| // 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. |
| |
| #include "webkit/gpu/webgraphicscontext3d_in_process_impl.h" |
| |
| #include <string.h> |
| |
| #include <algorithm> |
| #include <string> |
| |
| #include "base/logging.h" |
| #include "base/string_split.h" |
| #include "base/memory/scoped_ptr.h" |
| #include "third_party/WebKit/Source/WebKit/chromium/public/WebFrame.h" |
| #include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h" |
| #include "third_party/WebKit/Source/WebKit/chromium/public/WebView.h" |
| #include "ui/gfx/gl/gl_bindings.h" |
| #include "ui/gfx/gl/gl_bindings_skia_in_process.h" |
| #include "ui/gfx/gl/gl_context.h" |
| #include "ui/gfx/gl/gl_implementation.h" |
| #include "ui/gfx/gl/gl_surface.h" |
| |
| namespace webkit { |
| namespace gpu { |
| |
| enum { |
| MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, |
| MAX_VARYING_VECTORS = 0x8DFC, |
| MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD |
| }; |
| |
| struct WebGraphicsContext3DInProcessImpl::ShaderSourceEntry { |
| explicit ShaderSourceEntry(WGC3Denum shader_type) |
| : type(shader_type), |
| is_valid(false) { |
| } |
| |
| WGC3Denum type; |
| scoped_array<char> source; |
| scoped_array<char> log; |
| scoped_array<char> translated_source; |
| bool is_valid; |
| }; |
| |
| WebGraphicsContext3DInProcessImpl::WebGraphicsContext3DInProcessImpl( |
| gfx::PluginWindowHandle window, |
| gfx::GLShareGroup* share_group) |
| : initialized_(false), |
| render_directly_to_web_view_(false), |
| is_gles2_(false), |
| have_ext_framebuffer_object_(false), |
| have_ext_framebuffer_multisample_(false), |
| have_angle_framebuffer_multisample_(false), |
| texture_(0), |
| fbo_(0), |
| depth_stencil_buffer_(0), |
| cached_width_(0), |
| cached_height_(0), |
| multisample_fbo_(0), |
| multisample_depth_stencil_buffer_(0), |
| multisample_color_buffer_(0), |
| bound_fbo_(0), |
| bound_texture_(0), |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| scanline_(0), |
| #endif |
| fragment_compiler_(0), |
| vertex_compiler_(0), |
| window_(window), |
| share_group_(share_group) { |
| } |
| |
| WebGraphicsContext3DInProcessImpl::~WebGraphicsContext3DInProcessImpl() { |
| if (!initialized_) |
| return; |
| |
| makeContextCurrent(); |
| |
| if (attributes_.antialias) { |
| glDeleteRenderbuffersEXT(1, &multisample_color_buffer_); |
| if (attributes_.depth || attributes_.stencil) |
| glDeleteRenderbuffersEXT(1, &multisample_depth_stencil_buffer_); |
| glDeleteFramebuffersEXT(1, &multisample_fbo_); |
| } else { |
| if (attributes_.depth || attributes_.stencil) |
| glDeleteRenderbuffersEXT(1, &depth_stencil_buffer_); |
| } |
| glDeleteTextures(1, &texture_); |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (scanline_) |
| delete[] scanline_; |
| #endif |
| glDeleteFramebuffersEXT(1, &fbo_); |
| |
| gl_context_->ReleaseCurrent(gl_surface_.get()); |
| gl_context_->Destroy(); |
| gl_surface_->Destroy(); |
| |
| for (ShaderSourceMap::iterator ii = shader_source_map_.begin(); |
| ii != shader_source_map_.end(); ++ii) { |
| if (ii->second) |
| delete ii->second; |
| } |
| AngleDestroyCompilers(); |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::initialize( |
| WebGraphicsContext3D::Attributes attributes, |
| WebView* webView, |
| bool render_directly_to_web_view) { |
| if (!gfx::GLSurface::InitializeOneOff()) |
| return false; |
| |
| render_directly_to_web_view_ = render_directly_to_web_view; |
| gfx::GLShareGroup* share_group = 0; |
| |
| is_gles2_ = gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2; |
| |
| if (window_ != gfx::kNullPluginWindow) { |
| share_group = share_group_; |
| gl_surface_ = gfx::GLSurface::CreateViewGLSurface(false, window_); |
| } else { |
| if (!render_directly_to_web_view) { |
| // Pick up the compositor's context to share resources with. |
| WebGraphicsContext3D* view_context = webView ? |
| webView->graphicsContext3D() : NULL; |
| if (view_context) { |
| WebGraphicsContext3DInProcessImpl* contextImpl = |
| static_cast<WebGraphicsContext3DInProcessImpl*>(view_context); |
| share_group = contextImpl->gl_context_->share_group(); |
| } else { |
| // The compositor's context didn't get created |
| // successfully, so conceptually there is no way we can |
| // render successfully to the WebView. |
| render_directly_to_web_view_ = false; |
| } |
| } |
| // This implementation always renders offscreen regardless of |
| // whether render_directly_to_web_view is true. Both DumpRenderTree |
| // and test_shell paint first to an intermediate offscreen buffer |
| // and from there to the window, and WebViewImpl::paint already |
| // correctly handles the case where the compositor is active but |
| // the output needs to go to a WebCanvas. |
| gl_surface_ = gfx::GLSurface::CreateOffscreenGLSurface(false, |
| gfx::Size(1, 1)); |
| } |
| |
| if (!gl_surface_.get()) { |
| if (!is_gles2_) |
| return false; |
| |
| // Embedded systems have smaller limit on number of GL contexts. Sometimes |
| // failure of GL context creation is because of existing GL contexts |
| // referenced by JavaScript garbages. Collect garbage and try again. |
| // TODO: Besides this solution, kbr@chromium.org suggested: upon receiving |
| // a page unload event, iterate down any live WebGraphicsContext3D instances |
| // and force them to drop their contexts, sending a context lost event if |
| // necessary. |
| if (webView) webView->mainFrame()->collectGarbage(); |
| |
| gl_surface_ = gfx::GLSurface::CreateOffscreenGLSurface(false, |
| gfx::Size(1, 1)); |
| if (!gl_surface_.get()) |
| return false; |
| } |
| |
| // TODO(kbr): This implementation doesn't yet support lost contexts |
| // and therefore can't yet properly support GPU switching. |
| gfx::GpuPreference gpu_preference = gfx::PreferDiscreteGpu; |
| |
| gl_context_ = gfx::GLContext::CreateGLContext(share_group, |
| gl_surface_.get(), |
| gpu_preference); |
| if (!gl_context_.get()) { |
| if (!is_gles2_) |
| return false; |
| |
| // Embedded systems have smaller limit on number of GL contexts. Sometimes |
| // failure of GL context creation is because of existing GL contexts |
| // referenced by JavaScript garbages. Collect garbage and try again. |
| // TODO: Besides this solution, kbr@chromium.org suggested: upon receiving |
| // a page unload event, iterate down any live WebGraphicsContext3D instances |
| // and force them to drop their contexts, sending a context lost event if |
| // necessary. |
| if (webView) webView->mainFrame()->collectGarbage(); |
| |
| gl_context_ = gfx::GLContext::CreateGLContext(share_group, |
| gl_surface_.get(), |
| gpu_preference); |
| if (!gl_context_.get()) |
| return false; |
| } |
| |
| attributes_ = attributes; |
| |
| // FIXME: for the moment we disable multisampling for the compositor. |
| // It actually works in this implementation, but there are a few |
| // considerations. First, we likely want to reduce the fuzziness in |
| // these tests as much as possible because we want to run pixel tests. |
| // Second, Mesa's multisampling doesn't seem to antialias straight |
| // edges in some CSS 3D samples. Third, we don't have multisampling |
| // support for the compositor in the normal case at the time of this |
| // writing. |
| if (render_directly_to_web_view) |
| attributes_.antialias = false; |
| |
| if (!gl_context_->MakeCurrent(gl_surface_.get())) { |
| gl_context_ = NULL; |
| return false; |
| } |
| |
| const char* extensions = |
| reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); |
| DCHECK(extensions); |
| have_ext_framebuffer_object_ = |
| strstr(extensions, "GL_EXT_framebuffer_object") != NULL; |
| have_ext_framebuffer_multisample_ = |
| strstr(extensions, "GL_EXT_framebuffer_multisample") != NULL; |
| have_angle_framebuffer_multisample_ = |
| strstr(extensions, "GL_ANGLE_framebuffer_multisample") != NULL; |
| |
| ValidateAttributes(); |
| |
| if (!is_gles2_) { |
| glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
| glEnable(GL_POINT_SPRITE); |
| } |
| |
| if (!AngleCreateCompilers()) { |
| AngleDestroyCompilers(); |
| return false; |
| } |
| |
| initialized_ = true; |
| gl_context_->ReleaseCurrent(gl_surface_.get()); |
| return true; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::ValidateAttributes() { |
| const char* extensions = |
| reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)); |
| |
| if (attributes_.stencil) { |
| if (strstr(extensions, "GL_OES_packed_depth_stencil") || |
| strstr(extensions, "GL_EXT_packed_depth_stencil")) { |
| if (!attributes_.depth) { |
| attributes_.depth = true; |
| } |
| } else { |
| attributes_.stencil = false; |
| } |
| } |
| if (attributes_.antialias) { |
| bool isValidVendor = true; |
| #if defined(OS_MACOSX) |
| // Currently in Mac we only turn on antialias if vendor is NVIDIA. |
| const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR)); |
| if (!strstr(vendor, "NVIDIA")) |
| isValidVendor = false; |
| #endif |
| if (!(isValidVendor && |
| (have_ext_framebuffer_multisample_ || |
| (have_angle_framebuffer_multisample_ && |
| strstr(extensions, "GL_OES_rgb8_rgba8"))))) |
| attributes_.antialias = false; |
| |
| // Don't antialias when using Mesa to ensure more reliable testing and |
| // because it doesn't appear to multisample straight lines correctly. |
| const char* renderer = |
| reinterpret_cast<const char*>(glGetString(GL_RENDERER)); |
| if (!strncmp(renderer, "Mesa", 4)) { |
| attributes_.antialias = false; |
| } |
| } |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::ResolveMultisampledFramebuffer( |
| WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) { |
| if (attributes_.antialias) { |
| glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, multisample_fbo_); |
| glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_); |
| if (have_ext_framebuffer_multisample_) { |
| glBlitFramebufferEXT(x, y, |
| x + width, y + height, |
| x, y, |
| x + width, y + height, |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| } else { |
| DCHECK(have_angle_framebuffer_multisample_); |
| glBlitFramebufferANGLE(x, y, |
| x + width, y + height, |
| x, y, |
| x + width, y + height, |
| GL_COLOR_BUFFER_BIT, GL_NEAREST); |
| } |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| } |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::makeContextCurrent() { |
| return gl_context_->MakeCurrent(gl_surface_.get()); |
| } |
| |
| int WebGraphicsContext3DInProcessImpl::width() { |
| return cached_width_; |
| } |
| |
| int WebGraphicsContext3DInProcessImpl::height() { |
| return cached_height_; |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::isGLES2Compliant() { |
| return is_gles2_; |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::setParentContext( |
| WebGraphicsContext3D* parent_context) { |
| return false; |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::getPlatformTextureId() { |
| return texture_; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::prepareTexture() { |
| if (window_ != gfx::kNullPluginWindow) { |
| gl_surface_->SwapBuffers(); |
| } else if (!render_directly_to_web_view_) { |
| // We need to prepare our rendering results for the compositor. |
| makeContextCurrent(); |
| ResolveMultisampledFramebuffer(0, 0, cached_width_, cached_height_); |
| } |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::postSubBufferCHROMIUM( |
| int x, int y, int width, int height) { |
| DCHECK(gl_surface_->SupportsPostSubBuffer()); |
| gl_surface_->PostSubBuffer(x, y, width, height); |
| } |
| |
| namespace { |
| |
| int CreateTextureObject(GLenum target) { |
| GLuint texture = 0; |
| glGenTextures(1, &texture); |
| glBindTexture(target, texture); |
| glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| return texture; |
| } |
| |
| } // anonymous namespace |
| |
| void WebGraphicsContext3DInProcessImpl::reshape(int width, int height) { |
| cached_width_ = width; |
| cached_height_ = height; |
| makeContextCurrent(); |
| |
| bool must_restore_fbo = false; |
| if (window_ == gfx::kNullPluginWindow) |
| must_restore_fbo = AllocateOffscreenFrameBuffer(width, height); |
| |
| ClearRenderTarget(); |
| |
| if (must_restore_fbo) |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (scanline_) { |
| delete[] scanline_; |
| scanline_ = 0; |
| } |
| scanline_ = new unsigned char[width * 4]; |
| #endif // FLIP_FRAMEBUFFER_VERTICALLY |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::AllocateOffscreenFrameBuffer( |
| int width, int height) { |
| GLenum target = GL_TEXTURE_2D; |
| |
| if (!texture_) { |
| // Generate the texture object |
| texture_ = CreateTextureObject(target); |
| // Generate the framebuffer object |
| glGenFramebuffersEXT(1, &fbo_); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| bound_fbo_ = fbo_; |
| if (attributes_.depth || attributes_.stencil) |
| glGenRenderbuffersEXT(1, &depth_stencil_buffer_); |
| // Generate the multisample framebuffer object |
| if (attributes_.antialias) { |
| glGenFramebuffersEXT(1, &multisample_fbo_); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| bound_fbo_ = multisample_fbo_; |
| glGenRenderbuffersEXT(1, &multisample_color_buffer_); |
| if (attributes_.depth || attributes_.stencil) |
| glGenRenderbuffersEXT(1, &multisample_depth_stencil_buffer_); |
| } |
| } |
| |
| GLint internal_multisampled_color_format = 0; |
| GLint internal_color_format = 0; |
| GLint color_format = 0; |
| GLint internal_depth_stencil_format = 0; |
| if (attributes_.alpha) { |
| // GL_RGBA8_OES == GL_RGBA8 |
| internal_multisampled_color_format = GL_RGBA8; |
| internal_color_format = is_gles2_ ? GL_RGBA : GL_RGBA8; |
| color_format = GL_RGBA; |
| } else { |
| // GL_RGB8_OES == GL_RGB8 |
| internal_multisampled_color_format = GL_RGB8; |
| internal_color_format = is_gles2_ ? GL_RGB : GL_RGB8; |
| color_format = GL_RGB; |
| } |
| if (attributes_.stencil || attributes_.depth) { |
| // We don't allow the logic where stencil is required and depth is not. |
| // See GraphicsContext3DInternal constructor. |
| if (attributes_.stencil && attributes_.depth) { |
| internal_depth_stencil_format = GL_DEPTH24_STENCIL8_EXT; |
| } else { |
| if (is_gles2_) |
| internal_depth_stencil_format = GL_DEPTH_COMPONENT16; |
| else |
| internal_depth_stencil_format = GL_DEPTH_COMPONENT; |
| } |
| } |
| |
| bool must_restore_fbo = false; |
| |
| // Resize multisampling FBO |
| if (attributes_.antialias) { |
| GLint max_sample_count; |
| glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_sample_count); |
| GLint sample_count = std::min(8, max_sample_count); |
| if (bound_fbo_ != multisample_fbo_) { |
| must_restore_fbo = true; |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| } |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, multisample_color_buffer_); |
| if (have_ext_framebuffer_multisample_) { |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, |
| sample_count, |
| internal_multisampled_color_format, |
| width, |
| height); |
| } else { |
| DCHECK(have_angle_framebuffer_multisample_); |
| glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT, |
| sample_count, |
| internal_multisampled_color_format, |
| width, |
| height); |
| } |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_COLOR_ATTACHMENT0_EXT, |
| GL_RENDERBUFFER_EXT, |
| multisample_color_buffer_); |
| if (attributes_.stencil || attributes_.depth) { |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, |
| multisample_depth_stencil_buffer_); |
| if (have_ext_framebuffer_multisample_) { |
| glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, |
| sample_count, |
| internal_depth_stencil_format, |
| width, |
| height); |
| } else { |
| DCHECK(have_angle_framebuffer_multisample_); |
| glRenderbufferStorageMultisampleANGLE(GL_RENDERBUFFER_EXT, |
| sample_count, |
| internal_depth_stencil_format, |
| width, |
| height); |
| } |
| if (attributes_.stencil) |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_STENCIL_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, |
| multisample_depth_stencil_buffer_); |
| if (attributes_.depth) |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_DEPTH_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, |
| multisample_depth_stencil_buffer_); |
| } |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| LOG(ERROR) << "Multisampling framebuffer was incomplete"; |
| |
| // FIXME: cleanup. |
| NOTIMPLEMENTED(); |
| } |
| } |
| |
| // Resize regular FBO |
| if (bound_fbo_ != fbo_) { |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| must_restore_fbo = true; |
| } |
| glBindTexture(target, texture_); |
| glTexImage2D(target, 0, internal_color_format, |
| width, height, |
| 0, color_format, GL_UNSIGNED_BYTE, 0); |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, |
| GL_COLOR_ATTACHMENT0_EXT, |
| target, |
| texture_, |
| 0); |
| glBindTexture(target, 0); |
| if (!attributes_.antialias && (attributes_.stencil || attributes_.depth)) { |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer_); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
| internal_depth_stencil_format, |
| width, height); |
| if (attributes_.stencil) |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_STENCIL_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, |
| depth_stencil_buffer_); |
| if (attributes_.depth) |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_DEPTH_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, |
| depth_stencil_buffer_); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); |
| } |
| GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| LOG(ERROR) << "Framebuffer was incomplete"; |
| |
| // FIXME: cleanup. |
| NOTIMPLEMENTED(); |
| } |
| |
| if (attributes_.antialias) { |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, multisample_fbo_); |
| if (bound_fbo_ == multisample_fbo_) |
| must_restore_fbo = false; |
| } |
| return must_restore_fbo; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::ClearRenderTarget() { |
| // Initialize renderbuffers to 0. |
| GLfloat clearColor[] = {0, 0, 0, 0}, clearDepth = 0; |
| GLint clearStencil = 0; |
| GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}; |
| GLboolean depthMask = GL_TRUE; |
| GLuint stencilMask = 0xffffffff; |
| GLboolean isScissorEnabled = GL_FALSE; |
| GLboolean isDitherEnabled = GL_FALSE; |
| GLbitfield clearMask = GL_COLOR_BUFFER_BIT; |
| glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor); |
| glClearColor(0, 0, 0, 0); |
| glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| if (attributes_.depth) { |
| glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clearDepth); |
| glClearDepth(1); |
| glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); |
| glDepthMask(GL_TRUE); |
| clearMask |= GL_DEPTH_BUFFER_BIT; |
| } |
| if (attributes_.stencil) { |
| glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &clearStencil); |
| glClearStencil(0); |
| glGetIntegerv(GL_STENCIL_WRITEMASK, |
| reinterpret_cast<GLint*>(&stencilMask)); |
| glStencilMaskSeparate(GL_FRONT, 0xffffffff); |
| clearMask |= GL_STENCIL_BUFFER_BIT; |
| } |
| isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST); |
| glDisable(GL_SCISSOR_TEST); |
| isDitherEnabled = glIsEnabled(GL_DITHER); |
| glDisable(GL_DITHER); |
| |
| glClear(clearMask); |
| |
| glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); |
| glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); |
| if (attributes_.depth) { |
| glClearDepth(clearDepth); |
| glDepthMask(depthMask); |
| } |
| if (attributes_.stencil) { |
| glClearStencil(clearStencil); |
| glStencilMaskSeparate(GL_FRONT, stencilMask); |
| } |
| if (isScissorEnabled) |
| glEnable(GL_SCISSOR_TEST); |
| else |
| glDisable(GL_SCISSOR_TEST); |
| if (isDitherEnabled) |
| glEnable(GL_DITHER); |
| else |
| glDisable(GL_DITHER); |
| } |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| void WebGraphicsContext3DInProcessImpl::FlipVertically( |
| unsigned char* framebuffer, unsigned int width, unsigned int height) { |
| unsigned char* scanline = scanline_; |
| if (!scanline) |
| return; |
| unsigned int row_bytes = width * 4; |
| unsigned int count = height / 2; |
| for (unsigned int i = 0; i < count; i++) { |
| unsigned char* row_a = framebuffer + i * row_bytes; |
| unsigned char* row_b = framebuffer + (height - i - 1) * row_bytes; |
| // FIXME: this is where the multiplication of the alpha |
| // channel into the color buffer will need to occur if the |
| // user specifies the "premultiplyAlpha" flag in the context |
| // creation attributes. |
| memcpy(scanline, row_b, row_bytes); |
| memcpy(row_b, row_a, row_bytes); |
| memcpy(row_a, scanline, row_bytes); |
| } |
| } |
| #endif |
| |
| bool WebGraphicsContext3DInProcessImpl::readBackFramebuffer( |
| unsigned char* pixels, size_t bufferSize, WebGLId framebuffer, |
| int width, int height) { |
| if (bufferSize != static_cast<size_t>(4 * width * height)) |
| return false; |
| |
| makeContextCurrent(); |
| |
| // Earlier versions of this code used the GPU to flip the |
| // framebuffer vertically before reading it back for compositing |
| // via software. This code was quite complicated, used a lot of |
| // GPU memory, and didn't provide an obvious speedup. Since this |
| // vertical flip is only a temporary solution anyway until Chrome |
| // is fully GPU composited, it wasn't worth the complexity. |
| |
| // In this implementation fbo_, not 0, is the drawing buffer, so |
| // special-case that. |
| if (framebuffer == 0) |
| framebuffer = fbo_; |
| |
| if (framebuffer == fbo_) |
| ResolveMultisampledFramebuffer(0, 0, width, height); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer); |
| |
| GLint pack_alignment = 4; |
| bool must_restore_pack_alignment = false; |
| glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment); |
| if (pack_alignment > 4) { |
| glPixelStorei(GL_PACK_ALIGNMENT, 4); |
| must_restore_pack_alignment = true; |
| } |
| |
| if (is_gles2_) { |
| // FIXME: consider testing for presence of GL_OES_read_format |
| // and GL_EXT_read_format_bgra, and using GL_BGRA_EXT here |
| // directly. |
| glReadPixels(0, 0, width, height, |
| GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| for (size_t i = 0; i < bufferSize; i += 4) { |
| std::swap(pixels[i], pixels[i + 2]); |
| } |
| } else { |
| glReadPixels(0, 0, width, height, |
| GL_BGRA, GL_UNSIGNED_BYTE, pixels); |
| } |
| |
| if (must_restore_pack_alignment) |
| glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); |
| |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| |
| #ifdef FLIP_FRAMEBUFFER_VERTICALLY |
| if (pixels) |
| FlipVertically(pixels, width, height); |
| #endif |
| |
| return true; |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::readBackFramebuffer( |
| unsigned char* pixels, size_t bufferSize) { |
| return readBackFramebuffer(pixels, bufferSize, fbo_, width(), height()); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::synthesizeGLError(WGC3Denum error) { |
| if (synthetic_errors_set_.find(error) == synthetic_errors_set_.end()) { |
| synthetic_errors_set_.insert(error); |
| synthetic_errors_list_.push_back(error); |
| } |
| } |
| |
| void* WebGraphicsContext3DInProcessImpl::mapBufferSubDataCHROMIUM( |
| WGC3Denum target, WGC3Dintptr offset, |
| WGC3Dsizeiptr size, WGC3Denum access) { |
| return 0; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::unmapBufferSubDataCHROMIUM( |
| const void* mem) { |
| } |
| |
| void* WebGraphicsContext3DInProcessImpl::mapTexSubImage2DCHROMIUM( |
| WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, |
| WGC3Dsizei width, WGC3Dsizei height, WGC3Denum format, WGC3Denum type, |
| WGC3Denum access) { |
| return 0; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::unmapTexSubImage2DCHROMIUM( |
| const void* mem) { |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::setVisibilityCHROMIUM(bool visible) { |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::copyTextureToParentTextureCHROMIUM( |
| WebGLId id, WebGLId id2) { |
| NOTIMPLEMENTED(); |
| } |
| |
| WebString WebGraphicsContext3DInProcessImpl:: |
| getRequestableExtensionsCHROMIUM() { |
| return WebString(); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::requestExtensionCHROMIUM(const char*) { |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::blitFramebufferCHROMIUM( |
| WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1, |
| WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1, |
| WGC3Dbitfield mask, WGC3Denum filter) { |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::renderbufferStorageMultisampleCHROMIUM( |
| WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat, |
| WGC3Dsizei width, WGC3Dsizei height) { |
| } |
| |
| // Helper macros to reduce the amount of code. |
| |
| #define DELEGATE_TO_GL(name, glname) \ |
| void WebGraphicsContext3DInProcessImpl::name() { \ |
| makeContextCurrent(); \ |
| gl##glname(); \ |
| } |
| |
| #define DELEGATE_TO_GL_1(name, glname, t1) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1); \ |
| } |
| |
| #define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ |
| rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| makeContextCurrent(); \ |
| return gl##glname(a1); \ |
| } |
| |
| #define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \ |
| rt WebGraphicsContext3DInProcessImpl::name(t1 a1) { \ |
| makeContextCurrent(); \ |
| return gl##glname(a1) ? true : false; \ |
| } |
| |
| #define DELEGATE_TO_GL_2(name, glname, t1, t2) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2); \ |
| } |
| |
| #define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ |
| rt WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2) { \ |
| makeContextCurrent(); \ |
| return gl##glname(a1, a2); \ |
| } |
| |
| #define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3); \ |
| } |
| |
| #define DELEGATE_TO_GL_4(name, glname, t1, t2, t3, t4) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4); \ |
| } |
| |
| #define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| t5 a5) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5); \ |
| } |
| |
| #define DELEGATE_TO_GL_6(name, glname, t1, t2, t3, t4, t5, t6) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| t5 a5, t6 a6) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6); \ |
| } |
| |
| #define DELEGATE_TO_GL_7(name, glname, t1, t2, t3, t4, t5, t6, t7) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| t5 a5, t6 a6, t7 a7) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6, a7); \ |
| } |
| |
| #define DELEGATE_TO_GL_8(name, glname, t1, t2, t3, t4, t5, t6, t7, t8) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| t5 a5, t6 a6, t7 a7, t8 a8) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6, a7, a8); \ |
| } |
| |
| #define DELEGATE_TO_GL_9(name, glname, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ |
| void WebGraphicsContext3DInProcessImpl::name(t1 a1, t2 a2, t3 a3, t4 a4, \ |
| t5 a5, t6 a6, t7 a7, t8 a8, \ |
| t9 a9) { \ |
| makeContextCurrent(); \ |
| gl##glname(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::activeTexture(WGC3Denum texture) { |
| // FIXME: query number of textures available. |
| if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0+32) |
| // FIXME: raise exception. |
| return; |
| |
| makeContextCurrent(); |
| glActiveTexture(texture); |
| } |
| |
| DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId) |
| |
| DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, |
| WebGLId, WGC3Duint, const WGC3Dchar*) |
| |
| DELEGATE_TO_GL_2(bindBuffer, BindBuffer, WGC3Denum, WebGLId); |
| |
| void WebGraphicsContext3DInProcessImpl::bindFramebuffer( |
| WGC3Denum target, WebGLId framebuffer) { |
| makeContextCurrent(); |
| if (!framebuffer) |
| framebuffer = (attributes_.antialias ? multisample_fbo_ : fbo_); |
| if (framebuffer != bound_fbo_) { |
| glBindFramebufferEXT(target, framebuffer); |
| bound_fbo_ = framebuffer; |
| } |
| } |
| |
| DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, WGC3Denum, WebGLId) |
| |
| void WebGraphicsContext3DInProcessImpl::bindTexture( |
| WGC3Denum target, WebGLId texture) { |
| makeContextCurrent(); |
| glBindTexture(target, texture); |
| bound_texture_ = texture; |
| } |
| |
| DELEGATE_TO_GL_4(blendColor, BlendColor, |
| WGC3Dfloat, WGC3Dfloat, WGC3Dfloat, WGC3Dfloat) |
| |
| 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, CheckFramebufferStatusEXT, |
| WGC3Denum, WGC3Denum) |
| |
| DELEGATE_TO_GL_1(clear, Clear, WGC3Dbitfield) |
| |
| DELEGATE_TO_GL_4(clearColor, ClearColor, |
| WGC3Dclampf, WGC3Dclampf, WGC3Dclampf, WGC3Dclampf) |
| |
| DELEGATE_TO_GL_1(clearDepth, ClearDepth, WGC3Dclampf) |
| |
| DELEGATE_TO_GL_1(clearStencil, ClearStencil, WGC3Dint) |
| |
| DELEGATE_TO_GL_4(colorMask, ColorMask, |
| WGC3Dboolean, WGC3Dboolean, WGC3Dboolean, WGC3Dboolean) |
| |
| void WebGraphicsContext3DInProcessImpl::compileShader(WebGLId shader) { |
| makeContextCurrent(); |
| |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result == shader_source_map_.end()) { |
| // Passing down to gl driver to generate the correct error; or the case |
| // where the shader deletion is delayed when it's attached to a program. |
| glCompileShader(shader); |
| return; |
| } |
| ShaderSourceEntry* entry = result->second; |
| DCHECK(entry); |
| |
| if (!AngleValidateShaderSource(entry)) { |
| // Shader didn't validate; don't move forward with compiling |
| // translated source. |
| return; |
| } |
| |
| const char* translated_source = entry->translated_source.get(); |
| int shader_length = translated_source ? strlen(translated_source) : 0; |
| glShaderSource( |
| shader, 1, const_cast<const char**>(&translated_source), &shader_length); |
| glCompileShader(shader); |
| |
| #ifndef NDEBUG |
| int compileStatus; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); |
| // DCHECK that ANGLE generated GLSL will be accepted by OpenGL |
| DCHECK(compileStatus == GL_TRUE); |
| #endif |
| } |
| |
| 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*) |
| |
| void WebGraphicsContext3DInProcessImpl::copyTexImage2D( |
| WGC3Denum target, WGC3Dint level, WGC3Denum internalformat, WGC3Dint x, |
| WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border) { |
| makeContextCurrent(); |
| |
| bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| if (needsResolve) { |
| ResolveMultisampledFramebuffer(x, y, width, height); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| } |
| |
| glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); |
| |
| if (needsResolve) |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::copyTexSubImage2D( |
| WGC3Denum target, WGC3Dint level, WGC3Dint xoffset, WGC3Dint yoffset, |
| WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height) { |
| makeContextCurrent(); |
| |
| bool needsResolve = (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| if (needsResolve) { |
| ResolveMultisampledFramebuffer(x, y, width, height); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| } |
| |
| glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
| |
| if (needsResolve) |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| } |
| |
| DELEGATE_TO_GL_1(cullFace, CullFace, WGC3Denum) |
| |
| DELEGATE_TO_GL_1(depthFunc, DepthFunc, WGC3Denum) |
| |
| DELEGATE_TO_GL_1(depthMask, DepthMask, WGC3Dboolean) |
| |
| DELEGATE_TO_GL_2(depthRange, DepthRange, 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 WebGraphicsContext3DInProcessImpl::drawElements( |
| WGC3Denum mode, WGC3Dsizei count, WGC3Denum type, WGC3Dintptr offset) { |
| makeContextCurrent(); |
| glDrawElements(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, FramebufferRenderbufferEXT, |
| WGC3Denum, WGC3Denum, WGC3Denum, WebGLId) |
| |
| DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT, |
| WGC3Denum, WGC3Denum, WGC3Denum, WebGLId, WGC3Dint) |
| |
| DELEGATE_TO_GL_1(frontFace, FrontFace, WGC3Denum) |
| |
| void WebGraphicsContext3DInProcessImpl::generateMipmap(WGC3Denum target) { |
| makeContextCurrent(); |
| if (is_gles2_ || have_ext_framebuffer_object_) |
| glGenerateMipmapEXT(target); |
| // FIXME: provide alternative code path? This will be unpleasant |
| // to implement if glGenerateMipmapEXT is not available -- it will |
| // require a texture readback and re-upload. |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::getActiveAttrib( |
| WebGLId program, WGC3Duint index, ActiveInfo& info) { |
| makeContextCurrent(); |
| if (!program) { |
| synthesizeGLError(GL_INVALID_VALUE); |
| return false; |
| } |
| GLint max_name_length = -1; |
| glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_name_length); |
| if (max_name_length < 0) |
| return false; |
| scoped_array<GLchar> name(new GLchar[max_name_length]); |
| GLsizei length = 0; |
| GLint size = -1; |
| GLenum type = 0; |
| glGetActiveAttrib(program, index, max_name_length, |
| &length, &size, &type, name.get()); |
| if (size < 0) { |
| return false; |
| } |
| info.name = WebString::fromUTF8(name.get(), length); |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::getActiveUniform( |
| WebGLId program, WGC3Duint index, ActiveInfo& info) { |
| makeContextCurrent(); |
| GLint max_name_length = -1; |
| glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_length); |
| if (max_name_length < 0) |
| return false; |
| scoped_array<GLchar> name(new GLchar[max_name_length]); |
| GLsizei length = 0; |
| GLint size = -1; |
| GLenum type = 0; |
| glGetActiveUniform(program, index, max_name_length, |
| &length, &size, &type, name.get()); |
| if (size < 0) { |
| return false; |
| } |
| info.name = WebString::fromUTF8(name.get(), length); |
| info.type = type; |
| info.size = size; |
| return true; |
| } |
| |
| DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders, |
| WebGLId, 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*) |
| |
| WebGraphicsContext3D::Attributes WebGraphicsContext3DInProcessImpl:: |
| getContextAttributes() { |
| return attributes_; |
| } |
| |
| WGC3Denum WebGraphicsContext3DInProcessImpl::getError() { |
| DCHECK(synthetic_errors_list_.size() == synthetic_errors_set_.size()); |
| if (!synthetic_errors_set_.empty()) { |
| WGC3Denum error = synthetic_errors_list_.front(); |
| synthetic_errors_list_.pop_front(); |
| synthetic_errors_set_.erase(error); |
| return error; |
| } |
| |
| makeContextCurrent(); |
| return glGetError(); |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::isContextLost() { |
| return false; |
| } |
| |
| DELEGATE_TO_GL_2(getFloatv, GetFloatv, WGC3Denum, WGC3Dfloat*) |
| |
| void WebGraphicsContext3DInProcessImpl::getFramebufferAttachmentParameteriv( |
| WGC3Denum target, WGC3Denum attachment, |
| WGC3Denum pname, WGC3Dint* value) { |
| makeContextCurrent(); |
| if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) |
| attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT; |
| // either works. |
| glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::getIntegerv( |
| WGC3Denum pname, WGC3Dint* value) { |
| makeContextCurrent(); |
| if (is_gles2_) { |
| glGetIntegerv(pname, value); |
| return; |
| } |
| // Need to emulate MAX_FRAGMENT/VERTEX_UNIFORM_VECTORS and |
| // MAX_VARYING_VECTORS because desktop GL's corresponding queries |
| // return the number of components whereas GLES2 return the number |
| // of vectors (each vector has 4 components). Therefore, the value |
| // returned by desktop GL needs to be divided by 4. |
| switch (pname) { |
| case MAX_FRAGMENT_UNIFORM_VECTORS: |
| glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, value); |
| *value /= 4; |
| break; |
| case MAX_VERTEX_UNIFORM_VECTORS: |
| glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, value); |
| *value /= 4; |
| break; |
| case MAX_VARYING_VECTORS: |
| glGetIntegerv(GL_MAX_VARYING_FLOATS, value); |
| *value /= 4; |
| break; |
| default: |
| glGetIntegerv(pname, value); |
| } |
| } |
| |
| DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, WGC3Denum, WGC3Dint*) |
| |
| WebString WebGraphicsContext3DInProcessImpl::getProgramInfoLog( |
| WebGLId program) { |
| makeContextCurrent(); |
| GLint log_length; |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); |
| if (!log_length) |
| return WebString(); |
| scoped_array<GLchar> log(new GLchar[log_length]); |
| GLsizei returned_log_length; |
| glGetProgramInfoLog(program, log_length, &returned_log_length, log.get()); |
| DCHECK(log_length == returned_log_length + 1); |
| WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| return res; |
| } |
| |
| DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT, |
| WGC3Denum, WGC3Denum, WGC3Dint*) |
| |
| void WebGraphicsContext3DInProcessImpl::getShaderiv( |
| WebGLId shader, WGC3Denum pname, WGC3Dint* value) { |
| makeContextCurrent(); |
| |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| ShaderSourceEntry* entry = result->second; |
| DCHECK(entry); |
| switch (pname) { |
| case GL_COMPILE_STATUS: |
| if (!entry->is_valid) { |
| *value = 0; |
| return; |
| } |
| break; |
| case GL_INFO_LOG_LENGTH: |
| if (!entry->is_valid) { |
| *value = entry->log.get() ? strlen(entry->log.get()) : 0; |
| if (*value) |
| (*value)++; |
| return; |
| } |
| break; |
| case GL_SHADER_SOURCE_LENGTH: |
| *value = entry->source.get() ? strlen(entry->source.get()) : 0; |
| if (*value) |
| (*value)++; |
| return; |
| } |
| } |
| |
| glGetShaderiv(shader, pname, value); |
| } |
| |
| WebString WebGraphicsContext3DInProcessImpl::getShaderInfoLog(WebGLId shader) { |
| makeContextCurrent(); |
| |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| ShaderSourceEntry* entry = result->second; |
| DCHECK(entry); |
| if (!entry->is_valid) { |
| if (!entry->log.get()) |
| return WebString(); |
| WebString res = WebString::fromUTF8( |
| entry->log.get(), strlen(entry->log.get())); |
| return res; |
| } |
| } |
| |
| GLint log_length = 0; |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); |
| if (log_length <= 1) |
| return WebString(); |
| scoped_array<GLchar> log(new GLchar[log_length]); |
| GLsizei returned_log_length; |
| glGetShaderInfoLog(shader, log_length, &returned_log_length, log.get()); |
| DCHECK(log_length == returned_log_length + 1); |
| WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| return res; |
| } |
| |
| WebString WebGraphicsContext3DInProcessImpl::getShaderSource(WebGLId shader) { |
| makeContextCurrent(); |
| |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| ShaderSourceEntry* entry = result->second; |
| DCHECK(entry); |
| if (!entry->source.get()) |
| return WebString(); |
| WebString res = WebString::fromUTF8( |
| entry->source.get(), strlen(entry->source.get())); |
| return res; |
| } |
| |
| GLint log_length = 0; |
| glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &log_length); |
| if (log_length <= 1) |
| return WebString(); |
| scoped_array<GLchar> log(new GLchar[log_length]); |
| GLsizei returned_log_length; |
| glGetShaderSource(shader, log_length, &returned_log_length, log.get()); |
| DCHECK(log_length == returned_log_length + 1); |
| WebString res = WebString::fromUTF8(log.get(), returned_log_length); |
| return res; |
| } |
| |
| WebString WebGraphicsContext3DInProcessImpl::getString(WGC3Denum name) { |
| makeContextCurrent(); |
| std::string result(reinterpret_cast<const char*>(glGetString(name))); |
| if (name == GL_EXTENSIONS) { |
| if (!is_gles2_) { |
| std::vector<std::string> split; |
| base::SplitString(result, ' ', &split); |
| if (std::find(split.begin(), split.end(), "GL_EXT_bgra") != split.end()) { |
| // If we support GL_EXT_bgra, pretend we support a couple of GLES2 |
| // extension that are a subset of it. |
| result += " GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra"; |
| } |
| } |
| } |
| return WebString::fromUTF8(result.c_str()); |
| } |
| |
| 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 WebGraphicsContext3DInProcessImpl::getVertexAttribOffset( |
| WGC3Duint index, WGC3Denum pname) { |
| makeContextCurrent(); |
| void* pointer; |
| glGetVertexAttribPointerv(index, pname, &pointer); |
| return static_cast<WGC3Dsizeiptr>(reinterpret_cast<intptr_t>(pointer)); |
| } |
| |
| 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, IsFramebufferEXT, WebGLId, WGC3Dboolean) |
| |
| DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, WGC3Dboolean) |
| |
| DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbufferEXT, 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) |
| |
| void WebGraphicsContext3DInProcessImpl::readPixels( |
| WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height, |
| WGC3Denum format, WGC3Denum type, void* pixels) { |
| makeContextCurrent(); |
| // FIXME: remove the two glFlush calls when the driver bug is fixed, i.e., |
| // all previous rendering calls should be done before reading pixels. |
| glFlush(); |
| bool needs_resolve = |
| (attributes_.antialias && bound_fbo_ == multisample_fbo_); |
| if (needs_resolve) { |
| ResolveMultisampledFramebuffer(x, y, width, height); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); |
| glFlush(); |
| } |
| |
| glReadPixels(x, y, width, height, format, type, pixels); |
| |
| if (needs_resolve) |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo_); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::releaseShaderCompiler() { |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::renderbufferStorage( |
| WGC3Denum target, |
| WGC3Denum internalformat, |
| WGC3Dsizei width, |
| WGC3Dsizei height) { |
| makeContextCurrent(); |
| if (!is_gles2_) { |
| switch (internalformat) { |
| case GL_DEPTH_STENCIL: |
| internalformat = GL_DEPTH24_STENCIL8_EXT; |
| break; |
| case GL_DEPTH_COMPONENT16: |
| internalformat = GL_DEPTH_COMPONENT; |
| break; |
| case GL_RGBA4: |
| case GL_RGB5_A1: |
| internalformat = GL_RGBA; |
| break; |
| case 0x8D62: // GL_RGB565 |
| internalformat = GL_RGB; |
| break; |
| } |
| } |
| glRenderbufferStorageEXT(target, internalformat, width, height); |
| } |
| |
| DELEGATE_TO_GL_2(sampleCoverage, SampleCoverage, WGC3Dclampf, WGC3Dboolean) |
| |
| DELEGATE_TO_GL_4(scissor, Scissor, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) |
| |
| void WebGraphicsContext3DInProcessImpl::texImage2D( |
| WGC3Denum target, WGC3Dint level, WGC3Denum internalFormat, |
| WGC3Dsizei width, WGC3Dsizei height, WGC3Dint border, |
| WGC3Denum format, WGC3Denum type, const void* pixels) { |
| makeContextCurrent(); |
| if (gfx::GetGLImplementation() != gfx::kGLImplementationEGLGLES2) { |
| if (format == GL_BGRA_EXT && internalFormat == GL_BGRA_EXT) { |
| internalFormat = GL_RGBA; |
| } else if (type == GL_FLOAT) { |
| if (format == GL_RGBA) { |
| internalFormat = GL_RGBA32F_ARB; |
| } else if (format == GL_RGB) { |
| internalFormat = GL_RGB32F_ARB; |
| } |
| } |
| } |
| glTexImage2D(target, level, internalFormat, |
| width, height, border, format, type, pixels); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::shaderSource( |
| WebGLId shader, const WGC3Dchar* source) { |
| makeContextCurrent(); |
| GLint length = source ? strlen(source) : 0; |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| ShaderSourceEntry* entry = result->second; |
| DCHECK(entry); |
| entry->source.reset(new char[length + 1]); |
| if (source) |
| memcpy(entry->source.get(), source, (length + 1) * sizeof(char)); |
| else |
| entry->source[0] = '\0'; |
| } else { |
| glShaderSource(shader, 1, &source, &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_3(texParameterf, TexParameterf, WGC3Denum, WGC3Denum, WGC3Dfloat) |
| |
| DELEGATE_TO_GL_3(texParameteri, TexParameteri, WGC3Denum, WGC3Denum, WGC3Dint) |
| |
| 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 WebGraphicsContext3DInProcessImpl::vertexAttribPointer( |
| WGC3Duint index, WGC3Dint size, WGC3Denum type, WGC3Dboolean normalized, |
| WGC3Dsizei stride, WGC3Dintptr offset) { |
| makeContextCurrent(); |
| glVertexAttribPointer(index, size, type, normalized, stride, |
| reinterpret_cast<void*>(static_cast<intptr_t>(offset))); |
| } |
| |
| DELEGATE_TO_GL_4(viewport, Viewport, WGC3Dint, WGC3Dint, WGC3Dsizei, WGC3Dsizei) |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createBuffer() { |
| makeContextCurrent(); |
| GLuint o; |
| glGenBuffersARB(1, &o); |
| return o; |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createFramebuffer() { |
| makeContextCurrent(); |
| GLuint o = 0; |
| glGenFramebuffersEXT(1, &o); |
| return o; |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createProgram() { |
| makeContextCurrent(); |
| return glCreateProgram(); |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createRenderbuffer() { |
| makeContextCurrent(); |
| GLuint o; |
| glGenRenderbuffersEXT(1, &o); |
| return o; |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createShader( |
| WGC3Denum shaderType) { |
| makeContextCurrent(); |
| DCHECK(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER); |
| GLuint shader = glCreateShader(shaderType); |
| if (shader) { |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| delete result->second; |
| shader_source_map_.erase(result); |
| } |
| shader_source_map_.insert( |
| ShaderSourceMap::value_type(shader, new ShaderSourceEntry(shaderType))); |
| } |
| |
| return shader; |
| } |
| |
| WebGLId WebGraphicsContext3DInProcessImpl::createTexture() { |
| makeContextCurrent(); |
| GLuint o; |
| glGenTextures(1, &o); |
| return o; |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteBuffer(WebGLId buffer) { |
| makeContextCurrent(); |
| glDeleteBuffersARB(1, &buffer); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteFramebuffer( |
| WebGLId framebuffer) { |
| makeContextCurrent(); |
| glDeleteFramebuffersEXT(1, &framebuffer); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteProgram(WebGLId program) { |
| makeContextCurrent(); |
| glDeleteProgram(program); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteRenderbuffer( |
| WebGLId renderbuffer) { |
| makeContextCurrent(); |
| glDeleteRenderbuffersEXT(1, &renderbuffer); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteShader(WebGLId shader) { |
| makeContextCurrent(); |
| |
| ShaderSourceMap::iterator result = shader_source_map_.find(shader); |
| if (result != shader_source_map_.end()) { |
| delete result->second; |
| shader_source_map_.erase(result); |
| } |
| glDeleteShader(shader); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::deleteTexture(WebGLId texture) { |
| makeContextCurrent(); |
| glDeleteTextures(1, &texture); |
| } |
| |
| WGC3Denum WebGraphicsContext3DInProcessImpl::getGraphicsResetStatusARB() { |
| // TODO(kbr): this implementation doesn't support lost contexts yet. |
| return GL_NO_ERROR; |
| } |
| |
| #if WEBKIT_USING_SKIA |
| GrGLInterface* WebGraphicsContext3DInProcessImpl::onCreateGrGLInterface() { |
| return gfx::CreateInProcessSkiaGLBinding(); |
| } |
| #endif |
| |
| bool WebGraphicsContext3DInProcessImpl::AngleCreateCompilers() { |
| if (!ShInitialize()) |
| return false; |
| |
| ShBuiltInResources resources; |
| ShInitBuiltInResources(&resources); |
| getIntegerv(GL_MAX_VERTEX_ATTRIBS, &resources.MaxVertexAttribs); |
| getIntegerv(MAX_VERTEX_UNIFORM_VECTORS, &resources.MaxVertexUniformVectors); |
| getIntegerv(MAX_VARYING_VECTORS, &resources.MaxVaryingVectors); |
| getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, |
| &resources.MaxVertexTextureImageUnits); |
| getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, |
| &resources.MaxCombinedTextureImageUnits); |
| getIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &resources.MaxTextureImageUnits); |
| getIntegerv(MAX_FRAGMENT_UNIFORM_VECTORS, |
| &resources.MaxFragmentUniformVectors); |
| // Always set to 1 for OpenGL ES. |
| resources.MaxDrawBuffers = 1; |
| |
| fragment_compiler_ = ShConstructCompiler( |
| SH_FRAGMENT_SHADER, SH_WEBGL_SPEC, |
| is_gles2_ ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT, &resources); |
| vertex_compiler_ = ShConstructCompiler( |
| SH_VERTEX_SHADER, SH_WEBGL_SPEC, |
| is_gles2_ ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT, &resources); |
| return (fragment_compiler_ && vertex_compiler_); |
| } |
| |
| void WebGraphicsContext3DInProcessImpl::AngleDestroyCompilers() { |
| if (fragment_compiler_) { |
| ShDestruct(fragment_compiler_); |
| fragment_compiler_ = 0; |
| } |
| if (vertex_compiler_) { |
| ShDestruct(vertex_compiler_); |
| vertex_compiler_ = 0; |
| } |
| } |
| |
| bool WebGraphicsContext3DInProcessImpl::AngleValidateShaderSource( |
| ShaderSourceEntry* entry) { |
| entry->is_valid = false; |
| entry->translated_source.reset(); |
| entry->log.reset(); |
| |
| ShHandle compiler = 0; |
| switch (entry->type) { |
| case GL_FRAGMENT_SHADER: |
| compiler = fragment_compiler_; |
| break; |
| case GL_VERTEX_SHADER: |
| compiler = vertex_compiler_; |
| break; |
| } |
| if (!compiler) |
| return false; |
| |
| char* source = entry->source.get(); |
| if (!ShCompile(compiler, &source, 1, SH_OBJECT_CODE)) { |
| int logSize = 0; |
| ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize); |
| if (logSize > 1) { |
| entry->log.reset(new char[logSize]); |
| ShGetInfoLog(compiler, entry->log.get()); |
| } |
| return false; |
| } |
| |
| int length = 0; |
| ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &length); |
| if (length > 1) { |
| entry->translated_source.reset(new char[length]); |
| ShGetObjectCode(compiler, entry->translated_source.get()); |
| } |
| entry->is_valid = true; |
| return true; |
| } |
| |
| } // namespace gpu |
| } // namespace webkit |