| // Copyright 2013 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 "android_webview/browser/scoped_app_gl_state_restore.h" |
| |
| #include "base/debug/trace_event.h" |
| #include "base/lazy_instance.h" |
| #include "ui/gl/gl_context.h" |
| #include "ui/gl/gl_surface_stub.h" |
| |
| namespace android_webview { |
| |
| namespace { |
| |
| // "App" context is a bit of a stretch. Basically we use this context while |
| // saving and restoring the App GL state. |
| class AppContextSurface { |
| public: |
| AppContextSurface() |
| : surface(new gfx::GLSurfaceStub), |
| context(gfx::GLContext::CreateGLContext(NULL, |
| surface.get(), |
| gfx::PreferDiscreteGpu)) {} |
| void MakeCurrent() { context->MakeCurrent(surface.get()); } |
| |
| private: |
| scoped_refptr<gfx::GLSurfaceStub> surface; |
| scoped_refptr<gfx::GLContext> context; |
| |
| DISALLOW_COPY_AND_ASSIGN(AppContextSurface); |
| }; |
| |
| base::LazyInstance<AppContextSurface> g_app_context_surface = |
| LAZY_INSTANCE_INITIALIZER; |
| |
| // Make the global g_app_context_surface current so that the gl_binding is not |
| // NULL for making gl* calls. The binding can be null if another GlContext was |
| // destroyed immediately before gl* calls here. |
| void MakeAppContextCurrent() { |
| g_app_context_surface.Get().MakeCurrent(); |
| } |
| |
| void GLEnableDisable(GLenum cap, bool enable) { |
| if (enable) |
| glEnable(cap); |
| else |
| glDisable(cap); |
| } |
| |
| GLint g_gl_max_texture_units = 0; |
| |
| } // namespace |
| |
| ScopedAppGLStateRestore::ScopedAppGLStateRestore(CallMode mode) : mode_(mode) { |
| TRACE_EVENT0("android_webview", "AppGLStateSave"); |
| MakeAppContextCurrent(); |
| |
| glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &vertex_array_buffer_binding_); |
| glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &index_array_buffer_binding_); |
| |
| switch(mode_) { |
| case MODE_DRAW: |
| DCHECK_EQ(0, vertex_array_buffer_binding_); |
| DCHECK_EQ(0, index_array_buffer_binding_); |
| break; |
| case MODE_RESOURCE_MANAGEMENT: |
| glGetBooleanv(GL_BLEND, &blend_enabled_); |
| glGetIntegerv(GL_BLEND_SRC_RGB, &blend_src_rgb_); |
| glGetIntegerv(GL_BLEND_SRC_ALPHA, &blend_src_alpha_); |
| glGetIntegerv(GL_BLEND_DST_RGB, &blend_dest_rgb_); |
| glGetIntegerv(GL_BLEND_DST_ALPHA, &blend_dest_alpha_); |
| glGetIntegerv(GL_VIEWPORT, viewport_); |
| glGetBooleanv(GL_SCISSOR_TEST, &scissor_test_); |
| glGetIntegerv(GL_SCISSOR_BOX, scissor_box_); |
| break; |
| } |
| |
| glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment_); |
| glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_alignment_); |
| |
| for (size_t i = 0; i < ARRAYSIZE_UNSAFE(vertex_attrib_); ++i) { |
| glGetVertexAttribiv( |
| i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &vertex_attrib_[i].enabled); |
| glGetVertexAttribiv( |
| i, GL_VERTEX_ATTRIB_ARRAY_SIZE, &vertex_attrib_[i].size); |
| glGetVertexAttribiv( |
| i, GL_VERTEX_ATTRIB_ARRAY_TYPE, &vertex_attrib_[i].type); |
| glGetVertexAttribiv( |
| i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &vertex_attrib_[i].normalized); |
| glGetVertexAttribiv( |
| i, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &vertex_attrib_[i].stride); |
| glGetVertexAttribPointerv( |
| i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &vertex_attrib_[i].pointer); |
| } |
| |
| glGetBooleanv(GL_DEPTH_TEST, &depth_test_); |
| glGetBooleanv(GL_CULL_FACE, &cull_face_); |
| glGetIntegerv(GL_CULL_FACE_MODE, &cull_face_mode_); |
| glGetBooleanv(GL_COLOR_WRITEMASK, color_mask_); |
| glGetIntegerv(GL_CURRENT_PROGRAM, ¤t_program_); |
| glGetFloatv(GL_COLOR_CLEAR_VALUE, color_clear_); |
| glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depth_clear_); |
| glGetIntegerv(GL_DEPTH_FUNC, &depth_func_); |
| glGetBooleanv(GL_DEPTH_WRITEMASK, &depth_mask_); |
| glGetFloatv(GL_DEPTH_RANGE, depth_rage_); |
| glGetIntegerv(GL_FRONT_FACE, &front_face_); |
| glGetIntegerv(GL_GENERATE_MIPMAP_HINT, &hint_generate_mipmap_); |
| glGetFloatv(GL_LINE_WIDTH, &line_width_); |
| glGetFloatv(GL_POLYGON_OFFSET_FACTOR, &polygon_offset_factor_); |
| glGetFloatv(GL_POLYGON_OFFSET_UNITS, &polygon_offset_units_); |
| glGetFloatv(GL_SAMPLE_COVERAGE_VALUE, &sample_coverage_value_); |
| glGetBooleanv(GL_SAMPLE_COVERAGE_INVERT, &sample_coverage_invert_); |
| |
| glGetBooleanv(GL_DITHER, &enable_dither_); |
| glGetBooleanv(GL_POLYGON_OFFSET_FILL, &enable_polygon_offset_fill_); |
| glGetBooleanv(GL_SAMPLE_ALPHA_TO_COVERAGE, &enable_sample_alpha_to_coverage_); |
| glGetBooleanv(GL_SAMPLE_COVERAGE, &enable_sample_coverage_); |
| |
| glGetBooleanv(GL_STENCIL_TEST, &stencil_test_); |
| glGetIntegerv(GL_STENCIL_FUNC, &stencil_func_); |
| glGetIntegerv(GL_STENCIL_VALUE_MASK, &stencil_mask_); |
| glGetIntegerv(GL_STENCIL_REF, &stencil_ref_); |
| |
| glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &framebuffer_binding_ext_); |
| |
| if (!g_gl_max_texture_units) { |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &g_gl_max_texture_units); |
| DCHECK_GT(g_gl_max_texture_units, 0); |
| } |
| |
| glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture_); |
| |
| texture_bindings_.resize(g_gl_max_texture_units); |
| for (int ii = 0; ii < g_gl_max_texture_units; ++ii) { |
| glActiveTexture(GL_TEXTURE0 + ii); |
| TextureBindings& bindings = texture_bindings_[ii]; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &bindings.texture_2d); |
| glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &bindings.texture_cube_map); |
| glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, |
| &bindings.texture_external_oes); |
| } |
| } |
| |
| ScopedAppGLStateRestore::~ScopedAppGLStateRestore() { |
| TRACE_EVENT0("android_webview", "AppGLStateRestore"); |
| MakeAppContextCurrent(); |
| |
| glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_binding_ext_); |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_array_buffer_binding_); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_buffer_binding_); |
| |
| for (int ii = 0; ii < g_gl_max_texture_units; ++ii) { |
| glActiveTexture(GL_TEXTURE0 + ii); |
| TextureBindings& bindings = texture_bindings_[ii]; |
| glBindTexture(GL_TEXTURE_2D, bindings.texture_2d); |
| glBindTexture(GL_TEXTURE_CUBE_MAP, bindings.texture_cube_map); |
| glBindTexture(GL_TEXTURE_EXTERNAL_OES, bindings.texture_external_oes); |
| } |
| glActiveTexture(active_texture_); |
| |
| glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment_); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment_); |
| |
| for (size_t i = 0; i < ARRAYSIZE_UNSAFE(vertex_attrib_); ++i) { |
| glVertexAttribPointer(i, |
| vertex_attrib_[i].size, |
| vertex_attrib_[i].type, |
| vertex_attrib_[i].normalized, |
| vertex_attrib_[i].stride, |
| vertex_attrib_[i].pointer); |
| |
| if (vertex_attrib_[i].enabled) { |
| glEnableVertexAttribArray(i); |
| } else { |
| glDisableVertexAttribArray(i); |
| } |
| } |
| |
| GLEnableDisable(GL_DEPTH_TEST, depth_test_); |
| |
| GLEnableDisable(GL_CULL_FACE, cull_face_); |
| glCullFace(cull_face_mode_); |
| |
| glColorMask(color_mask_[0], color_mask_[1], color_mask_[2], color_mask_[3]); |
| |
| glUseProgram(current_program_); |
| |
| glClearColor( |
| color_clear_[0], color_clear_[1], color_clear_[2], color_clear_[3]); |
| glClearDepth(depth_clear_); |
| glDepthFunc(depth_func_); |
| glDepthMask(depth_mask_); |
| glDepthRange(depth_rage_[0], depth_rage_[1]); |
| glFrontFace(front_face_); |
| glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap_); |
| // TODO(boliu): GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES ?? |
| glLineWidth(line_width_); |
| glPolygonOffset(polygon_offset_factor_, polygon_offset_units_); |
| glSampleCoverage(sample_coverage_value_, sample_coverage_invert_); |
| |
| GLEnableDisable(GL_DITHER, enable_dither_); |
| GLEnableDisable(GL_POLYGON_OFFSET_FILL, enable_polygon_offset_fill_); |
| GLEnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE, |
| enable_sample_alpha_to_coverage_); |
| GLEnableDisable(GL_SAMPLE_COVERAGE, enable_sample_coverage_); |
| |
| switch(mode_) { |
| case MODE_DRAW: |
| // No-op. |
| break; |
| case MODE_RESOURCE_MANAGEMENT: |
| GLEnableDisable(GL_BLEND, blend_enabled_); |
| glBlendFuncSeparate( |
| blend_src_rgb_, blend_dest_rgb_, blend_src_alpha_, blend_dest_alpha_); |
| |
| glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]); |
| |
| GLEnableDisable(GL_SCISSOR_TEST, scissor_test_); |
| |
| glScissor( |
| scissor_box_[0], scissor_box_[1], scissor_box_[2], scissor_box_[3]); |
| break; |
| } |
| |
| GLEnableDisable(GL_STENCIL_TEST, stencil_test_); |
| glStencilFunc(stencil_func_, stencil_mask_, stencil_ref_); |
| } |
| |
| } // namespace android_webview |