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+/*
+ * Copyright (C) 2010 Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef WebGraphicsContext3DDefaultImpl_h
+#define WebGraphicsContext3DDefaultImpl_h
+
+#if ENABLE(3D_CANVAS)
+
+#include "GLSLANG/ShaderLang.h"
+#include "WebGraphicsContext3D.h"
+
+#include <wtf/HashMap.h>
+#include <wtf/ListHashSet.h>
+#include <wtf/OwnPtr.h>
+
+#if !PLATFORM(CG)
+#define FLIP_FRAMEBUFFER_VERTICALLY
+#endif
+namespace gfx {
+class GLContext;
+}
+
+namespace WebKit {
+
+// 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 WebGraphicsContext3DDefaultImpl : public WebGraphicsContext3D {
+public:
+ WebGraphicsContext3DDefaultImpl();
+ virtual ~WebGraphicsContext3DDefaultImpl();
+
+ //----------------------------------------------------------------------
+ // WebGraphicsContext3D methods
+ virtual bool initialize(WebGraphicsContext3D::Attributes attributes, WebView*, bool);
+ virtual bool makeContextCurrent();
+
+ virtual int width();
+ virtual int height();
+
+ virtual int sizeInBytes(int type);
+
+ virtual bool isGLES2Compliant();
+
+ virtual void reshape(int width, int height);
+
+ virtual bool readBackFramebuffer(unsigned char* pixels, size_t bufferSize);
+
+ virtual unsigned int getPlatformTextureId();
+ virtual void prepareTexture();
+
+ virtual void synthesizeGLError(unsigned long error);
+ virtual void* mapBufferSubDataCHROMIUM(unsigned target, int offset, int size, unsigned access);
+ virtual void unmapBufferSubDataCHROMIUM(const void*);
+ virtual void* mapTexSubImage2DCHROMIUM(unsigned target, int level, int xoffset, int yoffset, int width, int height, unsigned format, unsigned type, unsigned access);
+ virtual void unmapTexSubImage2DCHROMIUM(const void*);
+ virtual void copyTextureToParentTextureCHROMIUM(unsigned texture, unsigned parentTexture);
+
+ virtual void activeTexture(unsigned long texture);
+ virtual void attachShader(WebGLId program, WebGLId shader);
+ virtual void bindAttribLocation(WebGLId program, unsigned long index, const char* name);
+ virtual void bindBuffer(unsigned long target, WebGLId buffer);
+ virtual void bindFramebuffer(unsigned long target, WebGLId framebuffer);
+ virtual void bindRenderbuffer(unsigned long target, WebGLId renderbuffer);
+ virtual void bindTexture(unsigned long target, WebGLId texture);
+ virtual void blendColor(double red, double green, double blue, double alpha);
+ virtual void blendEquation(unsigned long mode);
+ virtual void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
+ virtual void blendFunc(unsigned long sfactor, unsigned long dfactor);
+ virtual void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB, unsigned long srcAlpha, unsigned long dstAlpha);
+
+ virtual void bufferData(unsigned long target, int size, const void* data, unsigned long usage);
+ virtual void bufferSubData(unsigned long target, long offset, int size, const void* data);
+
+ virtual unsigned long checkFramebufferStatus(unsigned long target);
+ virtual void clear(unsigned long mask);
+ virtual void clearColor(double red, double green, double blue, double alpha);
+ virtual void clearDepth(double depth);
+ virtual void clearStencil(long s);
+ virtual void colorMask(bool red, bool green, bool blue, bool alpha);
+ virtual void compileShader(WebGLId shader);
+
+ virtual void copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border);
+ virtual void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height);
+ virtual void cullFace(unsigned long mode);
+ virtual void depthFunc(unsigned long func);
+ virtual void depthMask(bool flag);
+ virtual void depthRange(double zNear, double zFar);
+ virtual void detachShader(WebGLId program, WebGLId shader);
+ virtual void disable(unsigned long cap);
+ virtual void disableVertexAttribArray(unsigned long index);
+ virtual void drawArrays(unsigned long mode, long first, long count);
+ virtual void drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset);
+
+ virtual void enable(unsigned long cap);
+ virtual void enableVertexAttribArray(unsigned long index);
+ virtual void finish();
+ virtual void flush();
+ virtual void framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLId renderbuffer);
+ virtual void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget, WebGLId texture, long level);
+ virtual void frontFace(unsigned long mode);
+ virtual void generateMipmap(unsigned long target);
+
+ virtual bool getActiveAttrib(WebGLId program, unsigned long index, ActiveInfo&);
+ virtual bool getActiveUniform(WebGLId program, unsigned long index, ActiveInfo&);
+
+ virtual void getAttachedShaders(WebGLId program, int maxCount, int* count, unsigned int* shaders);
+
+ virtual int getAttribLocation(WebGLId program, const char* name);
+
+ virtual void getBooleanv(unsigned long pname, unsigned char* value);
+
+ virtual void getBufferParameteriv(unsigned long target, unsigned long pname, int* value);
+
+ virtual Attributes getContextAttributes();
+
+ virtual unsigned long getError();
+
+ virtual bool isContextLost();
+
+ virtual void getFloatv(unsigned long pname, float* value);
+
+ virtual void getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value);
+
+ virtual void getIntegerv(unsigned long pname, int* value);
+
+ virtual void getProgramiv(WebGLId program, unsigned long pname, int* value);
+
+ virtual WebString getProgramInfoLog(WebGLId program);
+
+ virtual void getRenderbufferParameteriv(unsigned long target, unsigned long pname, int* value);
+
+ virtual void getShaderiv(WebGLId shader, unsigned long pname, int* 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(unsigned long name);
+
+ virtual void getTexParameterfv(unsigned long target, unsigned long pname, float* value);
+ virtual void getTexParameteriv(unsigned long target, unsigned long pname, int* value);
+
+ virtual void getUniformfv(WebGLId program, long location, float* value);
+ virtual void getUniformiv(WebGLId program, long location, int* value);
+
+ virtual long getUniformLocation(WebGLId program, const char* name);
+
+ virtual void getVertexAttribfv(unsigned long index, unsigned long pname, float* value);
+ virtual void getVertexAttribiv(unsigned long index, unsigned long pname, int* value);
+
+ virtual long getVertexAttribOffset(unsigned long index, unsigned long pname);
+
+ virtual void hint(unsigned long target, unsigned long mode);
+ virtual bool isBuffer(WebGLId buffer);
+ virtual bool isEnabled(unsigned long cap);
+ virtual bool isFramebuffer(WebGLId framebuffer);
+ virtual bool isProgram(WebGLId program);
+ virtual bool isRenderbuffer(WebGLId renderbuffer);
+ virtual bool isShader(WebGLId shader);
+ virtual bool isTexture(WebGLId texture);
+ virtual void lineWidth(double);
+ virtual void linkProgram(WebGLId program);
+ virtual void pixelStorei(unsigned long pname, long param);
+ virtual void polygonOffset(double factor, double units);
+
+ virtual void readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long type, void* pixels);
+
+ virtual void releaseShaderCompiler();
+ virtual void renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height);
+ virtual void sampleCoverage(double value, bool invert);
+ virtual void scissor(long x, long y, unsigned long width, unsigned long height);
+ virtual void shaderSource(WebGLId shader, const char* string);
+ virtual void stencilFunc(unsigned long func, long ref, unsigned long mask);
+ virtual void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
+ virtual void stencilMask(unsigned long mask);
+ virtual void stencilMaskSeparate(unsigned long face, unsigned long mask);
+ virtual void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
+ virtual void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
+
+ virtual void texImage2D(unsigned target, unsigned level, unsigned internalformat, unsigned width, unsigned height, unsigned border, unsigned format, unsigned type, const void* pixels);
+
+ virtual void texParameterf(unsigned target, unsigned pname, float param);
+ virtual void texParameteri(unsigned target, unsigned pname, int param);
+
+ virtual void texSubImage2D(unsigned target, unsigned level, unsigned xoffset, unsigned yoffset, unsigned width, unsigned height, unsigned format, unsigned type, const void* pixels);
+
+ virtual void uniform1f(long location, float x);
+ virtual void uniform1fv(long location, int count, float* v);
+ virtual void uniform1i(long location, int x);
+ virtual void uniform1iv(long location, int count, int* v);
+ virtual void uniform2f(long location, float x, float y);
+ virtual void uniform2fv(long location, int count, float* v);
+ virtual void uniform2i(long location, int x, int y);
+ virtual void uniform2iv(long location, int count, int* v);
+ virtual void uniform3f(long location, float x, float y, float z);
+ virtual void uniform3fv(long location, int count, float* v);
+ virtual void uniform3i(long location, int x, int y, int z);
+ virtual void uniform3iv(long location, int count, int* v);
+ virtual void uniform4f(long location, float x, float y, float z, float w);
+ virtual void uniform4fv(long location, int count, float* v);
+ virtual void uniform4i(long location, int x, int y, int z, int w);
+ virtual void uniform4iv(long location, int count, int* v);
+ virtual void uniformMatrix2fv(long location, int count, bool transpose, const float* value);
+ virtual void uniformMatrix3fv(long location, int count, bool transpose, const float* value);
+ virtual void uniformMatrix4fv(long location, int count, bool transpose, const float* value);
+
+ virtual void useProgram(WebGLId program);
+ virtual void validateProgram(WebGLId program);
+
+ virtual void vertexAttrib1f(unsigned long indx, float x);
+ virtual void vertexAttrib1fv(unsigned long indx, const float* values);
+ virtual void vertexAttrib2f(unsigned long indx, float x, float y);
+ virtual void vertexAttrib2fv(unsigned long indx, const float* values);
+ virtual void vertexAttrib3f(unsigned long indx, float x, float y, float z);
+ virtual void vertexAttrib3fv(unsigned long indx, const float* values);
+ virtual void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
+ virtual void vertexAttrib4fv(unsigned long indx, const float* values);
+ virtual void vertexAttribPointer(unsigned long indx, int size, int type, bool normalized,
+ unsigned long stride, unsigned long offset);
+
+ virtual void viewport(long x, long y, unsigned long width, unsigned long height);
+
+ // Support for buffer creation and deletion
+ virtual unsigned createBuffer();
+ virtual unsigned createFramebuffer();
+ virtual unsigned createProgram();
+ virtual unsigned createRenderbuffer();
+ virtual unsigned createShader(unsigned long);
+ virtual unsigned createTexture();
+
+ virtual void deleteBuffer(unsigned);
+ virtual void deleteFramebuffer(unsigned);
+ virtual void deleteProgram(unsigned);
+ virtual void deleteRenderbuffer(unsigned);
+ virtual void deleteShader(unsigned);
+ virtual void deleteTexture(unsigned);
+
+private:
+ WebGraphicsContext3D::Attributes m_attributes;
+ bool m_initialized;
+ bool m_renderDirectlyToWebView;
+ bool m_isGLES2;
+ bool m_haveEXTFramebufferObject;
+ bool m_haveEXTFramebufferMultisample;
+ bool m_haveANGLEFramebufferMultisample;
+
+ unsigned int m_texture;
+ unsigned int m_fbo;
+ unsigned int m_depthStencilBuffer;
+ unsigned int m_cachedWidth, m_cachedHeight;
+
+ // For multisampling
+ unsigned int m_multisampleFBO;
+ unsigned int m_multisampleDepthStencilBuffer;
+ unsigned int m_multisampleColorBuffer;
+
+ // For tracking which FBO is bound
+ unsigned int m_boundFBO;
+
+ // For tracking which texture is bound
+ unsigned int m_boundTexture;
+
+ // FBO used for copying child texture to parent texture.
+ unsigned m_copyTextureToParentTextureFBO;
+
+#ifdef FLIP_FRAMEBUFFER_VERTICALLY
+ unsigned char* m_scanline;
+ 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(unsigned x, unsigned y, unsigned width, unsigned height);
+
+ // Note: we aren't currently using this information, but we will
+ // need to in order to verify that all enabled vertex arrays have
+ // a valid buffer bound -- to avoid crashes on certain cards.
+ unsigned int m_boundArrayBuffer;
+ struct VertexAttribPointerState {
+ VertexAttribPointerState();
+
+ bool enabled;
+ unsigned long buffer;
+ unsigned long indx;
+ int size;
+ int type;
+ bool normalized;
+ unsigned long stride;
+ unsigned long offset;
+ };
+
+ enum {
+ NumTrackedPointerStates = 2
+ };
+ VertexAttribPointerState m_vertexAttribPointerState[NumTrackedPointerStates];
+
+ // Errors raised by synthesizeGLError().
+ ListHashSet<unsigned long> m_syntheticErrors;
+
+ OwnPtr<gfx::GLContext> m_glContext;
+
+ // ANGLE related.
+ struct ShaderSourceEntry {
+ ShaderSourceEntry(unsigned long shaderType)
+ : type(shaderType)
+ , source(0)
+ , log(0)
+ , translatedSource(0)
+ , isValid(false)
+ {
+ }
+
+ ~ShaderSourceEntry()
+ {
+ if (source)
+ fastFree(source);
+ if (log)
+ fastFree(log);
+ if (translatedSource)
+ fastFree(translatedSource);
+ }
+
+ unsigned long type;
+ char* source;
+ char* log;
+ char* translatedSource;
+ bool isValid;
+ };
+
+ bool angleCreateCompilers();
+ void angleDestroyCompilers();
+ bool angleValidateShaderSource(ShaderSourceEntry& entry);
+
+ typedef HashMap<WebGLId, ShaderSourceEntry*> ShaderSourceMap;
+ ShaderSourceMap m_shaderSourceMap;
+
+ ShHandle m_fragmentCompiler;
+ ShHandle m_vertexCompiler;
+};
+
+} // namespace WebKit
+
+#endif // ENABLE(3D_CANVAS)
+
+#endif