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Issue 6349017: Refactor WebGraphicsContext3D to use WGC3D types which match corresponding GL... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 9 years, 11 months ago
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1 // Copyright (c) 2010 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "webkit/gpu/webgraphicscontext3d_in_process_impl.h" 5 #include "webkit/gpu/webgraphicscontext3d_in_process_impl.h"
6 6
7 #include <string.h> 7 #include <string.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 #include <string> 10 #include <string>
11 11
12 #include "app/gfx/gl/gl_bindings.h" 12 #include "app/gfx/gl/gl_bindings.h"
13 #include "app/gfx/gl/gl_context.h" 13 #include "app/gfx/gl/gl_context.h"
14 #include "app/gfx/gl/gl_implementation.h" 14 #include "app/gfx/gl/gl_implementation.h"
15 #include "base/logging.h" 15 #include "base/logging.h"
16 #include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h" 16 #include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h"
17 #include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h" 17 #include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h"
18 18
19 using WebKit::WebGLId;
20 using WebKit::WebGraphicsContext3D;
21 using WebKit::WebString;
22 using WebKit::WebView;
23
24 namespace webkit { 19 namespace webkit {
25 namespace gpu { 20 namespace gpu {
26 21
27 enum { 22 enum {
28 MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, 23 MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB,
29 MAX_VARYING_VECTORS = 0x8DFC, 24 MAX_VARYING_VECTORS = 0x8DFC,
30 MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD 25 MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
31 }; 26 };
32 27
28 #if defined(USE_WGC3D_TYPES)
29
30 WebGraphicsContext3DInProcessImpl::WebGraphicsContext3DInProcessImpl()
31 : initialized_(false),
32 render_directly_to_web_view_(false),
33 is_gles2_(false),
34 have_ext_framebuffer_object_(false),
35 have_ext_framebuffer_multisample_(false),
36 have_angle_framebuffer_multisample_(false),
37 texture_(0),
38 fbo_(0),
39 depth_stencil_buffer_(0),
40 cached_width_(0),
41 cached_height_(0),
42 multisample_fbo_(0),
43 multisample_depth_stencil_buffer_(0),
44 multisample_color_buffer_(0),
45 bound_fbo_(0),
46 bound_texture_(0),
47 copy_texture_to_parent_texture_fbo_(0),
48 #ifdef FLIP_FRAMEBUFFER_VERTICALLY
49 scanline_(0),
50 #endif
51 fragment_compiler_(0),
52 vertex_compiler_(0) {
53 }
54
55 WebGraphicsContext3DInProcessImpl::~WebGraphicsContext3DInProcessImpl() {
56 if (!initialized_)
57 return;
58
59 makeContextCurrent();
60
61 if (attributes_.antialias) {
62 glDeleteRenderbuffersEXT(1, &multisample_color_buffer_);
63 if (attributes_.depth || attributes_.stencil)
64 glDeleteRenderbuffersEXT(1, &multisample_depth_stencil_buffer_);
65 glDeleteFramebuffersEXT(1, &multisample_fbo_);
66 } else {
67 if (attributes_.depth || attributes_.stencil)
68 glDeleteRenderbuffersEXT(1, &depth_stencil_buffer_);
69 }
70 glDeleteTextures(1, &texture_);
71 glDeleteFramebuffersEXT(1, &copy_texture_to_parent_texture_fbo_);
72 #ifdef FLIP_FRAMEBUFFER_VERTICALLY
73 if (scanline_)
74 delete[] scanline_;
75 #endif
76 glDeleteFramebuffersEXT(1, &fbo_);
77
78 gl_context_->Destroy();
79
80 for (ShaderSourceMap::iterator ii = shader_source_map_.begin();
81 ii != shader_source_map_.end(); ++ii) {
82 if (ii->second)
83 delete ii->second;
84 }
85 AngleDestroyCompilers();
86 }
87
88 bool WebGraphicsContext3DInProcessImpl::initialize(
89 WebGraphicsContext3D::Attributes attributes,
90 WebView* webView,
91 bool render_directly_to_web_view) {
92 if (!gfx::GLContext::InitializeOneOff())
93 return false;
94
95 render_directly_to_web_view_ = render_directly_to_web_view;
96 gfx::GLContext* share_context = 0;
97
98 if (!render_directly_to_web_view) {
99 // Pick up the compositor's context to share resources with.
100 WebGraphicsContext3D* view_context = webView->graphicsContext3D();
101 if (view_context) {
102 WebGraphicsContext3DInProcessImpl* contextImpl =
103 static_cast<WebGraphicsContext3DInProcessImpl*>(view_context);
104 share_context = contextImpl->gl_context_.get();
105 } else {
106 // The compositor's context didn't get created
107 // successfully, so conceptually there is no way we can
108 // render successfully to the WebView.
109 render_directly_to_web_view_ = false;
110 }
111 }
112
113 // This implementation always renders offscreen regardless of
114 // whether render_directly_to_web_view is true. Both DumpRenderTree
115 // and test_shell paint first to an intermediate offscreen buffer
116 // and from there to the window, and WebViewImpl::paint already
117 // correctly handles the case where the compositor is active but
118 // the output needs to go to a WebCanvas.
119 gl_context_.reset(gfx::GLContext::CreateOffscreenGLContext(share_context));
120 if (!gl_context_.get())
121 return false;
122
123 attributes_ = attributes;
124
125 // FIXME: for the moment we disable multisampling for the compositor.
126 // It actually works in this implementation, but there are a few
127 // considerations. First, we likely want to reduce the fuzziness in
128 // these tests as much as possible because we want to run pixel tests.
129 // Second, Mesa's multisampling doesn't seem to antialias straight
130 // edges in some CSS 3D samples. Third, we don't have multisampling
131 // support for the compositor in the normal case at the time of this
132 // writing.
133 if (render_directly_to_web_view)
134 attributes_.antialias = false;
135
136 is_gles2_ = gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2;
137 const char* extensions =
138 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
139 have_ext_framebuffer_object_ =
140 strstr(extensions, "GL_EXT_framebuffer_object") != NULL;
141 have_ext_framebuffer_multisample_ =
142 strstr(extensions, "GL_EXT_framebuffer_multisample") != NULL;
143 have_angle_framebuffer_multisample_ =
144 strstr(extensions, "GL_ANGLE_framebuffer_multisample") != NULL;
145
146 ValidateAttributes();
147
148 if (!is_gles2_) {
149 glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
150 glEnable(GL_POINT_SPRITE);
151 }
152
153 if (!AngleCreateCompilers()) {
154 AngleDestroyCompilers();
155 return false;
156 }
157
158 glGenFramebuffersEXT(1, &copy_texture_to_parent_texture_fbo_);
159
160 initialized_ = true;
161 return true;
162 }
163
164 void WebGraphicsContext3DInProcessImpl::ValidateAttributes() {
165 const char* extensions =
166 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
167
168 if (attributes_.stencil) {
169 if (strstr(extensions, "GL_OES_packed_depth_stencil") ||
170 strstr(extensions, "GL_EXT_packed_depth_stencil")) {
171 if (!attributes_.depth) {
172 attributes_.depth = true;
173 }
174 } else {
175 attributes_.stencil = false;
176 }
177 }
178 if (attributes_.antialias) {
179 bool isValidVendor = true;
180 #if defined(OS_MACOSX)
181 // Currently in Mac we only turn on antialias if vendor is NVIDIA.
182 const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
183 if (!strstr(vendor, "NVIDIA"))
184 isValidVendor = false;
185 #endif
186 if (!(isValidVendor &&
187 (have_ext_framebuffer_multisample_ ||
188 (have_angle_framebuffer_multisample_ &&
189 strstr(extensions, "GL_OES_rgb8_rgba8")))))
190 attributes_.antialias = false;
191
192 // Don't antialias when using Mesa to ensure more reliable testing and
193 // because it doesn't appear to multisample straight lines correctly.
194 const char* renderer =
195 reinterpret_cast<const char*>(glGetString(GL_RENDERER));
196 if (!strncmp(renderer, "Mesa", 4)) {
197 attributes_.antialias = false;
198 }
199 }
200 // FIXME: instead of enforcing premultipliedAlpha = true, implement the
201 // correct behavior when premultipliedAlpha = false is requested.
202 attributes_.premultipliedAlpha = true;
203 }
204
205 void WebGraphicsContext3DInProcessImpl::ResolveMultisampledFramebuffer(
206 WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) {
207 if (attributes_.antialias) {
208 glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, multisample_fbo_);
209 glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_);
210 if (have_ext_framebuffer_multisample_) {
211 glBlitFramebufferEXT(x, y,
212 x + width, y + height,
213 x, y,
214 x + width, y + height,
215 GL_COLOR_BUFFER_BIT, GL_NEAREST);
216 } else {
217 DCHECK(have_angle_framebuffer_multisample_);
218 glBlitFramebufferANGLE(x, y,
219 x + width, y + height,
220 x, y,
221 x + width, y + height,
222 GL_COLOR_BUFFER_BIT, GL_NEAREST);
223 }
224 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
225 }
226 }
227
228 bool WebGraphicsContext3DInProcessImpl::makeContextCurrent() {
229 return gl_context_->MakeCurrent();
230 }
231
232 int WebGraphicsContext3DInProcessImpl::width() {
233 return cached_width_;
234 }
235
236 int WebGraphicsContext3DInProcessImpl::height() {
237 return cached_height_;
238 }
239
240 bool WebGraphicsContext3DInProcessImpl::isGLES2Compliant() {
241 return is_gles2_;
242 }
243
244 WebGLId WebGraphicsContext3DInProcessImpl::getPlatformTextureId() {
245 return texture_;
246 }
247
248 void WebGraphicsContext3DInProcessImpl::prepareTexture() {
249 if (!render_directly_to_web_view_) {
250 // We need to prepare our rendering results for the compositor.
251 makeContextCurrent();
252 ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_);
253 }
254 }
255
256 namespace {
257
258 int CreateTextureObject(GLenum target) {
259 GLuint texture = 0;
260 glGenTextures(1, &texture);
261 glBindTexture(target, texture);
262 glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
263 glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
264 return texture;
265 }
266
267 } // anonymous namespace
268
269 void WebGraphicsContext3DInProcessImpl::reshape(int width, int height) {
270 cached_width_ = width;
271 cached_height_ = height;
272 makeContextCurrent();
273
274 GLenum target = GL_TEXTURE_2D;
275
276 if (!texture_) {
277 // Generate the texture object
278 texture_ = CreateTextureObject(target);
279 // Generate the framebuffer object
280 glGenFramebuffersEXT(1, &fbo_);
281 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
282 bound_fbo_ = fbo_;
283 if (attributes_.depth || attributes_.stencil)
284 glGenRenderbuffersEXT(1, &depth_stencil_buffer_);
285 // Generate the multisample framebuffer object
286 if (attributes_.antialias) {
287 glGenFramebuffersEXT(1, &multisample_fbo_);
288 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
289 bound_fbo_ = multisample_fbo_;
290 glGenRenderbuffersEXT(1, &multisample_color_buffer_);
291 if (attributes_.depth || attributes_.stencil)
292 glGenRenderbuffersEXT(1, &multisample_depth_stencil_buffer_);
293 }
294 }
295
296 GLint internal_multisampled_color_format = 0;
297 GLint internal_color_format = 0;
298 GLint color_format = 0;
299 GLint internal_depth_stencil_format = 0;
300 if (attributes_.alpha) {
301 // GL_RGBA8_OES == GL_RGBA8
302 internal_multisampled_color_format = GL_RGBA8;
303 internal_color_format = is_gles2_ ? GL_RGBA : GL_RGBA8;
304 color_format = GL_RGBA;
305 } else {
306 // GL_RGB8_OES == GL_RGB8
307 internal_multisampled_color_format = GL_RGB8;
308 internal_color_format = is_gles2_ ? GL_RGB : GL_RGB8;
309 color_format = GL_RGB;
310 }
311 if (attributes_.stencil || attributes_.depth) {
312 // We don't allow the logic where stencil is required and depth is not.
313 // See GraphicsContext3DInternal constructor.
314 if (attributes_.stencil && attributes_.depth) {
315 internal_depth_stencil_format = GL_DEPTH24_STENCIL8_EXT;
316 } else {
317 if (is_gles2_)
318 internal_depth_stencil_format = GL_DEPTH_COMPONENT16;
319 else
320 internal_depth_stencil_format = GL_DEPTH_COMPONENT;
321 }
322 }
323
324 bool must_restore_fbo = false;
325
326 // Resize multisampling FBO
327 if (attributes_.antialias) {
328 GLint max_sample_count;
329 glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_sample_count);
330 GLint sample_count = std::min(8, max_sample_count);
331 if (bound_fbo_ != multisample_fbo_) {
332 must_restore_fbo = true;
333 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
334 }
335 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, multisample_color_buffer_);
336 if (have_ext_framebuffer_multisample_) {
337 glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
338 sample_count,
339 internal_multisampled_color_format,
340 width,
341 height);
342 } else {
343 DCHECK(have_angle_framebuffer_multisample_);
344 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT,
345 sample_count,
346 internal_multisampled_color_format,
347 width,
348 height);
349 }
350 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
351 GL_COLOR_ATTACHMENT0_EXT,
352 GL_RENDERBUFFER_EXT,
353 multisample_color_buffer_);
354 if (attributes_.stencil || attributes_.depth) {
355 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,
356 multisample_depth_stencil_buffer_);
357 if (have_ext_framebuffer_multisample_) {
358 glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
359 sample_count,
360 internal_depth_stencil_format,
361 width,
362 height);
363 } else {
364 DCHECK(have_angle_framebuffer_multisample_);
365 glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT,
366 sample_count,
367 internal_depth_stencil_format,
368 width,
369 height);
370 }
371 if (attributes_.stencil)
372 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
373 GL_STENCIL_ATTACHMENT_EXT,
374 GL_RENDERBUFFER_EXT,
375 multisample_depth_stencil_buffer_);
376 if (attributes_.depth)
377 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
378 GL_DEPTH_ATTACHMENT_EXT,
379 GL_RENDERBUFFER_EXT,
380 multisample_depth_stencil_buffer_);
381 }
382 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
383 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
384 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
385 LOG(ERROR) << "Multisampling framebuffer was incomplete";
386
387 // FIXME: cleanup.
388 NOTIMPLEMENTED();
389 }
390 }
391
392 // Resize regular FBO
393 if (bound_fbo_ != fbo_) {
394 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
395 must_restore_fbo = true;
396 }
397 glBindTexture(target, texture_);
398 glTexImage2D(target, 0, internal_color_format,
399 width, height,
400 0, color_format, GL_UNSIGNED_BYTE, 0);
401 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
402 GL_COLOR_ATTACHMENT0_EXT,
403 target,
404 texture_,
405 0);
406 glBindTexture(target, 0);
407 if (!attributes_.antialias && (attributes_.stencil || attributes_.depth)) {
408 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer_);
409 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
410 internal_depth_stencil_format,
411 width, height);
412 if (attributes_.stencil)
413 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
414 GL_STENCIL_ATTACHMENT_EXT,
415 GL_RENDERBUFFER_EXT,
416 depth_stencil_buffer_);
417 if (attributes_.depth)
418 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
419 GL_DEPTH_ATTACHMENT_EXT,
420 GL_RENDERBUFFER_EXT,
421 depth_stencil_buffer_);
422 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
423 }
424 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
425 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
426 LOG(ERROR) << "Framebuffer was incomplete";
427
428 // FIXME: cleanup.
429 NOTIMPLEMENTED();
430 }
431
432 if (attributes_.antialias) {
433 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_);
434 if (bound_fbo_ == multisample_fbo_)
435 must_restore_fbo = false;
436 }
437
438 // Initialize renderbuffers to 0.
439 GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0;
440 GLint clearStencil = 0;
441 GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
442 GLboolean depthMask = GL_TRUE;
443 GLuint stencilMask = 0xffffffff;
444 GLboolean isScissorEnabled = GL_FALSE;
445 GLboolean isDitherEnabled = GL_FALSE;
446 GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
447 glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
448 glClearColor(0, 0, 0, 0);
449 glGetBooleanv(GL_COLOR_WRITEMASK, colorMask);
450 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
451 if (attributes_.depth) {
452 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth);
453 glClearDepth(1);
454 glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
455 glDepthMask(GL_TRUE);
456 clearMask |= GL_DEPTH_BUFFER_BIT;
457 }
458 if (attributes_.stencil) {
459 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil);
460 glClearStencil(0);
461 glGetIntegerv(GL_STENCIL_WRITEMASK,
462 reinterpret_cast<GLint*>(&stencilMask));
463 glStencilMaskSeparate(GL_FRONT, 0xffffffff);
464 clearMask |= GL_STENCIL_BUFFER_BIT;
465 }
466 isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
467 glDisable(GL_SCISSOR_TEST);
468 isDitherEnabled = glIsEnabled(GL_DITHER);
469 glDisable(GL_DITHER);
470
471 glClear(clearMask);
472
473 glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
474 glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
475 if (attributes_.depth) {
476 glClearDepth(clearDepth);
477 glDepthMask(depthMask);
478 }
479 if (attributes_.stencil) {
480 glClearStencil(clearStencil);
481 glStencilMaskSeparate(GL_FRONT, stencilMask);
482 }
483 if (isScissorEnabled)
484 glEnable(GL_SCISSOR_TEST);
485 else
486 glDisable(GL_SCISSOR_TEST);
487 if (isDitherEnabled)
488 glEnable(GL_DITHER);
489 else
490 glDisable(GL_DITHER);
491
492 if (must_restore_fbo)
493 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
494
495 #ifdef FLIP_FRAMEBUFFER_VERTICALLY
496 if (scanline_) {
497 delete[] scanline_;
498 scanline_ = 0;
499 }
500 scanline_ = new unsigned char[width * 4];
501 #endif // FLIP_FRAMEBUFFER_VERTICALLY
502 }
503
504 #ifdef FLIP_FRAMEBUFFER_VERTICALLY
505 void WebGraphicsContext3DInProcessImpl::FlipVertically(
506 unsigned char* framebuffer, unsigned int width, unsigned int height) {
507 unsigned char* scanline = scanline_;
508 if (!scanline)
509 return;
510 unsigned int row_bytes = width * 4;
511 unsigned int count = height / 2;
512 for (unsigned int i = 0; i < count; i++) {
513 unsigned char* row_a = framebuffer + i * row_bytes;
514 unsigned char* row_b = framebuffer + (height - i - 1) * row_bytes;
515 // FIXME: this is where the multiplication of the alpha
516 // channel into the color buffer will need to occur if the
517 // user specifies the "premultiplyAlpha" flag in the context
518 // creation attributes.
519 memcpy(scanline, row_b, row_bytes);
520 memcpy(row_b, row_a, row_bytes);
521 memcpy(row_a, scanline, row_bytes);
522 }
523 }
524 #endif
525
526 bool WebGraphicsContext3DInProcessImpl::readBackFramebuffer(
527 unsigned char* pixels, size_t bufferSize) {
528 if (bufferSize != static_cast<size_t>(4 * width() * height()))
529 return false;
530
531 makeContextCurrent();
532
533 // Earlier versions of this code used the GPU to flip the
534 // framebuffer vertically before reading it back for compositing
535 // via software. This code was quite complicated, used a lot of
536 // GPU memory, and didn't provide an obvious speedup. Since this
537 // vertical flip is only a temporary solution anyway until Chrome
538 // is fully GPU composited, it wasn't worth the complexity.
539
540 ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_);
541 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
542
543 GLint pack_alignment = 4;
544 bool must_restore_pack_alignment = false;
545 glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment);
546 if (pack_alignment > 4) {
547 glPixelStorei(GL_PACK_ALIGNMENT, 4);
548 must_restore_pack_alignment = true;
549 }
550
551 if (is_gles2_) {
552 // FIXME: consider testing for presence of GL_OES_read_format
553 // and GL_EXT_read_format_bgra, and using GL_BGRA_EXT here
554 // directly.
555 glReadPixels(0, 0, cached_width_, cached_height_,
556 GL_RGBA, GL_UNSIGNED_BYTE, pixels);
557 for (size_t i = 0; i < bufferSize; i += 4) {
558 std::swap(pixels[i], pixels[i + 2]);
559 }
560 } else {
561 glReadPixels(0, 0, cached_width_, cached_height_,
562 GL_BGRA, GL_UNSIGNED_BYTE, pixels);
563 }
564
565 if (must_restore_pack_alignment)
566 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
567
568 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
569
570 #ifdef FLIP_FRAMEBUFFER_VERTICALLY
571 if (pixels)
572 FlipVertically(pixels, cached_width_, cached_height_);
573 #endif
574
575 return true;
576 }
577
578 void WebGraphicsContext3DInProcessImpl::synthesizeGLError(WGC3Denum error) {
579 if (synthetic_errors_set_.find(error) == synthetic_errors_set_.end()) {
580 synthetic_errors_set_.insert(error);
581 synthetic_errors_list_.push_back(error);
582 }
583 }
584
585 void* WebGraphicsContext3DInProcessImpl::mapBufferSubDataCHROMIUM(
586 WGC3Denum target, WGC3Dintptr offset,
587 WGC3Dsizeiptr size, WGC3Denum access) {
588 return 0;
589 }
590
591 void WebGraphicsContext3DInProcessImpl::unmapBufferSubDataCHROMIUM(
592 const void* mem) {
593 }
594
595 void* WebGraphicsContext3DInProcessImpl::mapTexSubImage2DCHROMIUM(
596 WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset,
597 WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type,
598 WGC3Denum access) {
599 return 0;
600 }
601
602 void WebGraphicsContext3DInProcessImpl::unmapTexSubImage2DCHROMIUM(
603 const void* mem) {
604 }
605
606 void WebGraphicsContext3DInProcessImpl::copyTextureToParentTextureCHROMIUM(
607 WebGLId id, WebGLId id2) {
608 if (!glGetTexLevelParameteriv)
609 return;
610
611 makeContextCurrent();
612 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, copy_texture_to_parent_texture_fbo_);
613 glFramebufferTexture2DEXT(GL_FRAMEBUFFER,
614 GL_COLOR_ATTACHMENT0,
615 GL_TEXTURE_2D,
616 id,
617 0); // level
618 glBindTexture(GL_TEXTURE_2D, id2);
619 GLsizei width, height;
620 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
621 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
622 glCopyTexImage2D(GL_TEXTURE_2D,
623 0, // level
624 GL_RGBA,
625 0, 0, // x, y
626 width,
627 height,
628 0); // border
629 glBindTexture(GL_TEXTURE_2D, bound_texture_);
630 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
631 }
632
633 WebString WebGraphicsContext3DInProcessImpl::
634 getRequestableExtensionsCHROMIUM() {
635 return WebString();
636 }
637
638 void WebGraphicsContext3DInProcessImpl::requestExtensionCHROMIUM(const char*) {
639 }
640
641 void WebGraphicsContext3DInProcessImpl::blitFramebufferCHROMIUM(
642 WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1,
643 WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1,
644 WGC3Dbitfield mask, WGC3Denum filter) {
645 }
646
647 void WebGraphicsContext3DInProcessImpl::renderbufferStorageMultisampleCHROMIUM(
648 WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat,
649 WGC3Dsizei width, WGC3Dsizei height) {
650 }
651
652 // Helper macros to reduce the amount of code.
653
654 #define DELEGATE_TO_GL(name, glname) \
655 void WebGraphicsContext3DInProcessImpl::name() { \
656 makeContextCurrent(); \
657 gl##glname(); \
658 }
659
660 #define DELEGATE_TO_GL_1(name, glname, t1) \
661 void WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
662 makeContextCurrent(); \
663 gl##glname(a1); \
664 }
665
666 #define DELEGATE_TO_GL_1R(name, glname, t1, rt) \
667 rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
668 makeContextCurrent(); \
669 return gl##glname(a1); \
670 }
671
672 #define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \
673 rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \
674 makeContextCurrent(); \
675 return gl##glname(a1) ? true : false; \
676 }
677
678 #define DELEGATE_TO_GL_2(name, glname, t1, t2) \
679 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \
680 makeContextCurrent(); \
681 gl##glname(a1, a2); \
682 }
683
684 #define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \
685 rt WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \
686 makeContextCurrent(); \
687 return gl##glname(a1, a2); \
688 }
689
690 #define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \
691 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3) { \
692 makeContextCurrent(); \
693 gl##glname(a1, a2, a3); \
694 }
695
696 #define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \
697 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \
698 makeContextCurrent(); \
699 gl##glname(a1, a2, a3, a4); \
700 }
701
702 #define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \
703 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
704 t5 a5) { \
705 makeContextCurrent(); \
706 gl##glname(a1, a2, a3, a4, a5); \
707 }
708
709 #define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \
710 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
711 t5 a5, t6 a6) { \
712 makeContextCurrent(); \
713 gl##glname(a1, a2, a3, a4, a5, a6); \
714 }
715
716 #define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \
717 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
718 t5 a5, t6 a6, t7 a7) { \
719 makeContextCurrent(); \
720 gl##glname(a1, a2, a3, a4, a5, a6, a7); \
721 }
722
723 #define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \
724 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
725 t5 a5, t6 a6, t7 a7, t8 a8) { \
726 makeContextCurrent(); \
727 gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \
728 }
729
730 #define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \
731 void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \
732 t5 a5, t6 a6, t7 a7, t8 a8, \
733 t9 a9) { \
734 makeContextCurrent(); \
735 gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
736 }
737
738 void WebGraphicsContext3DInProcessImpl::activeTexture(WGC3Denum texture) {
739 // FIXME: query number of textures available.
740 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32)
741 // FIXME: raise exception.
742 return;
743
744 makeContextCurrent();
745 glActiveTexture(texture);
746 }
747
748 DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId)
749
750 DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation,
751 WebGLId, WGC3Duint, const WGC3Dchar*)
752
753 DELEGATE_TO_GL_2(bindBuffer, BindBuffer, WGC3Denum, WebGLId);
754
755 void WebGraphicsContext3DInProcessImpl::bindFramebuffer(
756 WGC3Denum target, WebGLId framebuffer) {
757 makeContextCurrent();
758 if (!framebuffer)
759 framebuffer = (attributes_.antialias ? multisample_fbo_ : fbo_);
760 if (framebuffer != bound_fbo_) {
761 glBindFramebufferEXT(target, framebuffer);
762 bound_fbo_ = framebuffer;
763 }
764 }
765
766 DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, WGC3Denum, WebGLId)
767
768 void WebGraphicsContext3DInProcessImpl::bindTexture(
769 WGC3Denum target, WebGLId texture) {
770 makeContextCurrent();
771 glBindTexture(target, texture);
772 bound_texture_ = texture;
773 }
774
775 DELEGATE_TO_GL_4(blendColor, BlendColor,
776 WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
777
778 DELEGATE_TO_GL_1(blendEquation, BlendEquation, WGC3Denum)
779
780 DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate,
781 WGC3Denum, WGC3Denum)
782
783 DELEGATE_TO_GL_2(blendFunc, BlendFunc, WGC3Denum, WGC3Denum)
784
785 DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate,
786 WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
787
788 DELEGATE_TO_GL_4(bufferData, BufferData,
789 WGC3Denum, WGC3Dsizeiptr, const void*, WGC3Denum)
790
791 DELEGATE_TO_GL_4(bufferSubData, BufferSubData,
792 WGC3Denum, WGC3Dintptr, WGC3Dsizeiptr, const void*)
793
794 DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatusEXT,
795 WGC3Denum, WGC3Denum)
796
797 DELEGATE_TO_GL_1(clear, Clear, WGC3Dbitfield)
798
799 DELEGATE_TO_GL_4(clearColor, ClearColor,
800 WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf)
801
802 DELEGATE_TO_GL_1(clearDepth, ClearDepth, WGC3Dclampf)
803
804 DELEGATE_TO_GL_1(clearStencil, ClearStencil, WGC3Dint)
805
806 DELEGATE_TO_GL_4(colorMask, ColorMask,
807 WGC3Dboolean, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean)
808
809 void WebGraphicsContext3DInProcessImpl::compileShader(WebGLId shader) {
810 makeContextCurrent();
811
812 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
813 if (result == shader_source_map_.end()) {
814 // Passing down to gl driver to generate the correct error; or the case
815 // where the shader deletion is delayed when it's attached to a program.
816 glCompileShader(shader);
817 return;
818 }
819 ShaderSourceEntry* entry = result->second;
820 DCHECK(entry);
821
822 if (!AngleValidateShaderSource(entry)) {
823 // Shader didn't validate; don't move forward with compiling
824 // translated source.
825 return;
826 }
827
828 const char* translated_source = entry->translated_source.get();
829 int shader_length = translated_source ? strlen(translated_source) : 0;
830 glShaderSource(
831 shader, 1, const_cast<const char**>(&translated_source), &shader_length);
832 glCompileShader(shader);
833
834 #ifndef NDEBUG
835 int compileStatus;
836 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
837 // DCHECK that ANGLE generated GLSL will be accepted by OpenGL
838 DCHECK(compileStatus == GL_TRUE);
839 #endif
840 }
841
842 void WebGraphicsContext3DInProcessImpl::copyTexImage2D(
843 WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dint x,
844 WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border) {
845 makeContextCurrent();
846
847 bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_);
848 if (needsResolve) {
849 ResolveMultisampledFramebuffer(x, y, width, height);
850 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
851 }
852
853 glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
854
855 if (needsResolve)
856 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
857 }
858
859 void WebGraphicsContext3DInProcessImpl::copyTexSubImage2D(
860 WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset,
861 WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) {
862 makeContextCurrent();
863
864 bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_);
865 if (needsResolve) {
866 ResolveMultisampledFramebuffer(x, y, width, height);
867 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
868 }
869
870 glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
871
872 if (needsResolve)
873 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
874 }
875
876 DELEGATE_TO_GL_1(cullFace, CullFace, WGC3Denum)
877
878 DELEGATE_TO_GL_1(depthFunc, DepthFunc, WGC3Denum)
879
880 DELEGATE_TO_GL_1(depthMask, DepthMask, WGC3Dboolean)
881
882 DELEGATE_TO_GL_2(depthRange, DepthRange, WGC3Dclampf, WGC3Dclampf)
883
884 DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId)
885
886 DELEGATE_TO_GL_1(disable, Disable, WGC3Denum)
887
888 DELEGATE_TO_GL_1(disableVertexAttribArray, DisableVertexAttribArray, WGC3Duint)
889
890 DELEGATE_TO_GL_3(drawArrays, DrawArrays, WGC3Denum, WGC3Dint, WGC3Dsizei)
891
892 void WebGraphicsContext3DInProcessImpl::drawElements(
893 WGC3Denum mode, WGC3Dsizei count, WGC3Denum type, WGC3Dintptr offset) {
894 makeContextCurrent();
895 glDrawElements(mode, count, type,
896 reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
897 }
898
899 DELEGATE_TO_GL_1(enable, Enable, WGC3Denum)
900
901 DELEGATE_TO_GL_1(enableVertexAttribArray, EnableVertexAttribArray, WGC3Duint)
902
903 DELEGATE_TO_GL(finish, Finish)
904
905 DELEGATE_TO_GL(flush, Flush)
906
907 DELEGATE_TO_GL_4(framebufferRenderbuffer, FramebufferRenderbufferEXT,
908 WGC3Denum, WGC3Denum, WGC3Denum, WebGLId)
909
910 DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT,
911 WGC3Denum, WGC3Denum, WGC3Denum, WebGLId, WGC3Dint)
912
913 DELEGATE_TO_GL_1(frontFace, FrontFace, WGC3Denum)
914
915 void WebGraphicsContext3DInProcessImpl::generateMipmap(WGC3Denum target) {
916 makeContextCurrent();
917 if (is_gles2_ || have_ext_framebuffer_object_)
918 glGenerateMipmapEXT(target);
919 // FIXME: provide alternative code path? This will be unpleasant
920 // to implement if glGenerateMipmapEXT is not available -- it will
921 // require a texture readback and re-upload.
922 }
923
924 bool WebGraphicsContext3DInProcessImpl::getActiveAttrib(
925 WebGLId program, WGC3Duint index, ActiveInfo& info) {
926 makeContextCurrent();
927 if (!program) {
928 synthesizeGLError(GL_INVALID_VALUE);
929 return false;
930 }
931 GLint max_name_length = -1;
932 glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_name_length);
933 if (max_name_length < 0)
934 return false;
935 scoped_array<GLchar> name(new GLchar[max_name_length]);
936 GLsizei length = 0;
937 GLint size = -1;
938 GLenum type = 0;
939 glGetActiveAttrib(program, index, max_name_length,
940 &length, &size, &type, name.get());
941 if (size < 0) {
942 return false;
943 }
944 info.name = WebString::fromUTF8(name.get(), length);
945 info.type = type;
946 info.size = size;
947 return true;
948 }
949
950 bool WebGraphicsContext3DInProcessImpl::getActiveUniform(
951 WebGLId program, WGC3Duint index, ActiveInfo& info) {
952 makeContextCurrent();
953 GLint max_name_length = -1;
954 glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_length);
955 if (max_name_length < 0)
956 return false;
957 scoped_array<GLchar> name(new GLchar[max_name_length]);
958 GLsizei length = 0;
959 GLint size = -1;
960 GLenum type = 0;
961 glGetActiveUniform(program, index, max_name_length,
962 &length, &size, &type, name.get());
963 if (size < 0) {
964 return false;
965 }
966 info.name = WebString::fromUTF8(name.get(), length);
967 info.type = type;
968 info.size = size;
969 return true;
970 }
971
972 DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders,
973 WebGLId, WGC3Dsizei, WGC3Dsizei*, WebGLId*)
974
975 DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation,
976 WebGLId, const WGC3Dchar*, WGC3Dint)
977
978 DELEGATE_TO_GL_2(getBooleanv, GetBooleanv,
979 WGC3Denum, WGC3Dboolean*)
980
981 DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv,
982 WGC3Denum, WGC3Denum, WGC3Dint*)
983
984 WebGraphicsContext3D::Attributes WebGraphicsContext3DInProcessImpl::
985 getContextAttributes() {
986 return attributes_;
987 }
988
989 WGC3Denum WebGraphicsContext3DInProcessImpl::getError() {
990 DCHECK(synthetic_errors_list_.size() == synthetic_errors_set_.size());
991 if (synthetic_errors_set_.size() > 0) {
992 WGC3Denum error = synthetic_errors_list_.front();
993 synthetic_errors_list_.pop_front();
994 synthetic_errors_set_.erase(error);
995 return error;
996 }
997
998 makeContextCurrent();
999 return glGetError();
1000 }
1001
1002 bool WebGraphicsContext3DInProcessImpl::isContextLost() {
1003 return false;
1004 }
1005
1006 DELEGATE_TO_GL_2(getFloatv, GetFloatv, WGC3Denum, WGC3Dfloat*)
1007
1008 void WebGraphicsContext3DInProcessImpl::getFramebufferAttachmentParameteriv(
1009 WGC3Denum target, WGC3Denum attachment,
1010 WGC3Denum pname, WGC3Dint* value) {
1011 makeContextCurrent();
1012 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT)
1013 attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT;
1014 // either works.
1015 glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value);
1016 }
1017
1018 void WebGraphicsContext3DInProcessImpl::getIntegerv(
1019 WGC3Denum pname, WGC3Dint* value) {
1020 makeContextCurrent();
1021 if (is_gles2_) {
1022 glGetIntegerv(pname, value);
1023 return;
1024 }
1025 // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and
1026 // MAX_VARYING_VECTORS because desktop GL's corresponding queries
1027 // return the number of components whereas GLES2 return the number
1028 // of vectors (each vector has 4 components). Therefore, the value
1029 // returned by desktop GL needs to be divided by 4.
1030 switch (pname) {
1031 case MAX_FRAGMENT_UNIFORM_VECTORS:
1032 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value);
1033 *value /= 4;
1034 break;
1035 case MAX_VERTEX_UNIFORM_VECTORS:
1036 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value);
1037 *value /= 4;
1038 break;
1039 case MAX_VARYING_VECTORS:
1040 glGetIntegerv(GL_MAX_VARYING_FLOATS, value);
1041 *value /= 4;
1042 break;
1043 default:
1044 glGetIntegerv(pname, value);
1045 }
1046 }
1047
1048 DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, WGC3Denum, WGC3Dint*)
1049
1050 WebString WebGraphicsContext3DInProcessImpl::getProgramInfoLog(
1051 WebGLId program) {
1052 makeContextCurrent();
1053 GLint log_length;
1054 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
1055 if (!log_length)
1056 return WebString();
1057 scoped_array<GLchar> log(new GLchar[log_length]);
1058 GLsizei returned_log_length;
1059 glGetProgramInfoLog(program, log_length, &returned_log_length, log.get());
1060 DCHECK(log_length == returned_log_length + 1);
1061 WebString res = WebString::fromUTF8(log.get(), returned_log_length);
1062 return res;
1063 }
1064
1065 DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT,
1066 WGC3Denum, WGC3Denum, WGC3Dint*)
1067
1068 void WebGraphicsContext3DInProcessImpl::getShaderiv(
1069 WebGLId shader, WGC3Denum pname, WGC3Dint* value) {
1070 makeContextCurrent();
1071
1072 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1073 if (result != shader_source_map_.end()) {
1074 ShaderSourceEntry* entry = result->second;
1075 DCHECK(entry);
1076 switch (pname) {
1077 case GL_COMPILE_STATUS:
1078 if (!entry->is_valid) {
1079 *value = 0;
1080 return;
1081 }
1082 break;
1083 case GL_INFO_LOG_LENGTH:
1084 if (!entry->is_valid) {
1085 *value = entry->log.get() ? strlen(entry->log.get()) : 0;
1086 if (*value)
1087 (*value)++;
1088 return;
1089 }
1090 break;
1091 case GL_SHADER_SOURCE_LENGTH:
1092 *value = entry->source.get() ? strlen(entry->source.get()) : 0;
1093 if (*value)
1094 (*value)++;
1095 return;
1096 }
1097 }
1098
1099 glGetShaderiv(shader, pname, value);
1100 }
1101
1102 WebString WebGraphicsContext3DInProcessImpl::getShaderInfoLog(WebGLId shader) {
1103 makeContextCurrent();
1104
1105 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1106 if (result != shader_source_map_.end()) {
1107 ShaderSourceEntry* entry = result->second;
1108 DCHECK(entry);
1109 if (!entry->is_valid) {
1110 if (!entry->log.get())
1111 return WebString();
1112 WebString res = WebString::fromUTF8(
1113 entry->log.get(), strlen(entry->log.get()));
1114 return res;
1115 }
1116 }
1117
1118 GLint log_length = 0;
1119 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
1120 if (log_length <= 1)
1121 return WebString();
1122 scoped_array<GLchar> log(new GLchar[log_length]);
1123 GLsizei returned_log_length;
1124 glGetShaderInfoLog(shader, log_length, &returned_log_length, log.get());
1125 DCHECK(log_length == returned_log_length + 1);
1126 WebString res = WebString::fromUTF8(log.get(), returned_log_length);
1127 return res;
1128 }
1129
1130 WebString WebGraphicsContext3DInProcessImpl::getShaderSource(WebGLId shader) {
1131 makeContextCurrent();
1132
1133 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1134 if (result != shader_source_map_.end()) {
1135 ShaderSourceEntry* entry = result->second;
1136 DCHECK(entry);
1137 if (!entry->source.get())
1138 return WebString();
1139 WebString res = WebString::fromUTF8(
1140 entry->source.get(), strlen(entry->source.get()));
1141 return res;
1142 }
1143
1144 GLint log_length = 0;
1145 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &log_length);
1146 if (log_length <= 1)
1147 return WebString();
1148 scoped_array<GLchar> log(new GLchar[log_length]);
1149 GLsizei returned_log_length;
1150 glGetShaderSource(shader, log_length, &returned_log_length, log.get());
1151 DCHECK(log_length == returned_log_length + 1);
1152 WebString res = WebString::fromUTF8(log.get(), returned_log_length);
1153 return res;
1154 }
1155
1156 WebString WebGraphicsContext3DInProcessImpl::getString(WGC3Denum name) {
1157 makeContextCurrent();
1158 std::string result(reinterpret_cast<const char*>(glGetString(name)));
1159 if (name == GL_EXTENSIONS) {
1160 // GL_CHROMIUM_copy_texture_to_parent_texture requires the
1161 // desktopGL-only function glGetTexLevelParameteriv (GLES2
1162 // doesn't support it).
1163 if (!is_gles2_)
1164 result += " GL_CHROMIUM_copy_texture_to_parent_texture";
1165 }
1166 return WebString::fromUTF8(result.c_str());
1167 }
1168
1169 DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv,
1170 WGC3Denum, WGC3Denum, WGC3Dfloat*)
1171
1172 DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv,
1173 WGC3Denum, WGC3Denum, WGC3Dint*)
1174
1175 DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, WGC3Dint, WGC3Dfloat*)
1176
1177 DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, WGC3Dint, WGC3Dint*)
1178
1179 DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation,
1180 WebGLId, const WGC3Dchar*, WGC3Dint)
1181
1182 DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv,
1183 WGC3Duint, WGC3Denum, WGC3Dfloat*)
1184
1185 DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv,
1186 WGC3Duint, WGC3Denum, WGC3Dint*)
1187
1188 WGC3Dsizeiptr WebGraphicsContext3DInProcessImpl::getVertexAttribOffset(
1189 WGC3Duint index, WGC3Denum pname) {
1190 makeContextCurrent();
1191 void* pointer;
1192 glGetVertexAttribPointerv(index, pname, &pointer);
1193 return static_cast<WGC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer));
1194 }
1195
1196 DELEGATE_TO_GL_2(hint, Hint, WGC3Denum, WGC3Denum)
1197
1198 DELEGATE_TO_GL_1RB(isBuffer, IsBuffer, WebGLId, WGC3Dboolean)
1199
1200 DELEGATE_TO_GL_1RB(isEnabled, IsEnabled, WGC3Denum, WGC3Dboolean)
1201
1202 DELEGATE_TO_GL_1RB(isFramebuffer, IsFramebufferEXT, WebGLId, WGC3Dboolean)
1203
1204 DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, WGC3Dboolean)
1205
1206 DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbufferEXT, WebGLId, WGC3Dboolean)
1207
1208 DELEGATE_TO_GL_1RB(isShader, IsShader, WebGLId, WGC3Dboolean)
1209
1210 DELEGATE_TO_GL_1RB(isTexture, IsTexture, WebGLId, WGC3Dboolean)
1211
1212 DELEGATE_TO_GL_1(lineWidth, LineWidth, WGC3Dfloat)
1213
1214 DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId)
1215
1216 DELEGATE_TO_GL_2(pixelStorei, PixelStorei, WGC3Denum, WGC3Dint)
1217
1218 DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, WGC3Dfloat, WGC3Dfloat)
1219
1220 void WebGraphicsContext3DInProcessImpl::readPixels(
1221 WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height,
1222 WGC3Denum format, WGC3Denum type, void* pixels) {
1223 makeContextCurrent();
1224 // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e.,
1225 // all previous rendering calls should be done before reading pixels.
1226 glFlush();
1227 bool needs_resolve =
1228 (attributes_.antialias && bound_fbo_ == multisample_fbo_);
1229 if (needs_resolve) {
1230 ResolveMultisampledFramebuffer(x, y, width, height);
1231 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_);
1232 glFlush();
1233 }
1234
1235 glReadPixels(x, y, width, height, format, type, pixels);
1236
1237 if (needs_resolve)
1238 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_);
1239 }
1240
1241 void WebGraphicsContext3DInProcessImpl::releaseShaderCompiler() {
1242 }
1243
1244 void WebGraphicsContext3DInProcessImpl::renderbufferStorage(
1245 WGC3Denum target,
1246 WGC3Denum internalformat,
1247 WGC3Dsizei width,
1248 WGC3Dsizei height) {
1249 makeContextCurrent();
1250 if (!is_gles2_) {
1251 switch (internalformat) {
1252 case GL_DEPTH_STENCIL:
1253 internalformat = GL_DEPTH24_STENCIL8_EXT;
1254 break;
1255 case GL_DEPTH_COMPONENT16:
1256 internalformat = GL_DEPTH_COMPONENT;
1257 break;
1258 case GL_RGBA4:
1259 case GL_RGB5_A1:
1260 internalformat = GL_RGBA;
1261 break;
1262 case 0x8D62: // GL_RGB565
1263 internalformat = GL_RGB;
1264 break;
1265 }
1266 }
1267 glRenderbufferStorageEXT(target, internalformat, width, height);
1268 }
1269
1270 DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, WGC3Dclampf, WGC3Dboolean)
1271
1272 DELEGATE_TO_GL_4(scissor, Scissor, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
1273
1274 void WebGraphicsContext3DInProcessImpl::texImage2D(
1275 WGC3Denum target, WGC3Dint level, WGC3Denum internalFormat,
1276 WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border,
1277 WGC3Denum format, WGC3Denum type, const void* pixels) {
1278 if (width && height && !pixels) {
1279 synthesizeGLError(GL_INVALID_VALUE);
1280 return;
1281 }
1282 makeContextCurrent();
1283 glTexImage2D(target, level, internalFormat,
1284 width, height, border, format, type, pixels);
1285 }
1286
1287 void WebGraphicsContext3DInProcessImpl::shaderSource(
1288 WebGLId shader, const WGC3Dchar* source) {
1289 makeContextCurrent();
1290 GLint length = source ? strlen(source) : 0;
1291 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1292 if (result != shader_source_map_.end()) {
1293 ShaderSourceEntry* entry = result->second;
1294 DCHECK(entry);
1295 entry->source.reset(new char[length + 1]);
1296 memcpy(entry->source.get(), source, (length + 1) * sizeof(char));
1297 } else {
1298 glShaderSource(shader, 1, &source, &length);
1299 }
1300 }
1301
1302 DELEGATE_TO_GL_3(stencilFunc, StencilFunc, WGC3Denum, WGC3Dint, WGC3Duint)
1303
1304 DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate,
1305 WGC3Denum, WGC3Denum, WGC3Dint, WGC3Duint)
1306
1307 DELEGATE_TO_GL_1(stencilMask, StencilMask, WGC3Duint)
1308
1309 DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate,
1310 WGC3Denum, WGC3Duint)
1311
1312 DELEGATE_TO_GL_3(stencilOp, StencilOp,
1313 WGC3Denum, WGC3Denum, WGC3Denum)
1314
1315 DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate,
1316 WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
1317
1318 DELEGATE_TO_GL_3(texParameterf, TexParameterf, WGC3Denum, WGC3Denum, WGC3Dfloat)
1319
1320 DELEGATE_TO_GL_3(texParameteri, TexParameteri, WGC3Denum, WGC3Denum, WGC3Dint)
1321
1322 DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D,
1323 WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dsizei,
1324 WGC3Dsizei, WGC3Denum, WGC3Denum, const void*)
1325
1326 DELEGATE_TO_GL_2(uniform1f, Uniform1f, WGC3Dint, WGC3Dfloat)
1327
1328 DELEGATE_TO_GL_3(uniform1fv, Uniform1fv,
1329 WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
1330
1331 DELEGATE_TO_GL_2(uniform1i, Uniform1i, WGC3Dint, WGC3Dint)
1332
1333 DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
1334
1335 DELEGATE_TO_GL_3(uniform2f, Uniform2f, WGC3Dint, WGC3Dfloat, WGC3Dfloat)
1336
1337 DELEGATE_TO_GL_3(uniform2fv, Uniform2fv,
1338 WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
1339
1340 DELEGATE_TO_GL_3(uniform2i, Uniform2i, WGC3Dint, WGC3Dint, WGC3Dint)
1341
1342 DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
1343
1344 DELEGATE_TO_GL_4(uniform3f, Uniform3f,
1345 WGC3Dint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
1346
1347 DELEGATE_TO_GL_3(uniform3fv, Uniform3fv,
1348 WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
1349
1350 DELEGATE_TO_GL_4(uniform3i, Uniform3i, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
1351
1352 DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
1353
1354 DELEGATE_TO_GL_5(uniform4f, Uniform4f, WGC3Dint,
1355 WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
1356
1357 DELEGATE_TO_GL_3(uniform4fv, Uniform4fv,
1358 WGC3Dint, WGC3Dsizei, const WGC3Dfloat*)
1359
1360 DELEGATE_TO_GL_5(uniform4i, Uniform4i, WGC3Dint,
1361 WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
1362
1363 DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
1364
1365 DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv,
1366 WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
1367
1368 DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv,
1369 WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
1370
1371 DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv,
1372 WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
1373
1374 DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId)
1375
1376 DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId)
1377
1378 DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, WGC3Duint, WGC3Dfloat)
1379
1380 DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, WGC3Duint, const WGC3Dfloat*)
1381
1382 DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f,
1383 WGC3Duint, WGC3Dfloat, WGC3Dfloat)
1384
1385 DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, WGC3Duint, const WGC3Dfloat*)
1386
1387 DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f,
1388 WGC3Duint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
1389
1390 DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, WGC3Duint, const WGC3Dfloat*)
1391
1392 DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f,
1393 WGC3Duint, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
1394
1395 DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, WGC3Duint, const WGC3Dfloat*)
1396
1397 void WebGraphicsContext3DInProcessImpl::vertexAttribPointer(
1398 WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized,
1399 WGC3Dsizei stride, WGC3Dintptr offset) {
1400 makeContextCurrent();
1401 glVertexAttribPointer(index, size, type, normalized, stride,
1402 reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
1403 }
1404
1405 DELEGATE_TO_GL_4(viewport, Viewport, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
1406
1407 WebGLId WebGraphicsContext3DInProcessImpl::createBuffer() {
1408 makeContextCurrent();
1409 GLuint o;
1410 glGenBuffersARB(1, &o);
1411 return o;
1412 }
1413
1414 WebGLId WebGraphicsContext3DInProcessImpl::createFramebuffer() {
1415 makeContextCurrent();
1416 GLuint o = 0;
1417 glGenFramebuffersEXT(1, &o);
1418 return o;
1419 }
1420
1421 WebGLId WebGraphicsContext3DInProcessImpl::createProgram() {
1422 makeContextCurrent();
1423 return glCreateProgram();
1424 }
1425
1426 WebGLId WebGraphicsContext3DInProcessImpl::createRenderbuffer() {
1427 makeContextCurrent();
1428 GLuint o;
1429 glGenRenderbuffersEXT(1, &o);
1430 return o;
1431 }
1432
1433 WebGLId WebGraphicsContext3DInProcessImpl::createShader(
1434 WGC3Denum shaderType) {
1435 makeContextCurrent();
1436 DCHECK(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER);
1437 GLuint shader = glCreateShader(shaderType);
1438 if (shader) {
1439 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1440 if (result != shader_source_map_.end()) {
1441 delete result->second;
1442 shader_source_map_.erase(result);
1443 }
1444 shader_source_map_.insert(
1445 ShaderSourceMap::value_type(shader, new ShaderSourceEntry(shaderType)));
1446 }
1447
1448 return shader;
1449 }
1450
1451 WebGLId WebGraphicsContext3DInProcessImpl::createTexture() {
1452 makeContextCurrent();
1453 GLuint o;
1454 glGenTextures(1, &o);
1455 return o;
1456 }
1457
1458 void WebGraphicsContext3DInProcessImpl::deleteBuffer(WebGLId buffer) {
1459 makeContextCurrent();
1460 glDeleteBuffersARB(1, &buffer);
1461 }
1462
1463 void WebGraphicsContext3DInProcessImpl::deleteFramebuffer(
1464 WebGLId framebuffer) {
1465 makeContextCurrent();
1466 glDeleteFramebuffersEXT(1, &framebuffer);
1467 }
1468
1469 void WebGraphicsContext3DInProcessImpl::deleteProgram(WebGLId program) {
1470 makeContextCurrent();
1471 glDeleteProgram(program);
1472 }
1473
1474 void WebGraphicsContext3DInProcessImpl::deleteRenderbuffer(
1475 WebGLId renderbuffer) {
1476 makeContextCurrent();
1477 glDeleteRenderbuffersEXT(1, &renderbuffer);
1478 }
1479
1480 void WebGraphicsContext3DInProcessImpl::deleteShader(WebGLId shader) {
1481 makeContextCurrent();
1482
1483 ShaderSourceMap::iterator result = shader_source_map_.find(shader);
1484 if (result != shader_source_map_.end()) {
1485 delete result->second;
1486 shader_source_map_.erase(result);
1487 }
1488 glDeleteShader(shader);
1489 }
1490
1491 void WebGraphicsContext3DInProcessImpl::deleteTexture(WebGLId texture) {
1492 makeContextCurrent();
1493 glDeleteTextures(1, &texture);
1494 }
1495
1496 bool WebGraphicsContext3DInProcessImpl::AngleCreateCompilers() {
1497 if (!ShInitialize())
1498 return false;
1499
1500 ShBuiltInResources resources;
1501 ShInitBuiltInResources(&resources);
1502 getIntegerv(GL_MAX_VERTEX_ATTRIBS, &resources.MaxVertexAttribs);
1503 getIntegerv(MAX_VERTEX_UNIFORM_VECTORS, &resources.MaxVertexUniformVectors);
1504 getIntegerv(MAX_VARYING_VECTORS, &resources.MaxVaryingVectors);
1505 getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
1506 &resources.MaxVertexTextureImageUnits);
1507 getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
1508 &resources.MaxCombinedTextureImageUnits);
1509 getIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &resources.MaxTextureImageUnits);
1510 getIntegerv(MAX_FRAGMENT_UNIFORM_VECTORS,
1511 &resources.MaxFragmentUniformVectors);
1512 // Always set to 1 for OpenGL ES.
1513 resources.MaxDrawBuffers = 1;
1514
1515 fragment_compiler_ = ShConstructCompiler(
1516 SH_FRAGMENT_SHADER, SH_WEBGL_SPEC, &resources);
1517 vertex_compiler_ = ShConstructCompiler(
1518 SH_VERTEX_SHADER, SH_WEBGL_SPEC, &resources);
1519 return (fragment_compiler_ && vertex_compiler_);
1520 }
1521
1522 void WebGraphicsContext3DInProcessImpl::AngleDestroyCompilers() {
1523 if (fragment_compiler_) {
1524 ShDestruct(fragment_compiler_);
1525 fragment_compiler_ = 0;
1526 }
1527 if (vertex_compiler_) {
1528 ShDestruct(vertex_compiler_);
1529 vertex_compiler_ = 0;
1530 }
1531 }
1532
1533 bool WebGraphicsContext3DInProcessImpl::AngleValidateShaderSource(
1534 ShaderSourceEntry* entry) {
1535 entry->is_valid = false;
1536 entry->translated_source.reset();
1537 entry->log.reset();
1538
1539 ShHandle compiler = 0;
1540 switch (entry->type) {
1541 case GL_FRAGMENT_SHADER:
1542 compiler = fragment_compiler_;
1543 break;
1544 case GL_VERTEX_SHADER:
1545 compiler = vertex_compiler_;
1546 break;
1547 }
1548 if (!compiler)
1549 return false;
1550
1551 char* source = entry->source.get();
1552 if (!ShCompile(compiler, &source, 1, SH_OBJECT_CODE)) {
1553 int logSize = 0;
1554 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize);
1555 if (logSize > 1) {
1556 entry->log.reset(new char[logSize]);
1557 ShGetInfoLog(compiler, entry->log.get());
1558 }
1559 return false;
1560 }
1561
1562 int length = 0;
1563 if (is_gles2_) {
1564 // ANGLE does not yet have a GLSL ES backend. Therefore if the
1565 // compile succeeds we send the original source down.
1566 length = strlen(entry->source.get());
1567 if (length > 0)
1568 ++length; // Add null terminator
1569 } else {
1570 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &length);
1571 }
1572 if (length > 1) {
1573 entry->translated_source.reset(new char[length]);
1574 if (is_gles2_)
1575 strncpy(entry->translated_source.get(), entry->source.get(), length);
1576 else
1577 ShGetObjectCode(compiler, entry->translated_source.get());
1578 }
1579 entry->is_valid = true;
1580 return true;
1581 }
1582
1583 #else // USE_WGC3D_TYPES
1584
33 WebGraphicsContext3DInProcessImpl:: 1585 WebGraphicsContext3DInProcessImpl::
34 VertexAttribPointerState::VertexAttribPointerState() 1586 VertexAttribPointerState::VertexAttribPointerState()
35 : enabled(false), 1587 : enabled(false),
36 buffer(0), 1588 buffer(0),
37 indx(0), 1589 indx(0),
38 size(0), 1590 size(0),
39 type(0), 1591 type(0),
40 normalized(false), 1592 normalized(false),
41 stride(0), 1593 stride(0),
42 offset(0) { 1594 offset(0) {
(...skipping 1614 matching lines...) Expand 10 before | Expand all | Expand 10 after
1657 entry->translated_source.reset(new char[length]); 3209 entry->translated_source.reset(new char[length]);
1658 if (is_gles2_) 3210 if (is_gles2_)
1659 strncpy(entry->translated_source.get(), entry->source.get(), length); 3211 strncpy(entry->translated_source.get(), entry->source.get(), length);
1660 else 3212 else
1661 ShGetObjectCode(compiler, entry->translated_source.get()); 3213 ShGetObjectCode(compiler, entry->translated_source.get());
1662 } 3214 }
1663 entry->is_valid = true; 3215 entry->is_valid = true;
1664 return true; 3216 return true;
1665 } 3217 }
1666 3218
3219 #endif // USE_WGC3D_TYPES
3220
1667 } // namespace gpu 3221 } // namespace gpu
1668 } // namespace webkit 3222 } // namespace webkit
1669 3223
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