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// 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.
#ifndef WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_
#define WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_
#include <list>
#include <set>
#include "base/hash_tables.h"
#include "base/memory/ref_counted.h"
#include "third_party/angle/include/GLSLANG/ShaderLang.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebGraphicsContext3D.h"
#include "third_party/WebKit/Source/WebKit/chromium/public/WebString.h"
#include "ui/gfx/native_widget_types.h"
#if !defined(OS_MACOSX)
#define FLIP_FRAMEBUFFER_VERTICALLY
#endif
namespace gfx {
class GLContext;
class GLSurface;
}
using WebKit::WGC3Dchar;
using WebKit::WGC3Denum;
using WebKit::WGC3Dboolean;
using WebKit::WGC3Dbitfield;
using WebKit::WGC3Dint;
using WebKit::WGC3Dsizei;
using WebKit::WGC3Duint;
using WebKit::WGC3Dfloat;
using WebKit::WGC3Dclampf;
using WebKit::WGC3Dintptr;
using WebKit::WGC3Dsizeiptr;
using WebKit::WebGLId;
using WebKit::WebString;
using WebKit::WebView;
using WebKit::WebGraphicsContext3D;
namespace webkit {
namespace gpu {
// The default implementation of WebGL. In Chromium, using this class
// requires the sandbox to be disabled, which is strongly discouraged.
// It is provided for support of test_shell and any Chromium ports
// where an in-renderer WebGL implementation would be helpful.
class WebGraphicsContext3DInProcessImpl : public WebGraphicsContext3D {
public:
// Creates a WebGraphicsContext3DInProcessImpl for a given window. If window
// is gfx::kNullPluginWindow, then it creates an offscreen context.
WebGraphicsContext3DInProcessImpl(gfx::PluginWindowHandle window);
virtual ~WebGraphicsContext3DInProcessImpl();
//----------------------------------------------------------------------
// WebGraphicsContext3D methods
virtual bool initialize(
WebGraphicsContext3D::Attributes attributes, WebView*, bool);
virtual bool makeContextCurrent();
virtual int width();
virtual int height();
virtual bool isGLES2Compliant();
virtual bool setParentContext(WebGraphicsContext3D* parent_context);
virtual void reshape(int width, int height);
virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize);
virtual bool readBackFramebuffer(unsigned char* pixels, size_t buffer_size,
WebGLId framebuffer, int width, int height);
virtual WebGLId getPlatformTextureId();
virtual void prepareTexture();
virtual void synthesizeGLError(WGC3Denum error);
virtual void* mapBufferSubDataCHROMIUM(WGC3Denum target, WGC3Dintptr offset,
WGC3Dsizeiptr size, WGC3Denum access);
virtual void unmapBufferSubDataCHROMIUM(const void*);
virtual void* mapTexSubImage2DCHROMIUM(
WGC3Denum target,
WGC3Dint level,
WGC3Dint xoffset,
WGC3Dint yoffset,
WGC3Dsizei width,
WGC3Dsizei height,
WGC3Denum format,
WGC3Denum type,
WGC3Denum access);
virtual void unmapTexSubImage2DCHROMIUM(const void*);
virtual void copyTextureToParentTextureCHROMIUM(
WebGLId texture, WebGLId parentTexture);
virtual void rateLimitOffscreenContextCHROMIUM() { }
virtual WebString getRequestableExtensionsCHROMIUM();
virtual void requestExtensionCHROMIUM(const char*);
virtual void blitFramebufferCHROMIUM(
WGC3Dint srcX0, WGC3Dint srcY0, WGC3Dint srcX1, WGC3Dint srcY1,
WGC3Dint dstX0, WGC3Dint dstY0, WGC3Dint dstX1, WGC3Dint dstY1,
WGC3Dbitfield mask, WGC3Denum filter);
virtual void renderbufferStorageMultisampleCHROMIUM(
WGC3Denum target, WGC3Dsizei samples, WGC3Denum internalformat,
WGC3Dsizei width, WGC3Dsizei height);
virtual void activeTexture(WGC3Denum texture);
virtual void attachShader(WebGLId program, WebGLId shader);
virtual void bindAttribLocation(
WebGLId program, WGC3Duint index, const WGC3Dchar* name);
virtual void bindBuffer(WGC3Denum target, WebGLId buffer);
virtual void bindFramebuffer(WGC3Denum target, WebGLId framebuffer);
virtual void bindRenderbuffer(
WGC3Denum target, WebGLId renderbuffer);
virtual void bindTexture(WGC3Denum target, WebGLId texture);
virtual void blendColor(
WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha);
virtual void blendEquation(WGC3Denum mode);
virtual void blendEquationSeparate(WGC3Denum modeRGB, WGC3Denum modeAlpha);
virtual void blendFunc(WGC3Denum sfactor, WGC3Denum dfactor);
virtual void blendFuncSeparate(WGC3Denum srcRGB, WGC3Denum dstRGB,
WGC3Denum srcAlpha, WGC3Denum dstAlpha);
virtual void bufferData(
WGC3Denum target, WGC3Dsizeiptr size, const void* data, WGC3Denum usage);
virtual void bufferSubData(WGC3Denum target, WGC3Dintptr offset,
WGC3Dsizeiptr size, const void* data);
virtual WGC3Denum checkFramebufferStatus(WGC3Denum target);
virtual void clear(WGC3Dbitfield mask);
virtual void clearColor(
WGC3Dclampf red, WGC3Dclampf green, WGC3Dclampf blue, WGC3Dclampf alpha);
virtual void clearDepth(WGC3Dclampf depth);
virtual void clearStencil(WGC3Dint s);
virtual void colorMask(WGC3Dboolean red, WGC3Dboolean green,
WGC3Dboolean blue, WGC3Dboolean alpha);
virtual void compileShader(WebGLId shader);
virtual void copyTexImage2D(
WGC3Denum target,
WGC3Dint level,
WGC3Denum internalformat,
WGC3Dint x,
WGC3Dint y,
WGC3Dsizei width,
WGC3Dsizei height,
WGC3Dint border);
virtual void copyTexSubImage2D(
WGC3Denum target,
WGC3Dint level,
WGC3Dint xoffset,
WGC3Dint yoffset,
WGC3Dint x,
WGC3Dint y,
WGC3Dsizei width,
WGC3Dsizei height);
virtual void cullFace(WGC3Denum mode);
virtual void depthFunc(WGC3Denum func);
virtual void depthMask(WGC3Dboolean flag);
virtual void depthRange(WGC3Dclampf zNear, WGC3Dclampf zFar);
virtual void detachShader(WebGLId program, WebGLId shader);
virtual void disable(WGC3Denum cap);
virtual void disableVertexAttribArray(WGC3Duint index);
virtual void drawArrays(WGC3Denum mode, WGC3Dint first, WGC3Dsizei count);
virtual void drawElements(
WGC3Denum mode,
WGC3Dsizei count,
WGC3Denum type,
WGC3Dintptr offset);
virtual void enable(WGC3Denum cap);
virtual void enableVertexAttribArray(WGC3Duint index);
virtual void finish();
virtual void flush();
virtual void framebufferRenderbuffer(
WGC3Denum target,
WGC3Denum attachment,
WGC3Denum renderbuffertarget,
WebGLId renderbuffer);
virtual void framebufferTexture2D(
WGC3Denum target,
WGC3Denum attachment,
WGC3Denum textarget,
WebGLId texture,
WGC3Dint level);
virtual void frontFace(WGC3Denum mode);
virtual void generateMipmap(WGC3Denum target);
virtual bool getActiveAttrib(WebGLId program, WGC3Duint index, ActiveInfo&);
virtual bool getActiveUniform(WebGLId program, WGC3Duint index, ActiveInfo&);
virtual void getAttachedShaders(WebGLId program, WGC3Dsizei maxCount,
WGC3Dsizei* count, WebGLId* shaders);
virtual WGC3Dint getAttribLocation(WebGLId program, const WGC3Dchar* name);
virtual void getBooleanv(WGC3Denum pname, WGC3Dboolean* value);
virtual void getBufferParameteriv(
WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
virtual Attributes getContextAttributes();
virtual WGC3Denum getError();
virtual bool isContextLost();
virtual void getFloatv(WGC3Denum pname, WGC3Dfloat* value);
virtual void getFramebufferAttachmentParameteriv(
WGC3Denum target,
WGC3Denum attachment,
WGC3Denum pname,
WGC3Dint* value);
virtual void getIntegerv(WGC3Denum pname, WGC3Dint* value);
virtual void getProgramiv(
WebGLId program, WGC3Denum pname, WGC3Dint* value);
virtual WebString getProgramInfoLog(WebGLId program);
virtual void getRenderbufferParameteriv(
WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
virtual void getShaderiv(
WebGLId shader, WGC3Denum pname, WGC3Dint* value);
virtual WebString getShaderInfoLog(WebGLId shader);
// TBD
// void glGetShaderPrecisionFormat(
// GLenum shadertype, GLenum precisiontype,
// GLint* range, GLint* precision);
virtual WebString getShaderSource(WebGLId shader);
virtual WebString getString(WGC3Denum name);
virtual void getTexParameterfv(
WGC3Denum target, WGC3Denum pname, WGC3Dfloat* value);
virtual void getTexParameteriv(
WGC3Denum target, WGC3Denum pname, WGC3Dint* value);
virtual void getUniformfv(
WebGLId program, WGC3Dint location, WGC3Dfloat* value);
virtual void getUniformiv(
WebGLId program, WGC3Dint location, WGC3Dint* value);
virtual WGC3Dint getUniformLocation(WebGLId program, const WGC3Dchar* name);
virtual void getVertexAttribfv(
WGC3Duint index, WGC3Denum pname, WGC3Dfloat* value);
virtual void getVertexAttribiv(
WGC3Duint index, WGC3Denum pname, WGC3Dint* value);
virtual WGC3Dsizeiptr getVertexAttribOffset(
WGC3Duint index, WGC3Denum pname);
virtual void hint(WGC3Denum target, WGC3Denum mode);
virtual WGC3Dboolean isBuffer(WebGLId buffer);
virtual WGC3Dboolean isEnabled(WGC3Denum cap);
virtual WGC3Dboolean isFramebuffer(WebGLId framebuffer);
virtual WGC3Dboolean isProgram(WebGLId program);
virtual WGC3Dboolean isRenderbuffer(WebGLId renderbuffer);
virtual WGC3Dboolean isShader(WebGLId shader);
virtual WGC3Dboolean isTexture(WebGLId texture);
virtual void lineWidth(WGC3Dfloat width);
virtual void linkProgram(WebGLId program);
virtual void pixelStorei(WGC3Denum pname, WGC3Dint param);
virtual void polygonOffset(WGC3Dfloat factor, WGC3Dfloat units);
virtual void readPixels(
WGC3Dint x, WGC3Dint y,
WGC3Dsizei width, WGC3Dsizei height,
WGC3Denum format,
WGC3Denum type,
void* pixels);
virtual void releaseShaderCompiler();
virtual void renderbufferStorage(
WGC3Denum target,
WGC3Denum internalformat,
WGC3Dsizei width,
WGC3Dsizei height);
virtual void sampleCoverage(WGC3Dclampf value, WGC3Dboolean invert);
virtual void scissor(
WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
virtual void shaderSource(WebGLId shader, const WGC3Dchar* source);
virtual void stencilFunc(WGC3Denum func, WGC3Dint ref, WGC3Duint mask);
virtual void stencilFuncSeparate(
WGC3Denum face, WGC3Denum func, WGC3Dint ref, WGC3Duint mask);
virtual void stencilMask(WGC3Duint mask);
virtual void stencilMaskSeparate(WGC3Denum face, WGC3Duint mask);
virtual void stencilOp(WGC3Denum fail, WGC3Denum zfail, WGC3Denum zpass);
virtual void stencilOpSeparate(
WGC3Denum face,
WGC3Denum fail,
WGC3Denum zfail,
WGC3Denum zpass);
virtual void texImage2D(
WGC3Denum target,
WGC3Dint level,
WGC3Denum internalformat,
WGC3Dsizei width,
WGC3Dsizei height,
WGC3Dint border,
WGC3Denum format,
WGC3Denum type,
const void* pixels);
virtual void texParameterf(
WGC3Denum target, WGC3Denum pname, WGC3Dfloat param);
virtual void texParameteri(
WGC3Denum target, WGC3Denum pname, WGC3Dint param);
virtual void texSubImage2D(
WGC3Denum target,
WGC3Dint level,
WGC3Dint xoffset,
WGC3Dint yoffset,
WGC3Dsizei width,
WGC3Dsizei height,
WGC3Denum format,
WGC3Denum type,
const void* pixels);
virtual void uniform1f(WGC3Dint location, WGC3Dfloat x);
virtual void uniform1fv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dfloat* v);
virtual void uniform1i(WGC3Dint location, WGC3Dint x);
virtual void uniform1iv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dint* v);
virtual void uniform2f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y);
virtual void uniform2fv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dfloat* v);
virtual void uniform2i(WGC3Dint location, WGC3Dint x, WGC3Dint y);
virtual void uniform2iv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dint* v);
virtual void uniform3f(WGC3Dint location,
WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z);
virtual void uniform3fv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dfloat* v);
virtual void uniform3i(WGC3Dint location, WGC3Dint x, WGC3Dint y, WGC3Dint z);
virtual void uniform3iv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dint* v);
virtual void uniform4f(WGC3Dint location, WGC3Dfloat x, WGC3Dfloat y,
WGC3Dfloat z, WGC3Dfloat w);
virtual void uniform4fv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dfloat* v);
virtual void uniform4i(WGC3Dint location, WGC3Dint x, WGC3Dint y,
WGC3Dint z, WGC3Dint w);
virtual void uniform4iv(WGC3Dint location, WGC3Dsizei count,
const WGC3Dint* v);
virtual void uniformMatrix2fv(
WGC3Dint location, WGC3Dsizei count,
WGC3Dboolean transpose, const WGC3Dfloat* value);
virtual void uniformMatrix3fv(
WGC3Dint location, WGC3Dsizei count,
WGC3Dboolean transpose, const WGC3Dfloat* value);
virtual void uniformMatrix4fv(
WGC3Dint location, WGC3Dsizei count,
WGC3Dboolean transpose, const WGC3Dfloat* value);
virtual void useProgram(WebGLId program);
virtual void validateProgram(WebGLId program);
virtual void vertexAttrib1f(WGC3Duint index, WGC3Dfloat x);
virtual void vertexAttrib1fv(WGC3Duint index, const WGC3Dfloat* values);
virtual void vertexAttrib2f(WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y);
virtual void vertexAttrib2fv(WGC3Duint index, const WGC3Dfloat* values);
virtual void vertexAttrib3f(
WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z);
virtual void vertexAttrib3fv(WGC3Duint index, const WGC3Dfloat* values);
virtual void vertexAttrib4f(
WGC3Duint index, WGC3Dfloat x, WGC3Dfloat y, WGC3Dfloat z, WGC3Dfloat w);
virtual void vertexAttrib4fv(WGC3Duint index, const WGC3Dfloat* values);
virtual void vertexAttribPointer(
WGC3Duint index,
WGC3Dint size,
WGC3Denum type,
WGC3Dboolean normalized,
WGC3Dsizei stride,
WGC3Dintptr offset);
virtual void viewport(
WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
// Support for buffer creation and deletion
virtual WebGLId createBuffer();
virtual WebGLId createFramebuffer();
virtual WebGLId createProgram();
virtual WebGLId createRenderbuffer();
virtual WebGLId createShader(WGC3Denum);
virtual WebGLId createTexture();
virtual void deleteBuffer(WebGLId);
virtual void deleteFramebuffer(WebGLId);
virtual void deleteProgram(WebGLId);
virtual void deleteRenderbuffer(WebGLId);
virtual void deleteShader(WebGLId);
virtual void deleteTexture(WebGLId);
virtual void setContextLostCallback(
WebGraphicsContext3D::WebGraphicsContextLostCallback* callback) {}
virtual WGC3Denum getGraphicsResetStatusARB();
virtual void setSwapBuffersCompleteCallbackCHROMIUM(
WebGraphicsContext3D::
WebGraphicsSwapBuffersCompleteCallbackCHROMIUM* callback) {}
protected:
#if WEBKIT_USING_SKIA
virtual GrGLInterface* onCreateGrGLInterface();
#endif
private:
// ANGLE related.
struct ShaderSourceEntry;
typedef base::hash_map<WebGLId, ShaderSourceEntry*> ShaderSourceMap;
bool AllocateOffscreenFrameBuffer(int width, int height);
void ClearRenderTarget();
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
void FlipVertically(unsigned char* framebuffer,
unsigned int width,
unsigned int height);
#endif
// Take into account the user's requested context creation attributes, in
// particular stencil and antialias, and determine which could or could
// not be honored based on the capabilities of the OpenGL implementation.
void ValidateAttributes();
// Resolve the given rectangle of the multisampled framebuffer if necessary.
void ResolveMultisampledFramebuffer(
WGC3Dint x, WGC3Dint y, WGC3Dsizei width, WGC3Dsizei height);
bool AngleCreateCompilers();
void AngleDestroyCompilers();
bool AngleValidateShaderSource(ShaderSourceEntry* entry);
WebGraphicsContext3D::Attributes attributes_;
bool initialized_;
bool render_directly_to_web_view_;
bool is_gles2_;
bool have_ext_framebuffer_object_;
bool have_ext_framebuffer_multisample_;
bool have_angle_framebuffer_multisample_;
WebGLId texture_;
WebGLId fbo_;
WebGLId depth_stencil_buffer_;
int cached_width_, cached_height_;
// For multisampling
WebGLId multisample_fbo_;
WebGLId multisample_depth_stencil_buffer_;
WebGLId multisample_color_buffer_;
// For tracking which FBO is bound
WebGLId bound_fbo_;
// For tracking which texture is bound
WebGLId bound_texture_;
// FBO used for copying child texture to parent texture.
WebGLId copy_texture_to_parent_texture_fbo_;
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
unsigned char* scanline_;
#endif
// Errors raised by synthesizeGLError().
std::list<WGC3Denum> synthetic_errors_list_;
std::set<WGC3Denum> synthetic_errors_set_;
scoped_refptr<gfx::GLContext> gl_context_;
scoped_refptr<gfx::GLSurface> gl_surface_;
ShaderSourceMap shader_source_map_;
ShHandle fragment_compiler_;
ShHandle vertex_compiler_;
gfx::PluginWindowHandle window_;
};
} // namespace gpu
} // namespace webkit
#endif // WEBKIT_GPU_WEBGRAPHICSCONTEXT3D_IN_PROCESS_IMPL_H_