blob: 42fa3ef45aac3bab6592410970ae6ba0e1f3a970 [file] [log] [blame]
// Copyright (c) 2011 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.
#if defined(ENABLE_GPU)
#include "webkit/gpu/webgraphicscontext3d_in_process_command_buffer_impl.h"
#include <GLES2/gl2.h>
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES 1
#endif
#include <GLES2/gl2ext.h>
#include <algorithm>
#include <set>
#include "base/string_tokenizer.h"
#include "base/command_line.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/message_loop.h"
#include "base/memory/singleton.h"
#include "base/metrics/histogram.h"
#include "base/synchronization/lock.h"
#include "gpu/command_buffer/client/gles2_lib.h"
#include "gpu/command_buffer/client/gles2_implementation.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/service/context_group.h"
#include "gpu/command_buffer/service/gpu_scheduler.h"
#include "gpu/command_buffer/service/command_buffer_service.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebDocument.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebFrame.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h"
#include "ui/gfx/gl/gl_context.h"
#include "ui/gfx/gl/gl_share_group.h"
#include "ui/gfx/gl/gl_surface.h"
#include "webkit/glue/gl_bindings_skia_cmd_buffer.h"
using gpu::Buffer;
using gpu::CommandBuffer;
using gpu::CommandBufferService;
using gpu::gles2::GLES2CmdHelper;
using gpu::gles2::GLES2Implementation;
using gpu::GpuScheduler;
namespace webkit {
namespace gpu {
class GLInProcessContext : public base::SupportsWeakPtr<GLInProcessContext> {
public:
// These are the same error codes as used by EGL.
enum Error {
SUCCESS = 0x3000,
NOT_INITIALIZED = 0x3001,
BAD_ATTRIBUTE = 0x3004,
BAD_GLContext = 0x3006,
CONTEXT_LOST = 0x300E
};
// GLInProcessContext configuration attributes. These are the same as used by
// EGL. Attributes are matched using a closest fit algorithm.
enum Attribute {
ALPHA_SIZE = 0x3021,
BLUE_SIZE = 0x3022,
GREEN_SIZE = 0x3023,
RED_SIZE = 0x3024,
DEPTH_SIZE = 0x3025,
STENCIL_SIZE = 0x3026,
SAMPLES = 0x3031,
SAMPLE_BUFFERS = 0x3032,
NONE = 0x3038 // Attrib list = terminator
};
// Initialize the library. This must have completed before any other
// functions are invoked.
static bool Initialize();
// Terminate the library. This must be called after any other functions
// have completed.
static bool Terminate();
~GLInProcessContext();
void PumpCommands();
// Create a GLInProcessContext that renders directly to a view. The view and
// the associated window must not be destroyed until the returned
// GLInProcessContext has been destroyed, otherwise the GPU process might
// attempt to render to an invalid window handle.
//
// NOTE: on Mac OS X, this entry point is only used to set up the
// accelerated compositor's output. On this platform, we actually pass
// a gfx::PluginWindowHandle in place of the gfx::NativeViewId,
// because the facility to allocate a fake PluginWindowHandle is
// already in place. We could add more entry points and messages to
// allocate both fake PluginWindowHandles and NativeViewIds and map
// from fake NativeViewIds to PluginWindowHandles, but this seems like
// unnecessary complexity at the moment.
//
static GLInProcessContext* CreateViewContext(
gfx::PluginWindowHandle render_surface,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference);
// Create a GLInProcessContext that renders to an offscreen frame buffer. If
// parent is not NULL, that GLInProcessContext can access a copy of the
// created GLInProcessContext's frame buffer that is updated every time
// SwapBuffers is called. It is not as general as shared GLInProcessContexts
// in other implementations of OpenGL. If parent is not NULL, it must be used
// on the same thread as the parent. A child GLInProcessContext may not
// outlive its parent. attrib_list must be NULL or a NONE-terminated list of
// attribute/value pairs.
static GLInProcessContext* CreateOffscreenContext(
GLInProcessContext* parent,
const gfx::Size& size,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference);
// For an offscreen frame buffer GLInProcessContext, return the texture ID
// with respect to the parent GLInProcessContext. Returns zero if
// GLInProcessContext does not have a parent.
uint32 GetParentTextureId();
// Create a new texture in the parent's GLInProcessContext. Returns zero if
// GLInProcessContext does not have a parent.
uint32 CreateParentTexture(const gfx::Size& size);
// Deletes a texture in the parent's GLInProcessContext.
void DeleteParentTexture(uint32 texture);
// Provides a callback that will be invoked when SwapBuffers has completed
// service side.
void SetSwapBuffersCallback(Callback0::Type* callback);
void SetContextLostCallback(Callback0::Type* callback);
// Set the current GLInProcessContext for the calling thread.
static bool MakeCurrent(GLInProcessContext* context);
// For a view GLInProcessContext, display everything that has been rendered
// since the last call. For an offscreen GLInProcessContext, resolve
// everything that has been rendered since the last call to a copy that can be
// accessed by the parent GLInProcessContext.
bool SwapBuffers();
// TODO(gman): Remove this
void DisableShaderTranslation();
// Allows direct access to the GLES2 implementation so a GLInProcessContext
// can be used without making it current.
GLES2Implementation* GetImplementation();
// Return the current error.
Error GetError();
// Return true if GPU process reported GLInProcessContext lost or there was a
// problem communicating with the GPU process.
bool IsCommandBufferContextLost();
CommandBufferService* GetCommandBufferService();
private:
explicit GLInProcessContext(GLInProcessContext* parent);
bool Initialize(bool onscreen,
gfx::PluginWindowHandle render_surface,
const gfx::Size& size,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference);
void Destroy();
void OnSwapBuffers();
void OnContextLost();
base::WeakPtr<GLInProcessContext> parent_;
scoped_ptr<Callback0::Type> swap_buffers_callback_;
scoped_ptr<Callback0::Type> context_lost_callback_;
uint32 parent_texture_id_;
scoped_ptr<CommandBufferService> command_buffer_;
scoped_ptr< ::gpu::GpuScheduler> gpu_scheduler_;
scoped_ptr< ::gpu::gles2::GLES2Decoder> decoder_;
scoped_refptr<gfx::GLContext> context_;
scoped_refptr<gfx::GLSurface> surface_;
scoped_ptr<GLES2CmdHelper> gles2_helper_;
int32 transfer_buffer_id_;
scoped_ptr<GLES2Implementation> gles2_implementation_;
Error last_error_;
DISALLOW_COPY_AND_ASSIGN(GLInProcessContext);
};
namespace {
const int32 kCommandBufferSize = 1024 * 1024;
// TODO(kbr): make the transfer buffer size configurable via context
// creation attributes.
const int32 kTransferBufferSize = 1024 * 1024;
static base::LazyInstance<
std::set<WebGraphicsContext3DInProcessCommandBufferImpl*> >
g_all_shared_contexts = LAZY_INSTANCE_INITIALIZER;
static base::LazyInstance<base::Lock,
base::LeakyLazyInstanceTraits<base::Lock> >
g_all_shared_contexts_lock = LAZY_INSTANCE_INITIALIZER;
// Singleton used to initialize and terminate the gles2 library.
class GLES2Initializer {
public:
GLES2Initializer() {
gles2::Initialize();
}
~GLES2Initializer() {
gles2::Terminate();
}
private:
DISALLOW_COPY_AND_ASSIGN(GLES2Initializer);
};
////////////////////////////////////////////////////////////////////////////////
static base::LazyInstance<GLES2Initializer> g_gles2_initializer =
LAZY_INSTANCE_INITIALIZER;
} // namespace anonymous
GLInProcessContext::~GLInProcessContext() {
Destroy();
}
GLInProcessContext* GLInProcessContext::CreateViewContext(
gfx::PluginWindowHandle render_surface,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference) {
#if defined(ENABLE_GPU)
scoped_ptr<GLInProcessContext> context(new GLInProcessContext(NULL));
if (!context->Initialize(
true,
render_surface,
gfx::Size(),
context_group,
allowed_extensions,
attrib_list,
active_url,
gpu_preference))
return NULL;
return context.release();
#else
return NULL;
#endif
}
GLInProcessContext* GLInProcessContext::CreateOffscreenContext(
GLInProcessContext* parent,
const gfx::Size& size,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference) {
#if defined(ENABLE_GPU)
scoped_ptr<GLInProcessContext> context(new GLInProcessContext(parent));
if (!context->Initialize(
false,
gfx::kNullPluginWindow,
size,
context_group,
allowed_extensions,
attrib_list,
active_url,
gpu_preference))
return NULL;
return context.release();
#else
return NULL;
#endif
}
// In the normal command buffer implementation, all commands are passed over IPC
// to the gpu process where they are fed to the GLES2Decoder from a single
// thread. In layout tests, any thread could call this function. GLES2Decoder,
// and in particular the GL implementations behind it, are not generally
// threadsafe, so we guard entry points with a mutex.
static base::LazyInstance<base::Lock> g_decoder_lock =
LAZY_INSTANCE_INITIALIZER;
void GLInProcessContext::PumpCommands() {
base::AutoLock lock(g_decoder_lock.Get());
decoder_->MakeCurrent();
gpu_scheduler_->PutChanged();
::gpu::CommandBuffer::State state = command_buffer_->GetState();
CHECK(state.error == ::gpu::error::kNoError);
}
uint32 GLInProcessContext::GetParentTextureId() {
return parent_texture_id_;
}
uint32 GLInProcessContext::CreateParentTexture(const gfx::Size& size) {
uint32 texture = 0;
gles2_implementation_->GenTextures(1, &texture);
gles2_implementation_->Flush();
return texture;
}
void GLInProcessContext::DeleteParentTexture(uint32 texture) {
gles2_implementation_->DeleteTextures(1, &texture);
}
void GLInProcessContext::SetSwapBuffersCallback(Callback0::Type* callback) {
swap_buffers_callback_.reset(callback);
}
void GLInProcessContext::SetContextLostCallback(Callback0::Type* callback) {
context_lost_callback_.reset(callback);
}
bool GLInProcessContext::MakeCurrent(GLInProcessContext* context) {
if (context) {
gles2::SetGLContext(context->gles2_implementation_.get());
// Don't request latest error status from service. Just use the locally
// cached information from the last flush.
// TODO(apatrick): I'm not sure if this should actually change the
// current context if it fails. For now it gets changed even if it fails
// because making GL calls with a NULL context crashes.
if (context->command_buffer_->GetState().error != ::gpu::error::kNoError)
return false;
} else {
gles2::SetGLContext(NULL);
}
return true;
}
bool GLInProcessContext::SwapBuffers() {
// Don't request latest error status from service. Just use the locally cached
// information from the last flush.
if (command_buffer_->GetState().error != ::gpu::error::kNoError)
return false;
gles2_implementation_->SwapBuffers();
gles2_implementation_->Finish();
return true;
}
GLInProcessContext::Error GLInProcessContext::GetError() {
CommandBuffer::State state = command_buffer_->GetState();
if (state.error == ::gpu::error::kNoError) {
Error old_error = last_error_;
last_error_ = SUCCESS;
return old_error;
} else {
// All command buffer errors are unrecoverable. The error is treated as a
// lost context: destroy the context and create another one.
return CONTEXT_LOST;
}
}
bool GLInProcessContext::IsCommandBufferContextLost() {
CommandBuffer::State state = command_buffer_->GetState();
return state.error == ::gpu::error::kLostContext;
}
CommandBufferService* GLInProcessContext::GetCommandBufferService() {
return command_buffer_.get();
}
// TODO(gman): Remove This
void GLInProcessContext::DisableShaderTranslation() {
NOTREACHED();
}
GLES2Implementation* GLInProcessContext::GetImplementation() {
return gles2_implementation_.get();
}
GLInProcessContext::GLInProcessContext(GLInProcessContext* parent)
: parent_(parent ?
parent->AsWeakPtr() : base::WeakPtr<GLInProcessContext>()),
parent_texture_id_(0),
transfer_buffer_id_(-1),
last_error_(SUCCESS) {
}
bool GLInProcessContext::Initialize(bool onscreen,
gfx::PluginWindowHandle render_surface,
const gfx::Size& size,
GLInProcessContext* context_group,
const char* allowed_extensions,
const int32* attrib_list,
const GURL& active_url,
gfx::GpuPreference gpu_preference) {
// Use one share group for all contexts.
CR_DEFINE_STATIC_LOCAL(scoped_refptr<gfx::GLShareGroup>, share_group,
(new gfx::GLShareGroup));
DCHECK(size.width() >= 0 && size.height() >= 0);
// Ensure the gles2 library is initialized first in a thread safe way.
g_gles2_initializer.Get();
// Allocate a frame buffer ID with respect to the parent.
if (parent_.get()) {
// Flush any remaining commands in the parent context to make sure the
// texture id accounting stays consistent.
int32 token = parent_->gles2_helper_->InsertToken();
parent_->gles2_helper_->WaitForToken(token);
parent_texture_id_ = parent_->gles2_implementation_->MakeTextureId();
}
std::vector<int32> attribs;
while (attrib_list) {
int32 attrib = *attrib_list++;
switch (attrib) {
// Known attributes
case ALPHA_SIZE:
case BLUE_SIZE:
case GREEN_SIZE:
case RED_SIZE:
case DEPTH_SIZE:
case STENCIL_SIZE:
case SAMPLES:
case SAMPLE_BUFFERS:
attribs.push_back(attrib);
attribs.push_back(*attrib_list++);
break;
case NONE:
attribs.push_back(attrib);
attrib_list = NULL;
break;
default:
last_error_ = BAD_ATTRIBUTE;
attribs.push_back(NONE);
attrib_list = NULL;
break;
}
}
command_buffer_.reset(new CommandBufferService);
if (!command_buffer_->Initialize(kCommandBufferSize)) {
LOG(ERROR) << "Could not initialize command buffer.";
Destroy();
return false;
}
// TODO(gman): This needs to be true if this is Pepper.
bool bind_generates_resource = false;
decoder_.reset(::gpu::gles2::GLES2Decoder::Create(context_group ?
context_group->decoder_->GetContextGroup() :
new ::gpu::gles2::ContextGroup(bind_generates_resource)));
gpu_scheduler_.reset(new GpuScheduler(command_buffer_.get(),
decoder_.get(),
NULL));
decoder_->set_engine(gpu_scheduler_.get());
if (onscreen) {
if (render_surface == gfx::kNullPluginWindow) {
LOG(ERROR) << "Invalid surface handle for onscreen context.";
command_buffer_.reset();
} else {
surface_ = gfx::GLSurface::CreateViewGLSurface(false, render_surface);
}
} else {
surface_ = gfx::GLSurface::CreateOffscreenGLSurface(false,
gfx::Size(1, 1));
}
if (!surface_.get()) {
LOG(ERROR) << "Could not create GLSurface.";
Destroy();
return false;
}
context_ = gfx::GLContext::CreateGLContext(share_group.get(),
surface_.get(),
gpu_preference);
if (!context_.get()) {
LOG(ERROR) << "Could not create GLContext.";
Destroy();
return false;
}
if (!decoder_->Initialize(surface_.get(),
context_.get(),
size,
::gpu::gles2::DisallowedFeatures(),
allowed_extensions,
attribs)) {
LOG(ERROR) << "Could not initialize decoder.";
Destroy();
return false;
}
if (!decoder_->SetParent(
parent_.get() ? parent_->decoder_.get() : NULL,
parent_texture_id_)) {
LOG(ERROR) << "Could not set parent.";
Destroy();
return false;
}
command_buffer_->SetPutOffsetChangeCallback(
NewCallback(this, &GLInProcessContext::PumpCommands));
// Create the GLES2 helper, which writes the command buffer protocol.
gles2_helper_.reset(new GLES2CmdHelper(command_buffer_.get()));
if (!gles2_helper_->Initialize(kCommandBufferSize)) {
Destroy();
return false;
}
// Create a transfer buffer.
transfer_buffer_id_ =
command_buffer_->CreateTransferBuffer(
kTransferBufferSize, ::gpu::kCommandBufferSharedMemoryId);
if (transfer_buffer_id_ < 0) {
Destroy();
return false;
}
// Map the buffer.
Buffer transfer_buffer =
command_buffer_->GetTransferBuffer(transfer_buffer_id_);
if (!transfer_buffer.ptr) {
Destroy();
return false;
}
// Create the object exposing the OpenGL API.
gles2_implementation_.reset(new GLES2Implementation(
gles2_helper_.get(),
transfer_buffer.size,
transfer_buffer.ptr,
transfer_buffer_id_,
true,
false));
return true;
}
void GLInProcessContext::Destroy() {
if (parent_.get() && parent_texture_id_ != 0) {
parent_->gles2_implementation_->FreeTextureId(parent_texture_id_);
parent_texture_id_ = 0;
}
if (gles2_implementation_.get()) {
// First flush the context to ensure that any pending frees of resources
// are completed. Otherwise, if this context is part of a share group,
// those resources might leak. Also, any remaining side effects of commands
// issued on this context might not be visible to other contexts in the
// share group.
gles2_implementation_->Flush();
gles2_implementation_.reset();
}
if (command_buffer_.get() && transfer_buffer_id_ != -1) {
command_buffer_->DestroyTransferBuffer(transfer_buffer_id_);
transfer_buffer_id_ = -1;
}
gles2_helper_.reset();
command_buffer_.reset();
}
void GLInProcessContext::OnSwapBuffers() {
if (swap_buffers_callback_.get())
swap_buffers_callback_->Run();
}
void GLInProcessContext::OnContextLost() {
if (context_lost_callback_.get())
context_lost_callback_->Run();
}
WebGraphicsContext3DInProcessCommandBufferImpl::
WebGraphicsContext3DInProcessCommandBufferImpl()
: context_(NULL),
gl_(NULL),
web_view_(NULL),
#if defined(OS_MACOSX)
plugin_handle_(NULL),
#endif // defined(OS_MACOSX)
context_lost_callback_(0),
context_lost_reason_(GL_NO_ERROR),
cached_width_(0),
cached_height_(0),
bound_fbo_(0) {
}
WebGraphicsContext3DInProcessCommandBufferImpl::
~WebGraphicsContext3DInProcessCommandBufferImpl() {
base::AutoLock a(g_all_shared_contexts_lock.Get());
g_all_shared_contexts.Pointer()->erase(this);
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::initialize(
WebGraphicsContext3D::Attributes attributes,
WebKit::WebView* web_view,
bool render_directly_to_web_view) {
// Convert WebGL context creation attributes into GLInProcessContext / EGL
// size requests.
const int alpha_size = attributes.alpha ? 8 : 0;
const int depth_size = attributes.depth ? 24 : 0;
const int stencil_size = attributes.stencil ? 8 : 0;
const int samples = attributes.antialias ? 4 : 0;
const int sample_buffers = attributes.antialias ? 1 : 0;
const int32 attribs[] = {
GLInProcessContext::ALPHA_SIZE, alpha_size,
GLInProcessContext::DEPTH_SIZE, depth_size,
GLInProcessContext::STENCIL_SIZE, stencil_size,
GLInProcessContext::SAMPLES, samples,
GLInProcessContext::SAMPLE_BUFFERS, sample_buffers,
GLInProcessContext::NONE,
};
const char* preferred_extensions = "*";
// TODO(kbr): More work will be needed in this implementation to
// properly support GPU switching. Like in the out-of-process
// command buffer implementation, all previously created contexts
// will need to be lost either when the first context requesting the
// discrete GPU is created, or the last one is destroyed.
gfx::GpuPreference gpu_preference = gfx::PreferDiscreteGpu;
GURL active_url;
if (web_view && web_view->mainFrame())
active_url = GURL(web_view->mainFrame()->document().url());
GLInProcessContext* parent_context = NULL;
if (!render_directly_to_web_view) {
WebKit::WebGraphicsContext3D* view_context =
web_view ? web_view->graphicsContext3D() : NULL;
if (view_context) {
WebGraphicsContext3DInProcessCommandBufferImpl* context_impl =
static_cast<WebGraphicsContext3DInProcessCommandBufferImpl*>(
view_context);
parent_context = context_impl->context_;
}
}
WebGraphicsContext3DInProcessCommandBufferImpl* context_group = NULL;
base::AutoLock lock(g_all_shared_contexts_lock.Get());
if (attributes.shareResources)
context_group = g_all_shared_contexts.Pointer()->empty() ?
NULL : *g_all_shared_contexts.Pointer()->begin();
context_ = GLInProcessContext::CreateOffscreenContext(
parent_context,
gfx::Size(1, 1),
context_group ? context_group->context_ : NULL,
preferred_extensions,
attribs,
active_url,
gpu_preference);
web_view_ = NULL;
if (!context_)
return false;
gl_ = context_->GetImplementation();
if (gl_ && attributes.noExtensions)
gl_->EnableFeatureCHROMIUM("webgl_enable_glsl_webgl_validation");
context_->SetContextLostCallback(
NewCallback(
this,
&WebGraphicsContext3DInProcessCommandBufferImpl::OnContextLost));
// Set attributes_ from created offscreen context.
{
attributes_ = attributes;
GLint alpha_bits = 0;
getIntegerv(GL_ALPHA_BITS, &alpha_bits);
attributes_.alpha = alpha_bits > 0;
GLint depth_bits = 0;
getIntegerv(GL_DEPTH_BITS, &depth_bits);
attributes_.depth = depth_bits > 0;
GLint stencil_bits = 0;
getIntegerv(GL_STENCIL_BITS, &stencil_bits);
attributes_.stencil = stencil_bits > 0;
GLint samples = 0;
getIntegerv(GL_SAMPLES, &samples);
attributes_.antialias = samples > 0;
}
makeContextCurrent();
if (attributes.shareResources)
g_all_shared_contexts.Pointer()->insert(this);
return true;
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::makeContextCurrent() {
return GLInProcessContext::MakeCurrent(context_);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::ClearContext() {
// NOTE: Comment in the line below to check for code that is not calling
// eglMakeCurrent where appropriate. The issue is code using
// WebGraphicsContext3D does not need to call makeContextCurrent. Code using
// direct OpenGL bindings needs to call the appropriate form of
// eglMakeCurrent. If it doesn't it will be issuing commands on the wrong
// context. Uncommenting the line below clears the current context so that
// any code not calling eglMakeCurrent in the appropriate place should crash.
// This is not a perfect test but generally code that used the direct OpenGL
// bindings should not be mixed with code that uses WebGraphicsContext3D.
//
// GLInProcessContext::MakeCurrent(NULL);
}
int WebGraphicsContext3DInProcessCommandBufferImpl::width() {
return cached_width_;
}
int WebGraphicsContext3DInProcessCommandBufferImpl::height() {
return cached_height_;
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::isGLES2Compliant() {
return true;
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::setParentContext(
WebGraphicsContext3D* parent_context) {
return false;
}
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::getPlatformTextureId() {
DCHECK(context_);
return context_->GetParentTextureId();
}
void WebGraphicsContext3DInProcessCommandBufferImpl::prepareTexture() {
// Copies the contents of the off-screen render target into the texture
// used by the compositor.
context_->SwapBuffers();
}
void WebGraphicsContext3DInProcessCommandBufferImpl::postSubBufferCHROMIUM(
int x, int y, int width, int height) {
gl_->PostSubBufferCHROMIUM(x, y, width, height);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::reshape(
int width, int height) {
cached_width_ = width;
cached_height_ = height;
// TODO(gmam): See if we can comment this in.
// ClearContext();
gl_->ResizeCHROMIUM(width, height);
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
scanline_.reset(new uint8[width * 4]);
#endif // FLIP_FRAMEBUFFER_VERTICALLY
}
void WebGraphicsContext3DInProcessCommandBufferImpl::setVisibility(
bool visible) {
}
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createCompositorTexture(
WGC3Dsizei width, WGC3Dsizei height) {
// TODO(gmam): See if we can comment this in.
// ClearContext();
return context_->CreateParentTexture(gfx::Size(width, height));
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteCompositorTexture(
WebGLId parent_texture) {
// TODO(gmam): See if we can comment this in.
// ClearContext();
context_->DeleteParentTexture(parent_texture);
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
void WebGraphicsContext3DInProcessCommandBufferImpl::FlipVertically(
uint8* framebuffer,
unsigned int width,
unsigned int height) {
uint8* scanline = scanline_.get();
if (!scanline)
return;
unsigned int row_bytes = width * 4;
unsigned int count = height / 2;
for (unsigned int i = 0; i < count; i++) {
uint8* row_a = framebuffer + i * row_bytes;
uint8* row_b = framebuffer + (height - i - 1) * row_bytes;
// TODO(kbr): 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 WebGraphicsContext3DInProcessCommandBufferImpl::readBackFramebuffer(
unsigned char* pixels,
size_t buffer_size,
WebGLId framebuffer,
int width,
int height) {
// TODO(gmam): See if we can comment this in.
// ClearContext();
if (buffer_size != static_cast<size_t>(4 * width * height)) {
return false;
}
// 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.
bool mustRestoreFBO = (bound_fbo_ != framebuffer);
if (mustRestoreFBO) {
gl_->BindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
gl_->ReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Swizzle red and blue channels
// TODO(kbr): expose GL_BGRA as extension
for (size_t i = 0; i < buffer_size; i += 4) {
std::swap(pixels[i], pixels[i + 2]);
}
if (mustRestoreFBO) {
gl_->BindFramebuffer(GL_FRAMEBUFFER, bound_fbo_);
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
if (pixels) {
FlipVertically(pixels, width, height);
}
#endif
return true;
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::readBackFramebuffer(
unsigned char* pixels,
size_t buffer_size) {
return readBackFramebuffer(pixels, buffer_size, 0, width(), height());
}
void WebGraphicsContext3DInProcessCommandBufferImpl::synthesizeGLError(
WGC3Denum error) {
if (std::find(synthetic_errors_.begin(), synthetic_errors_.end(), error) ==
synthetic_errors_.end()) {
synthetic_errors_.push_back(error);
}
}
void* WebGraphicsContext3DInProcessCommandBufferImpl::mapBufferSubDataCHROMIUM(
WGC3Denum target,
WGC3Dintptr offset,
WGC3Dsizeiptr size,
WGC3Denum access) {
ClearContext();
return gl_->MapBufferSubDataCHROMIUM(target, offset, size, access);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::unmapBufferSubDataCHROMIUM(
const void* mem) {
ClearContext();
return gl_->UnmapBufferSubDataCHROMIUM(mem);
}
void* WebGraphicsContext3DInProcessCommandBufferImpl::mapTexSubImage2DCHROMIUM(
WGC3Denum target,
WGC3Dint level,
WGC3Dint xoffset,
WGC3Dint yoffset,
WGC3Dsizei width,
WGC3Dsizei height,
WGC3Denum format,
WGC3Denum type,
WGC3Denum access) {
ClearContext();
return gl_->MapTexSubImage2DCHROMIUM(
target, level, xoffset, yoffset, width, height, format, type, access);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::unmapTexSubImage2DCHROMIUM(
const void* mem) {
ClearContext();
gl_->UnmapTexSubImage2DCHROMIUM(mem);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::setVisibilityCHROMIUM(
bool visible) {
}
void WebGraphicsContext3DInProcessCommandBufferImpl::
copyTextureToParentTextureCHROMIUM(WebGLId texture, WebGLId parentTexture) {
NOTIMPLEMENTED();
}
void WebGraphicsContext3DInProcessCommandBufferImpl::
rateLimitOffscreenContextCHROMIUM() {
// TODO(gmam): See if we can comment this in.
// ClearContext();
gl_->RateLimitOffscreenContextCHROMIUM();
}
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::
getRequestableExtensionsCHROMIUM() {
// TODO(gmam): See if we can comment this in.
// ClearContext();
return WebKit::WebString::fromUTF8(
gl_->GetRequestableExtensionsCHROMIUM());
}
void WebGraphicsContext3DInProcessCommandBufferImpl::requestExtensionCHROMIUM(
const char* extension) {
// TODO(gmam): See if we can comment this in.
// ClearContext();
gl_->RequestExtensionCHROMIUM(extension);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::blitFramebufferCHROMIUM(
WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1,
WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1,
WGC3Dbitfield mask, WGC3Denum filter) {
ClearContext();
gl_->BlitFramebufferEXT(
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::
renderbufferStorageMultisampleCHROMIUM(
WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat,
WGC3Dsizei width, WGC3Dsizei height) {
ClearContext();
gl_->RenderbufferStorageMultisampleEXT(
target, samples, internalformat, width, height);
}
// Helper macros to reduce the amount of code.
#define DELEGATE_TO_GL(name, glname) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name() { \
ClearContext(); \
gl_->glname(); \
}
#define DELEGATE_TO_GL_1(name, glname, t1) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name(t1 a1) { \
ClearContext(); \
gl_->glname(a1); \
}
#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \
rt WebGraphicsContext3DInProcessCommandBufferImpl::name(t1 a1) { \
ClearContext(); \
return gl_->glname(a1); \
}
#define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \
rt WebGraphicsContext3DInProcessCommandBufferImpl::name(t1 a1) { \
ClearContext(); \
return gl_->glname(a1) ? true : false; \
}
#define DELEGATE_TO_GL_2(name, glname, t1, t2) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2) { \
ClearContext(); \
gl_->glname(a1, a2); \
}
#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \
rt WebGraphicsContext3DInProcessCommandBufferImpl::name(t1 a1, t2 a2) { \
ClearContext(); \
return gl_->glname(a1, a2); \
}
#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3) { \
ClearContext(); \
gl_->glname(a1, a2, a3); \
}
#define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4) { \
ClearContext(); \
gl_->glname(a1, a2, a3, a4); \
}
#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) { \
ClearContext(); \
gl_->glname(a1, a2, a3, a4, a5); \
}
#define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) { \
ClearContext(); \
gl_->glname(a1, a2, a3, a4, a5, a6); \
}
#define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \
void WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) { \
ClearContext(); \
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 WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) { \
ClearContext(); \
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 WebGraphicsContext3DInProcessCommandBufferImpl::name( \
t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) { \
ClearContext(); \
gl_->glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \
}
DELEGATE_TO_GL_1(activeTexture, ActiveTexture, WGC3Denum)
DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, WebGLId,
WGC3Duint, const WGC3Dchar*)
DELEGATE_TO_GL_2(bindBuffer, BindBuffer, WGC3Denum, WebGLId)
void WebGraphicsContext3DInProcessCommandBufferImpl::bindFramebuffer(
WGC3Denum target,
WebGLId framebuffer) {
ClearContext();
gl_->BindFramebuffer(target, framebuffer);
bound_fbo_ = framebuffer;
}
DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbuffer, WGC3Denum, WebGLId)
DELEGATE_TO_GL_2(bindTexture, BindTexture, WGC3Denum, WebGLId)
DELEGATE_TO_GL_4(blendColor, BlendColor,
WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf)
DELEGATE_TO_GL_1(blendEquation, BlendEquation, WGC3Denum)
DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate,
WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_2(blendFunc, BlendFunc, WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate,
WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_4(bufferData, BufferData,
WGC3Denum, WGC3Dsizeiptr, const void*, WGC3Denum)
DELEGATE_TO_GL_4(bufferSubData, BufferSubData,
WGC3Denum, WGC3Dintptr, WGC3Dsizeiptr, const void*)
DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatus,
WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_1(clear, Clear, WGC3Dbitfield)
DELEGATE_TO_GL_4(clearColor, ClearColor,
WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf)
DELEGATE_TO_GL_1(clearDepth, ClearDepthf, WGC3Dclampf)
DELEGATE_TO_GL_1(clearStencil, ClearStencil, WGC3Dint)
DELEGATE_TO_GL_4(colorMask, ColorMask,
WGC3Dboolean, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean)
DELEGATE_TO_GL_1(compileShader, CompileShader, WebGLId)
DELEGATE_TO_GL_8(compressedTexImage2D, CompressedTexImage2D,
WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dint, WGC3Dint,
WGC3Dsizei, WGC3Dsizei, const void*)
DELEGATE_TO_GL_9(compressedTexSubImage2D, CompressedTexSubImage2D,
WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint,
WGC3Denum, WGC3Dsizei, const void*)
DELEGATE_TO_GL_8(copyTexImage2D, CopyTexImage2D,
WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dint, WGC3Dint,
WGC3Dsizei, WGC3Dsizei, WGC3Dint)
DELEGATE_TO_GL_8(copyTexSubImage2D, CopyTexSubImage2D,
WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint,
WGC3Dsizei, WGC3Dsizei)
DELEGATE_TO_GL_1(cullFace, CullFace, WGC3Denum)
DELEGATE_TO_GL_1(depthFunc, DepthFunc, WGC3Denum)
DELEGATE_TO_GL_1(depthMask, DepthMask, WGC3Dboolean)
DELEGATE_TO_GL_2(depthRange, DepthRangef, WGC3Dclampf, WGC3Dclampf)
DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_1(disable, Disable, WGC3Denum)
DELEGATE_TO_GL_1(disableVertexAttribArray, DisableVertexAttribArray,
WGC3Duint)
DELEGATE_TO_GL_3(drawArrays, DrawArrays, WGC3Denum, WGC3Dint, WGC3Dsizei)
void WebGraphicsContext3DInProcessCommandBufferImpl::drawElements(
WGC3Denum mode,
WGC3Dsizei count,
WGC3Denum type,
WGC3Dintptr offset) {
ClearContext();
gl_->DrawElements(
mode, count, type,
reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
}
DELEGATE_TO_GL_1(enable, Enable, WGC3Denum)
DELEGATE_TO_GL_1(enableVertexAttribArray, EnableVertexAttribArray,
WGC3Duint)
DELEGATE_TO_GL(finish, Finish)
DELEGATE_TO_GL(flush, Flush)
DELEGATE_TO_GL_4(framebufferRenderbuffer, FramebufferRenderbuffer,
WGC3Denum, WGC3Denum, WGC3Denum, WebGLId)
DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2D,
WGC3Denum, WGC3Denum, WGC3Denum, WebGLId, WGC3Dint)
DELEGATE_TO_GL_1(frontFace, FrontFace, WGC3Denum)
DELEGATE_TO_GL_1(generateMipmap, GenerateMipmap, WGC3Denum)
bool WebGraphicsContext3DInProcessCommandBufferImpl::getActiveAttrib(
WebGLId program, WGC3Duint index, ActiveInfo& info) {
ClearContext();
if (!program) {
synthesizeGLError(GL_INVALID_VALUE);
return false;
}
GLint max_name_length = -1;
gl_->GetProgramiv(
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]);
if (!name.get()) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
GLsizei length = 0;
GLint size = -1;
GLenum type = 0;
gl_->GetActiveAttrib(
program, index, max_name_length, &length, &size, &type, name.get());
if (size < 0) {
return false;
}
info.name = WebKit::WebString::fromUTF8(name.get(), length);
info.type = type;
info.size = size;
return true;
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::getActiveUniform(
WebGLId program, WGC3Duint index, ActiveInfo& info) {
ClearContext();
GLint max_name_length = -1;
gl_->GetProgramiv(
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]);
if (!name.get()) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
GLsizei length = 0;
GLint size = -1;
GLenum type = 0;
gl_->GetActiveUniform(
program, index, max_name_length, &length, &size, &type, name.get());
if (size < 0) {
return false;
}
info.name = WebKit::WebString::fromUTF8(name.get(), length);
info.type = type;
info.size = size;
return true;
}
DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders,
WebGLId, WGC3Dsizei, WGC3Dsizei*, WebGLId*)
DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation,
WebGLId, const WGC3Dchar*, WGC3Dint)
DELEGATE_TO_GL_2(getBooleanv, GetBooleanv, WGC3Denum, WGC3Dboolean*)
DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv,
WGC3Denum, WGC3Denum, WGC3Dint*)
WebKit::WebGraphicsContext3D::Attributes
WebGraphicsContext3DInProcessCommandBufferImpl::getContextAttributes() {
return attributes_;
}
WGC3Denum WebGraphicsContext3DInProcessCommandBufferImpl::getError() {
ClearContext();
if (!synthetic_errors_.empty()) {
std::vector<WGC3Denum>::iterator iter = synthetic_errors_.begin();
WGC3Denum err = *iter;
synthetic_errors_.erase(iter);
return err;
}
return gl_->GetError();
}
bool WebGraphicsContext3DInProcessCommandBufferImpl::isContextLost() {
return context_->IsCommandBufferContextLost();
}
DELEGATE_TO_GL_2(getFloatv, GetFloatv, WGC3Denum, WGC3Dfloat*)
DELEGATE_TO_GL_4(getFramebufferAttachmentParameteriv,
GetFramebufferAttachmentParameteriv,
WGC3Denum, WGC3Denum, WGC3Denum, WGC3Dint*)
DELEGATE_TO_GL_2(getIntegerv, GetIntegerv, WGC3Denum, WGC3Dint*)
DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, WGC3Denum, WGC3Dint*)
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::
getProgramInfoLog(WebGLId program) {
ClearContext();
GLint logLength = 0;
gl_->GetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (!logLength)
return WebKit::WebString();
scoped_array<GLchar> log(new GLchar[logLength]);
if (!log.get())
return WebKit::WebString();
GLsizei returnedLogLength = 0;
gl_->GetProgramInfoLog(
program, logLength, &returnedLogLength, log.get());
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameteriv,
WGC3Denum, WGC3Denum, WGC3Dint*)
DELEGATE_TO_GL_3(getShaderiv, GetShaderiv, WebGLId, WGC3Denum, WGC3Dint*)
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::
getShaderInfoLog(WebGLId shader) {
ClearContext();
GLint logLength = 0;
gl_->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (!logLength)
return WebKit::WebString();
scoped_array<GLchar> log(new GLchar[logLength]);
if (!log.get())
return WebKit::WebString();
GLsizei returnedLogLength = 0;
gl_->GetShaderInfoLog(
shader, logLength, &returnedLogLength, log.get());
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::
getShaderSource(WebGLId shader) {
ClearContext();
GLint logLength = 0;
gl_->GetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &logLength);
if (!logLength)
return WebKit::WebString();
scoped_array<GLchar> log(new GLchar[logLength]);
if (!log.get())
return WebKit::WebString();
GLsizei returnedLogLength = 0;
gl_->GetShaderSource(
shader, logLength, &returnedLogLength, log.get());
if (!returnedLogLength)
return WebKit::WebString();
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::
getTranslatedShaderSourceANGLE(WebGLId shader) {
ClearContext();
GLint logLength = 0;
gl_->GetShaderiv(
shader, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &logLength);
if (!logLength)
return WebKit::WebString();
scoped_array<GLchar> log(new GLchar[logLength]);
if (!log.get())
return WebKit::WebString();
GLsizei returnedLogLength = 0;
gl_->GetTranslatedShaderSourceANGLE(
shader, logLength, &returnedLogLength, log.get());
if (!returnedLogLength)
return WebKit::WebString();
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
WebKit::WebString WebGraphicsContext3DInProcessCommandBufferImpl::getString(
WGC3Denum name) {
ClearContext();
return WebKit::WebString::fromUTF8(
reinterpret_cast<const char*>(gl_->GetString(name)));
}
DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv,
WGC3Denum, WGC3Denum, WGC3Dfloat*)
DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv,
WGC3Denum, WGC3Denum, WGC3Dint*)
DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, WGC3Dint, WGC3Dfloat*)
DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, WGC3Dint, WGC3Dint*)
DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation,
WebGLId, const WGC3Dchar*, WGC3Dint)
DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv,
WGC3Duint, WGC3Denum, WGC3Dfloat*)
DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv,
WGC3Duint, WGC3Denum, WGC3Dint*)
WGC3Dsizeiptr WebGraphicsContext3DInProcessCommandBufferImpl::
getVertexAttribOffset(WGC3Duint index, WGC3Denum pname) {
ClearContext();
GLvoid* value = NULL;
// NOTE: If pname is ever a value that returns more then 1 element
// this will corrupt memory.
gl_->GetVertexAttribPointerv(index, pname, &value);
return static_cast<WGC3Dsizeiptr>(reinterpret_cast<intptr_t>(value));
}
DELEGATE_TO_GL_2(hint, Hint, WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_1RB(isBuffer, IsBuffer, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isEnabled, IsEnabled, WGC3Denum, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isFramebuffer, IsFramebuffer, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbuffer, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isShader, IsShader, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1RB(isTexture, IsTexture, WebGLId, WGC3Dboolean)
DELEGATE_TO_GL_1(lineWidth, LineWidth, WGC3Dfloat)
DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId)
DELEGATE_TO_GL_2(pixelStorei, PixelStorei, WGC3Denum, WGC3Dint)
DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_7(readPixels, ReadPixels,
WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei, WGC3Denum,
WGC3Denum, void*)
void WebGraphicsContext3DInProcessCommandBufferImpl::releaseShaderCompiler() {
ClearContext();
}
DELEGATE_TO_GL_4(renderbufferStorage, RenderbufferStorage,
WGC3Denum, WGC3Denum, WGC3Dsizei, WGC3Dsizei)
DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, WGC3Dfloat, WGC3Dboolean)
DELEGATE_TO_GL_4(scissor, Scissor, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
void WebGraphicsContext3DInProcessCommandBufferImpl::shaderSource(
WebGLId shader, const WGC3Dchar* string) {
ClearContext();
GLint length = strlen(string);
gl_->ShaderSource(shader, 1, &string, &length);
}
DELEGATE_TO_GL_3(stencilFunc, StencilFunc, WGC3Denum, WGC3Dint, WGC3Duint)
DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate,
WGC3Denum, WGC3Denum, WGC3Dint, WGC3Duint)
DELEGATE_TO_GL_1(stencilMask, StencilMask, WGC3Duint)
DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate,
WGC3Denum, WGC3Duint)
DELEGATE_TO_GL_3(stencilOp, StencilOp,
WGC3Denum, WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate,
WGC3Denum, WGC3Denum, WGC3Denum, WGC3Denum)
DELEGATE_TO_GL_9(texImage2D, TexImage2D,
WGC3Denum, WGC3Dint, WGC3Denum, WGC3Dsizei, WGC3Dsizei,
WGC3Dint, WGC3Denum, WGC3Denum, const void*)
DELEGATE_TO_GL_3(texParameterf, TexParameterf,
WGC3Denum, WGC3Denum, WGC3Dfloat);
static const unsigned int kTextureWrapR = 0x8072;
void WebGraphicsContext3DInProcessCommandBufferImpl::texParameteri(
WGC3Denum target, WGC3Denum pname, WGC3Dint param) {
ClearContext();
// TODO(kbr): figure out whether the setting of TEXTURE_WRAP_R in
// GraphicsContext3D.cpp is strictly necessary to avoid seams at the
// edge of cube maps, and, if it is, push it into the GLES2 service
// side code.
if (pname == kTextureWrapR) {
return;
}
gl_->TexParameteri(target, pname, param);
}
DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D,
WGC3Denum, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dsizei,
WGC3Dsizei, WGC3Denum, WGC3Denum, const void*)
DELEGATE_TO_GL_2(uniform1f, Uniform1f, WGC3Dint, WGC3Dfloat)
DELEGATE_TO_GL_3(uniform1fv, Uniform1fv, WGC3Dint, WGC3Dsizei,
const WGC3Dfloat*)
DELEGATE_TO_GL_2(uniform1i, Uniform1i, WGC3Dint, WGC3Dint)
DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
DELEGATE_TO_GL_3(uniform2f, Uniform2f, WGC3Dint, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_3(uniform2fv, Uniform2fv, WGC3Dint, WGC3Dsizei,
const WGC3Dfloat*)
DELEGATE_TO_GL_3(uniform2i, Uniform2i, WGC3Dint, WGC3Dint, WGC3Dint)
DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
DELEGATE_TO_GL_4(uniform3f, Uniform3f, WGC3Dint,
WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_3(uniform3fv, Uniform3fv, WGC3Dint, WGC3Dsizei,
const WGC3Dfloat*)
DELEGATE_TO_GL_4(uniform3i, Uniform3i, WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
DELEGATE_TO_GL_5(uniform4f, Uniform4f, WGC3Dint,
WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_3(uniform4fv, Uniform4fv, WGC3Dint, WGC3Dsizei,
const WGC3Dfloat*)
DELEGATE_TO_GL_5(uniform4i, Uniform4i, WGC3Dint,
WGC3Dint, WGC3Dint, WGC3Dint, WGC3Dint)
DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, WGC3Dint, WGC3Dsizei, const WGC3Dint*)
DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv,
WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv,
WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv,
WGC3Dint, WGC3Dsizei, WGC3Dboolean, const WGC3Dfloat*)
DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId)
DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId)
DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, WGC3Duint, WGC3Dfloat)
DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, WGC3Duint,
const WGC3Dfloat*)
DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f, WGC3Duint,
WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, WGC3Duint,
const WGC3Dfloat*)
DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f, WGC3Duint,
WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, WGC3Duint,
const WGC3Dfloat*)
DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f, WGC3Duint,
WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat)
DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, WGC3Duint,
const WGC3Dfloat*)
void WebGraphicsContext3DInProcessCommandBufferImpl::vertexAttribPointer(
WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized,
WGC3Dsizei stride, WGC3Dintptr offset) {
ClearContext();
gl_->VertexAttribPointer(
index, size, type, normalized, stride,
reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
}
DELEGATE_TO_GL_4(viewport, Viewport,
WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei)
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createBuffer() {
ClearContext();
GLuint o;
gl_->GenBuffers(1, &o);
return o;
}
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createFramebuffer() {
ClearContext();
GLuint o = 0;
gl_->GenFramebuffers(1, &o);
return o;
}
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createProgram() {
ClearContext();
return gl_->CreateProgram();
}
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createRenderbuffer() {
ClearContext();
GLuint o;
gl_->GenRenderbuffers(1, &o);
return o;
}
DELEGATE_TO_GL_1R(createShader, CreateShader, WGC3Denum, WebGLId);
WebGLId WebGraphicsContext3DInProcessCommandBufferImpl::createTexture() {
ClearContext();
GLuint o;
gl_->GenTextures(1, &o);
return o;
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteBuffer(
WebGLId buffer) {
ClearContext();
gl_->DeleteBuffers(1, &buffer);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteFramebuffer(
WebGLId framebuffer) {
ClearContext();
gl_->DeleteFramebuffers(1, &framebuffer);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteProgram(
WebGLId program) {
ClearContext();
gl_->DeleteProgram(program);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteRenderbuffer(
WebGLId renderbuffer) {
ClearContext();
gl_->DeleteRenderbuffers(1, &renderbuffer);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteShader(
WebGLId shader) {
ClearContext();
gl_->DeleteShader(shader);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::deleteTexture(
WebGLId texture) {
ClearContext();
gl_->DeleteTextures(1, &texture);
}
void WebGraphicsContext3DInProcessCommandBufferImpl::copyTextureToCompositor(
WebGLId texture, WebGLId parentTexture) {
NOTIMPLEMENTED();
}
void WebGraphicsContext3DInProcessCommandBufferImpl::OnSwapBuffersComplete() {
}
void WebGraphicsContext3DInProcessCommandBufferImpl::setContextLostCallback(
WebGraphicsContext3D::WebGraphicsContextLostCallback* cb) {
context_lost_callback_ = cb;
}
WGC3Denum WebGraphicsContext3DInProcessCommandBufferImpl::
getGraphicsResetStatusARB() {
return context_lost_reason_;
}
#if WEBKIT_USING_SKIA
GrGLInterface* WebGraphicsContext3DInProcessCommandBufferImpl::
onCreateGrGLInterface() {
return webkit_glue::CreateCommandBufferSkiaGLBinding();
}
#endif
void WebGraphicsContext3DInProcessCommandBufferImpl::OnContextLost() {
// TODO(kbr): improve the precision here.
context_lost_reason_ = GL_UNKNOWN_CONTEXT_RESET_ARB;
if (context_lost_callback_) {
context_lost_callback_->onContextLost();
}
}
} // namespace gpu
} // namespace webkit
#endif // defined(ENABLE_GPU)