif |
+ |
+ // Take into account the user's requested context creation attributes, in |
+ // particular stencil and antialias, and determine which could or could |
+ // not be honored based on the capabilities of the OpenGL implementation. |
+ void ValidateAttributes(); |
darin (slow to review)
2011/01/11 19:32:51
nit: order of stuff in private section is usually:
|
+ |
+ // Resolve the given rectangle of the multisampled framebuffer if necessary. |
+ void ResolveMultisampledFramebuffer( |
+ unsigned x, unsigned y, unsigned width, unsigned height); |
+ |
+ bool AngleCreateCompilers(); |
+ void AngleDestroyCompilers(); |
+ bool AngleValidateShaderSource(ShaderSourceEntry* entry); |
+}; |
+ |
+} // namespace webkit_gpu |
+ |
+#endif // WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_ |
+ |
Property changes on: webkit/gpu/webgraphicscontext3d_in_process_impl.h |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |