blob: cc4118cc57847740f34e353b302dfab568af9c5c [file] [log] [blame]
// Copyright (c) 2010 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 "chrome/renderer/webgraphicscontext3d_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 "base/string_tokenizer.h"
#include "base/command_line.h"
#include "base/logging.h"
#include "chrome/common/chrome_switches.h"
#include "chrome/renderer/gpu_channel_host.h"
#include "chrome/renderer/render_thread.h"
#include "chrome/renderer/render_view.h"
#include "third_party/WebKit/WebKit/chromium/public/WebView.h"
WebGraphicsContext3DCommandBufferImpl::WebGraphicsContext3DCommandBufferImpl()
: context_(NULL),
web_view_(NULL),
cached_width_(0),
cached_height_(0),
bound_fbo_(0) {
}
WebGraphicsContext3DCommandBufferImpl::
~WebGraphicsContext3DCommandBufferImpl() {
#if defined(OS_MACOSX)
if (web_view_) {
RenderView* renderview = RenderView::FromWebView(web_view_);
DCHECK(plugin_handle_ != gfx::kNullPluginWindow);
renderview->DestroyFakePluginWindowHandle(plugin_handle_);
plugin_handle_ = gfx::kNullPluginWindow;
}
#endif
if (context_) {
ggl::DestroyContext(context_);
}
}
bool WebGraphicsContext3DCommandBufferImpl::initialize(
WebGraphicsContext3D::Attributes attributes,
WebKit::WebView* web_view,
bool render_directly_to_web_view) {
RenderThread* render_thread = RenderThread::current();
if (!render_thread)
return false;
GpuChannelHost* host = render_thread->EstablishGpuChannelSync();
if (!host)
return false;
DCHECK(host->state() == GpuChannelHost::CONNECTED);
// Convert WebGL context creation attributes into GGL/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[] = {
ggl::GGL_ALPHA_SIZE, alpha_size,
ggl::GGL_DEPTH_SIZE, depth_size,
ggl::GGL_STENCIL_SIZE, stencil_size,
ggl::GGL_SAMPLES, samples,
ggl::GGL_SAMPLE_BUFFERS, sample_buffers,
ggl::GGL_NONE,
};
if (render_directly_to_web_view) {
RenderView* renderview = RenderView::FromWebView(web_view);
if (!renderview)
return false;
gfx::NativeViewId view_id;
#if !defined(OS_MACOSX)
view_id = renderview->host_window();
#else
plugin_handle_ = renderview->AllocateFakePluginWindowHandle(
/*opaque=*/true, /*root=*/true);
view_id = static_cast<gfx::NativeViewId>(plugin_handle_);
#endif
web_view_ = web_view;
context_ = ggl::CreateViewContext(
host,
view_id,
renderview->routing_id(),
attribs);
} else {
bool compositing_enabled = !CommandLine::ForCurrentProcess()->HasSwitch(
switches::kDisableAcceleratedCompositing);
ggl::Context* parent_context = NULL;
// If GPU compositing is enabled we need to create a GL context that shares
// resources with the compositor's context.
if (compositing_enabled) {
// Asking for the WebGraphicsContext3D on the WebView will force one to
// be created if it doesn't already exist. When the compositor is created
// for the view it will use the same context.
WebKit::WebGraphicsContext3D* view_context =
web_view->graphicsContext3D();
if (view_context) {
WebGraphicsContext3DCommandBufferImpl* context_impl =
static_cast<WebGraphicsContext3DCommandBufferImpl*>(view_context);
parent_context = context_impl->context_;
}
}
context_ = ggl::CreateOffscreenContext(host,
parent_context,
gfx::Size(1, 1),
attribs);
web_view_ = NULL;
}
if (!context_)
return false;
// TODO(gman): Remove this.
const CommandLine& command_line = *CommandLine::ForCurrentProcess();
if (command_line.HasSwitch(switches::kDisableGLSLTranslator)) {
DisableShaderTranslation(context_);
}
// 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;
}
return true;
}
bool WebGraphicsContext3DCommandBufferImpl::makeContextCurrent() {
return ggl::MakeCurrent(context_);
}
int WebGraphicsContext3DCommandBufferImpl::width() {
return cached_width_;
}
int WebGraphicsContext3DCommandBufferImpl::height() {
return cached_height_;
}
int WebGraphicsContext3DCommandBufferImpl::sizeInBytes(int type) {
switch (type) {
case GL_BYTE:
return sizeof(GLbyte);
case GL_UNSIGNED_BYTE:
return sizeof(GLubyte);
case GL_SHORT:
return sizeof(GLshort);
case GL_UNSIGNED_SHORT:
return sizeof(GLushort);
case GL_INT:
return sizeof(GLint);
case GL_UNSIGNED_INT:
return sizeof(GLuint);
case GL_FLOAT:
return sizeof(GLfloat);
}
return 0;
}
bool WebGraphicsContext3DCommandBufferImpl::isGLES2Compliant() {
return true;
}
bool WebGraphicsContext3DCommandBufferImpl::isGLES2ParameterStrict() {
return false;
}
bool WebGraphicsContext3DCommandBufferImpl::isGLES2NPOTStrict() {
return false;
}
bool WebGraphicsContext3DCommandBufferImpl::isErrorGeneratedOnOutOfBoundsAccesses() {
return false;
}
unsigned int WebGraphicsContext3DCommandBufferImpl::getPlatformTextureId() {
DCHECK(context_);
return ggl::GetParentTextureId(context_);
}
void WebGraphicsContext3DCommandBufferImpl::prepareTexture() {
// Copies the contents of the off-screen render target into the texture
// used by the compositor.
ggl::SwapBuffers(context_);
}
void WebGraphicsContext3DCommandBufferImpl::reshape(int width, int height) {
cached_width_ = width;
cached_height_ = height;
makeContextCurrent();
if (web_view_) {
#if defined(OS_MACOSX)
ggl::ResizeOnscreenContext(context_, gfx::Size(width, height));
#endif
} else {
ggl::ResizeOffscreenContext(context_, gfx::Size(width, height));
// Force a SwapBuffers to get the framebuffer to resize.
ggl::SwapBuffers(context_);
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
scanline_.reset(new uint8[width * 4]);
#endif // FLIP_FRAMEBUFFER_VERTICALLY
}
unsigned WebGraphicsContext3DCommandBufferImpl::createCompositorTexture(
unsigned width, unsigned height) {
makeContextCurrent();
return ggl::CreateParentTexture(context_, gfx::Size(width, height));
}
void WebGraphicsContext3DCommandBufferImpl::deleteCompositorTexture(
unsigned parent_texture) {
makeContextCurrent();
ggl::DeleteParentTexture(context_, parent_texture);
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
void WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::readBackFramebuffer(
unsigned char* pixels,
size_t buffer_size) {
if (buffer_size != 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.
bool mustRestoreFBO = (bound_fbo_ != 0);
if (mustRestoreFBO) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glReadPixels(0, 0, cached_width_, cached_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) {
glBindFramebuffer(GL_FRAMEBUFFER, bound_fbo_);
}
#ifdef FLIP_FRAMEBUFFER_VERTICALLY
if (pixels) {
FlipVertically(pixels, cached_width_, cached_height_);
}
#endif
return true;
}
void WebGraphicsContext3DCommandBufferImpl::synthesizeGLError(
unsigned long error) {
if (find(synthetic_errors_.begin(), synthetic_errors_.end(), error) ==
synthetic_errors_.end()) {
synthetic_errors_.push_back(error);
}
}
static bool supports_extension(const char *ext_name) {
const char* extensions = (const char *) glGetString(GL_EXTENSIONS);
CStringTokenizer t(extensions, extensions + strlen(extensions), " ");
while (t.GetNext()) {
if (t.token() == ext_name) {
return true;
}
}
return false;
}
bool WebGraphicsContext3DCommandBufferImpl::supportsBGRA() {
static bool is_supported =
supports_extension("GL_EXT_texture_format_BGRA8888") &&
supports_extension("GL_EXT_read_format_bgra");
return is_supported;
}
bool WebGraphicsContext3DCommandBufferImpl::supportsMapSubCHROMIUM() {
static bool is_supported = supports_extension("GL_CHROMIUM_map_sub");
return is_supported;
}
void* WebGraphicsContext3DCommandBufferImpl::mapBufferSubDataCHROMIUM(
unsigned target,
int offset,
int size,
unsigned access) {
return glMapBufferSubData(target, offset, size, access);
}
void WebGraphicsContext3DCommandBufferImpl::unmapBufferSubDataCHROMIUM(
const void* mem) {
return glUnmapBufferSubData(mem);
}
void* WebGraphicsContext3DCommandBufferImpl::mapTexSubImage2DCHROMIUM(
unsigned target,
int level,
int xoffset,
int yoffset,
int width,
int height,
unsigned format,
unsigned type,
unsigned access) {
return glMapTexSubImage2D(
target, level, xoffset, yoffset, width, height, format, type, access);
}
void WebGraphicsContext3DCommandBufferImpl::unmapTexSubImage2DCHROMIUM(
const void* mem) {
glUnmapTexSubImage2D(mem);
}
bool WebGraphicsContext3DCommandBufferImpl::
supportsCopyTextureToParentTextureCHROMIUM() {
return true;
}
void WebGraphicsContext3DCommandBufferImpl::copyTextureToParentTextureCHROMIUM(
unsigned texture, unsigned parentTexture) {
copyTextureToCompositor(texture, parentTexture);
}
// Helper macros to reduce the amount of code.
#define DELEGATE_TO_GL(name, glname) \
void WebGraphicsContext3DCommandBufferImpl::name() { \
makeContextCurrent(); \
gl##glname(); \
}
#define DELEGATE_TO_GL_1(name, glname, t1) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \
makeContextCurrent(); \
gl##glname(a1); \
}
#define DELEGATE_TO_GL_1_C(name, glname, t1) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \
makeContextCurrent(); \
gl##glname(static_cast<GLclampf>(a1)); \
}
#define DELEGATE_TO_GL_1R(name, glname, t1, rt) \
rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \
makeContextCurrent(); \
return gl##glname(a1); \
}
#define DELEGATE_TO_GL_1RB(name, glname, t1, rt) \
rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1) { \
makeContextCurrent(); \
return gl##glname(a1) ? true : false; \
}
#define DELEGATE_TO_GL_2(name, glname, t1, t2) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \
makeContextCurrent(); \
gl##glname(a1, a2); \
}
#define DELEGATE_TO_GL_2_C1(name, glname, t1, t2) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \
makeContextCurrent(); \
gl##glname(static_cast<GLclampf>(a1), a2); \
}
#define DELEGATE_TO_GL_2_C12(name, glname, t1, t2) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \
makeContextCurrent(); \
gl##glname(static_cast<GLclampf>(a1), static_cast<GLclampf>(a2)); \
}
#define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \
rt WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2) { \
makeContextCurrent(); \
return gl##glname(a1, a2); \
}
#define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \
void WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \
makeContextCurrent(); \
gl##glname(a1, a2, a3, a4); \
}
#define DELEGATE_TO_GL_4_C1234(name, glname, t1, t2, t3, t4) \
void WebGraphicsContext3DCommandBufferImpl::name(t1 a1, t2 a2, t3 a3, t4 a4) { \
makeContextCurrent(); \
gl##glname(static_cast<GLclampf>(a1), static_cast<GLclampf>(a2), \
static_cast<GLclampf>(a3), static_cast<GLclampf>(a4)); \
}
#define DELEGATE_TO_GL_5(name, glname, t1, t2, t3, t4, t5) \
void WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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 WebGraphicsContext3DCommandBufferImpl::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); \
}
DELEGATE_TO_GL_1(activeTexture, ActiveTexture, unsigned long)
DELEGATE_TO_GL_2(attachShader, AttachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_3(bindAttribLocation, BindAttribLocation, WebGLId,
unsigned long, const char*)
DELEGATE_TO_GL_2(bindBuffer, BindBuffer, unsigned long, WebGLId)
void WebGraphicsContext3DCommandBufferImpl::bindFramebuffer(
unsigned long target,
WebGLId framebuffer) {
makeContextCurrent();
glBindFramebuffer(target, framebuffer);
bound_fbo_ = framebuffer;
}
DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbuffer, unsigned long, WebGLId)
DELEGATE_TO_GL_2(bindTexture, BindTexture, unsigned long, WebGLId)
DELEGATE_TO_GL_4_C1234(blendColor, BlendColor, double, double, double, double)
DELEGATE_TO_GL_1(blendEquation, BlendEquation, unsigned long)
DELEGATE_TO_GL_2(blendEquationSeparate, BlendEquationSeparate,
unsigned long, unsigned long)
DELEGATE_TO_GL_2(blendFunc, BlendFunc, unsigned long, unsigned long)
DELEGATE_TO_GL_4(blendFuncSeparate, BlendFuncSeparate,
unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_4(bufferData, BufferData,
unsigned long, int, const void*, unsigned long)
DELEGATE_TO_GL_4(bufferSubData, BufferSubData,
unsigned long, long, int, const void*)
DELEGATE_TO_GL_1R(checkFramebufferStatus, CheckFramebufferStatus,
unsigned long, unsigned long)
DELEGATE_TO_GL_1(clear, Clear, unsigned long)
DELEGATE_TO_GL_4_C1234(clearColor, ClearColor, double, double, double, double)
DELEGATE_TO_GL_1_C(clearDepth, ClearDepthf, double)
DELEGATE_TO_GL_1(clearStencil, ClearStencil, long)
DELEGATE_TO_GL_4(colorMask, ColorMask, bool, bool, bool, bool)
DELEGATE_TO_GL_1(compileShader, CompileShader, WebGLId)
DELEGATE_TO_GL_8(copyTexImage2D, CopyTexImage2D,
unsigned long, long, unsigned long, long, long,
unsigned long, unsigned long, long)
DELEGATE_TO_GL_8(copyTexSubImage2D, CopyTexSubImage2D,
unsigned long, long, long, long, long, long,
unsigned long, unsigned long)
DELEGATE_TO_GL_1(cullFace, CullFace, unsigned long)
DELEGATE_TO_GL_1(depthFunc, DepthFunc, unsigned long)
DELEGATE_TO_GL_1(depthMask, DepthMask, bool)
DELEGATE_TO_GL_2_C12(depthRange, DepthRangef, double, double)
DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId)
DELEGATE_TO_GL_1(disable, Disable, unsigned long)
DELEGATE_TO_GL_1(disableVertexAttribArray, DisableVertexAttribArray,
unsigned long)
DELEGATE_TO_GL_3(drawArrays, DrawArrays, unsigned long, long, long)
void WebGraphicsContext3DCommandBufferImpl::drawElements(unsigned long mode,
unsigned long count,
unsigned long type,
long offset) {
makeContextCurrent();
glDrawElements(mode, count, type,
reinterpret_cast<void*>(static_cast<intptr_t>(offset)));
}
DELEGATE_TO_GL_1(enable, Enable, unsigned long)
DELEGATE_TO_GL_1(enableVertexAttribArray, EnableVertexAttribArray,
unsigned long)
DELEGATE_TO_GL(finish, Finish)
DELEGATE_TO_GL(flush, Flush)
DELEGATE_TO_GL_4(framebufferRenderbuffer, FramebufferRenderbuffer,
unsigned long, unsigned long, unsigned long, WebGLId)
DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2D,
unsigned long, unsigned long, unsigned long, WebGLId, long)
DELEGATE_TO_GL_1(frontFace, FrontFace, unsigned long)
DELEGATE_TO_GL_1(generateMipmap, GenerateMipmap, unsigned long)
bool WebGraphicsContext3DCommandBufferImpl::getActiveAttrib(
WebGLId program, unsigned long 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]);
if (!name.get()) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
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 = WebKit::WebString::fromUTF8(name.get(), length);
info.type = type;
info.size = size;
return true;
}
bool WebGraphicsContext3DCommandBufferImpl::getActiveUniform(
WebGLId program, unsigned long 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]);
if (!name.get()) {
synthesizeGLError(GL_OUT_OF_MEMORY);
return false;
}
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 = WebKit::WebString::fromUTF8(name.get(), length);
info.type = type;
info.size = size;
return true;
}
DELEGATE_TO_GL_4(getAttachedShaders, GetAttachedShaders,
WebGLId, int, int*, unsigned int*)
DELEGATE_TO_GL_2R(getAttribLocation, GetAttribLocation,
WebGLId, const char*, int)
DELEGATE_TO_GL_2(getBooleanv, GetBooleanv, unsigned long, unsigned char*)
DELEGATE_TO_GL_3(getBufferParameteriv, GetBufferParameteriv,
unsigned long, unsigned long, int*)
WebKit::WebGraphicsContext3D::Attributes
WebGraphicsContext3DCommandBufferImpl::getContextAttributes() {
return attributes_;
}
unsigned long WebGraphicsContext3DCommandBufferImpl::getError() {
if (synthetic_errors_.size() > 0) {
std::vector<unsigned long>::iterator iter = synthetic_errors_.begin();
unsigned long err = *iter;
synthetic_errors_.erase(iter);
return err;
}
makeContextCurrent();
return glGetError();
}
DELEGATE_TO_GL_2(getFloatv, GetFloatv, unsigned long, float*)
DELEGATE_TO_GL_4(getFramebufferAttachmentParameteriv,
GetFramebufferAttachmentParameteriv,
unsigned long, unsigned long, unsigned long, int*)
DELEGATE_TO_GL_2(getIntegerv, GetIntegerv, unsigned long, int*)
DELEGATE_TO_GL_3(getProgramiv, GetProgramiv, WebGLId, unsigned long, int*)
WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getProgramInfoLog(
WebGLId program) {
makeContextCurrent();
GLint logLength = 0;
glGetProgramiv(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;
glGetProgramInfoLog(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,
unsigned long, unsigned long, int*)
DELEGATE_TO_GL_3(getShaderiv, GetShaderiv, WebGLId, unsigned long, int*)
WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getShaderInfoLog(
WebGLId shader) {
makeContextCurrent();
GLint logLength = 0;
glGetShaderiv(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;
glGetShaderInfoLog(shader, logLength, &returnedLogLength, log.get());
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getShaderSource(
WebGLId shader) {
makeContextCurrent();
GLint logLength = 0;
glGetShaderiv(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;
glGetShaderSource(shader, logLength, &returnedLogLength, log.get());
DCHECK_EQ(logLength, returnedLogLength + 1);
WebKit::WebString res =
WebKit::WebString::fromUTF8(log.get(), returnedLogLength);
return res;
}
WebKit::WebString WebGraphicsContext3DCommandBufferImpl::getString(
unsigned long name) {
makeContextCurrent();
return WebKit::WebString::fromUTF8(
reinterpret_cast<const char*>(glGetString(name)));
}
DELEGATE_TO_GL_3(getTexParameterfv, GetTexParameterfv,
unsigned long, unsigned long, float*)
DELEGATE_TO_GL_3(getTexParameteriv, GetTexParameteriv,
unsigned long, unsigned long, int*)
DELEGATE_TO_GL_3(getUniformfv, GetUniformfv, WebGLId, long, float*)
DELEGATE_TO_GL_3(getUniformiv, GetUniformiv, WebGLId, long, int*)
DELEGATE_TO_GL_2R(getUniformLocation, GetUniformLocation,
WebGLId, const char*, long)
DELEGATE_TO_GL_3(getVertexAttribfv, GetVertexAttribfv,
unsigned long, unsigned long, float*)
DELEGATE_TO_GL_3(getVertexAttribiv, GetVertexAttribiv,
unsigned long, unsigned long, int*)
long WebGraphicsContext3DCommandBufferImpl::getVertexAttribOffset(
unsigned long index, unsigned long pname) {
// TODO(kbr): implement.
NOTIMPLEMENTED();
return 0;
}
DELEGATE_TO_GL_2(hint, Hint, unsigned long, unsigned long)
DELEGATE_TO_GL_1RB(isBuffer, IsBuffer, WebGLId, bool)
DELEGATE_TO_GL_1RB(isEnabled, IsEnabled, unsigned long, bool)
DELEGATE_TO_GL_1RB(isFramebuffer, IsFramebuffer, WebGLId, bool)
DELEGATE_TO_GL_1RB(isProgram, IsProgram, WebGLId, bool)
DELEGATE_TO_GL_1RB(isRenderbuffer, IsRenderbuffer, WebGLId, bool)
DELEGATE_TO_GL_1RB(isShader, IsShader, WebGLId, bool)
DELEGATE_TO_GL_1RB(isTexture, IsTexture, WebGLId, bool)
DELEGATE_TO_GL_1_C(lineWidth, LineWidth, double)
DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId)
DELEGATE_TO_GL_2(pixelStorei, PixelStorei, unsigned long, long)
DELEGATE_TO_GL_2_C12(polygonOffset, PolygonOffset, double, double)
DELEGATE_TO_GL_7(readPixels, ReadPixels,
long, long, unsigned long, unsigned long, unsigned long,
unsigned long, void*)
void WebGraphicsContext3DCommandBufferImpl::releaseShaderCompiler() {
}
DELEGATE_TO_GL_4(renderbufferStorage, RenderbufferStorage,
unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_2_C1(sampleCoverage, SampleCoverage, double, bool)
DELEGATE_TO_GL_4(scissor, Scissor, long, long, unsigned long, unsigned long)
void WebGraphicsContext3DCommandBufferImpl::shaderSource(
WebGLId shader, const char* string) {
makeContextCurrent();
GLint length = strlen(string);
glShaderSource(shader, 1, &string, &length);
}
DELEGATE_TO_GL_3(stencilFunc, StencilFunc, unsigned long, long, unsigned long)
DELEGATE_TO_GL_4(stencilFuncSeparate, StencilFuncSeparate,
unsigned long, unsigned long, long, unsigned long)
DELEGATE_TO_GL_1(stencilMask, StencilMask, unsigned long)
DELEGATE_TO_GL_2(stencilMaskSeparate, StencilMaskSeparate,
unsigned long, unsigned long)
DELEGATE_TO_GL_3(stencilOp, StencilOp,
unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_4(stencilOpSeparate, StencilOpSeparate,
unsigned long, unsigned long, unsigned long, unsigned long)
DELEGATE_TO_GL_9(texImage2D, TexImage2D,
unsigned, unsigned, unsigned, unsigned, unsigned, unsigned,
unsigned, unsigned, const void*)
DELEGATE_TO_GL_3(texParameterf, TexParameterf, unsigned, unsigned, float);
static const unsigned int kTextureWrapR = 0x8072;
void WebGraphicsContext3DCommandBufferImpl::texParameteri(
unsigned target, unsigned pname, int param) {
// 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;
}
makeContextCurrent();
glTexParameteri(target, pname, param);
}
DELEGATE_TO_GL_9(texSubImage2D, TexSubImage2D,
unsigned, unsigned, unsigned, unsigned, unsigned, unsigned,
unsigned, unsigned, const void*)
DELEGATE_TO_GL_2(uniform1f, Uniform1f, long, float)
DELEGATE_TO_GL_3(uniform1fv, Uniform1fv, long, int, float*)
DELEGATE_TO_GL_2(uniform1i, Uniform1i, long, int)
DELEGATE_TO_GL_3(uniform1iv, Uniform1iv, long, int, int*)
DELEGATE_TO_GL_3(uniform2f, Uniform2f, long, float, float)
DELEGATE_TO_GL_3(uniform2fv, Uniform2fv, long, int, float*)
DELEGATE_TO_GL_3(uniform2i, Uniform2i, long, int, int)
DELEGATE_TO_GL_3(uniform2iv, Uniform2iv, long, int, int*)
DELEGATE_TO_GL_4(uniform3f, Uniform3f, long, float, float, float)
DELEGATE_TO_GL_3(uniform3fv, Uniform3fv, long, int, float*)
DELEGATE_TO_GL_4(uniform3i, Uniform3i, long, int, int, int)
DELEGATE_TO_GL_3(uniform3iv, Uniform3iv, long, int, int*)
DELEGATE_TO_GL_5(uniform4f, Uniform4f, long, float, float, float, float)
DELEGATE_TO_GL_3(uniform4fv, Uniform4fv, long, int, float*)
DELEGATE_TO_GL_5(uniform4i, Uniform4i, long, int, int, int, int)
DELEGATE_TO_GL_3(uniform4iv, Uniform4iv, long, int, int*)
DELEGATE_TO_GL_4(uniformMatrix2fv, UniformMatrix2fv,
long, int, bool, const float*)
DELEGATE_TO_GL_4(uniformMatrix3fv, UniformMatrix3fv,
long, int, bool, const float*)
DELEGATE_TO_GL_4(uniformMatrix4fv, UniformMatrix4fv,
long, int, bool, const float*)
DELEGATE_TO_GL_1(useProgram, UseProgram, WebGLId)
DELEGATE_TO_GL_1(validateProgram, ValidateProgram, WebGLId)
DELEGATE_TO_GL_2(vertexAttrib1f, VertexAttrib1f, unsigned long, float)
DELEGATE_TO_GL_2(vertexAttrib1fv, VertexAttrib1fv, unsigned long, const float*)
DELEGATE_TO_GL_3(vertexAttrib2f, VertexAttrib2f, unsigned long, float, float)
DELEGATE_TO_GL_2(vertexAttrib2fv, VertexAttrib2fv, unsigned long, const float*)
DELEGATE_TO_GL_4(vertexAttrib3f, VertexAttrib3f,
unsigned long, float, float, float)
DELEGATE_TO_GL_2(vertexAttrib3fv, VertexAttrib3fv, unsigned long, const float*)
DELEGATE_TO_GL_5(vertexAttrib4f, VertexAttrib4f,
unsigned long, float, float, float, float)
DELEGATE_TO_GL_2(vertexAttrib4fv, VertexAttrib4fv, unsigned long, const float*)
void WebGraphicsContext3DCommandBufferImpl::vertexAttribPointer(
unsigned long indx, int size, int type, bool normalized,
unsigned long stride, unsigned long offset) {
makeContextCurrent();
glVertexAttribPointer(indx, size, type, normalized, stride,
reinterpret_cast<void*>(
static_cast<intptr_t>(offset)));
}
DELEGATE_TO_GL_4(viewport, Viewport, long, long, unsigned long, unsigned long)
unsigned WebGraphicsContext3DCommandBufferImpl::createBuffer() {
makeContextCurrent();
GLuint o;
glGenBuffers(1, &o);
return o;
}
unsigned WebGraphicsContext3DCommandBufferImpl::createFramebuffer() {
makeContextCurrent();
GLuint o = 0;
glGenFramebuffers(1, &o);
return o;
}
unsigned WebGraphicsContext3DCommandBufferImpl::createProgram() {
makeContextCurrent();
return glCreateProgram();
}
unsigned WebGraphicsContext3DCommandBufferImpl::createRenderbuffer() {
makeContextCurrent();
GLuint o;
glGenRenderbuffers(1, &o);
return o;
}
DELEGATE_TO_GL_1R(createShader, CreateShader, unsigned long, unsigned);
unsigned WebGraphicsContext3DCommandBufferImpl::createTexture() {
makeContextCurrent();
GLuint o;
glGenTextures(1, &o);
return o;
}
void WebGraphicsContext3DCommandBufferImpl::deleteBuffer(unsigned buffer) {
makeContextCurrent();
glDeleteBuffers(1, &buffer);
}
void WebGraphicsContext3DCommandBufferImpl::deleteFramebuffer(
unsigned framebuffer) {
makeContextCurrent();
glDeleteFramebuffers(1, &framebuffer);
}
void WebGraphicsContext3DCommandBufferImpl::deleteProgram(unsigned program) {
makeContextCurrent();
glDeleteProgram(program);
}
void WebGraphicsContext3DCommandBufferImpl::deleteRenderbuffer(
unsigned renderbuffer) {
makeContextCurrent();
glDeleteRenderbuffers(1, &renderbuffer);
}
void WebGraphicsContext3DCommandBufferImpl::deleteShader(unsigned shader) {
makeContextCurrent();
glDeleteShader(shader);
}
void WebGraphicsContext3DCommandBufferImpl::deleteTexture(unsigned texture) {
makeContextCurrent();
glDeleteTextures(1, &texture);
}
void WebGraphicsContext3DCommandBufferImpl::copyTextureToCompositor(
unsigned texture, unsigned parentTexture) {
makeContextCurrent();
glCopyTextureToParentTexture(texture, parentTexture);
glFlush();
}
#endif // defined(ENABLE_GPU)