/* * 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. */ #include "config.h" #if ENABLE(3D_CANVAS) #include "WebGraphicsContext3DDefaultImpl.h" #include "app/gfx/gl/gl_bindings.h" #include "app/gfx/gl/gl_context.h" #include "NotImplemented.h" #include #include #include #include namespace WebKit { enum { IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B, IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A, MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, MAX_VARYING_VECTORS = 0x8DFC, MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD }; WebGraphicsContext3DDefaultImpl::VertexAttribPointerState::VertexAttribPointerState() : enabled(false) , buffer(0) , indx(0) , size(0) , type(0) , normalized(false) , stride(0) , offset(0) { } WebGraphicsContext3DDefaultImpl::WebGraphicsContext3DDefaultImpl() : m_initialized(false) , m_texture(0) , m_fbo(0) , m_depthStencilBuffer(0) , m_multisampleFBO(0) , m_multisampleDepthStencilBuffer(0) , m_multisampleColorBuffer(0) , m_boundFBO(0) #ifdef FLIP_FRAMEBUFFER_VERTICALLY , m_scanline(0) #endif , m_boundArrayBuffer(0) , m_fragmentCompiler(0) , m_vertexCompiler(0) { } WebGraphicsContext3DDefaultImpl::~WebGraphicsContext3DDefaultImpl() { if (m_initialized) { makeContextCurrent(); if (m_attributes.antialias) { glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer); if (m_attributes.depth || m_attributes.stencil) glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); glDeleteFramebuffersEXT(1, &m_multisampleFBO); } else { if (m_attributes.depth || m_attributes.stencil) glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer); } glDeleteTextures(1, &m_texture); #ifdef FLIP_FRAMEBUFFER_VERTICALLY if (m_scanline) delete[] m_scanline; #endif glDeleteFramebuffersEXT(1, &m_fbo); m_glContext->Destroy(); angleDestroyCompilers(); } } bool WebGraphicsContext3DDefaultImpl::initialize(WebGraphicsContext3D::Attributes attributes, WebView* webView, bool renderDirectlyToWebView) { if (renderDirectlyToWebView) { // This mode isn't supported with the in-process implementation yet. (FIXME) return false; } if (!gfx::GLContext::InitializeOneOff()) return false; m_glContext = WTF::adoptPtr(gfx::GLContext::CreateOffscreenGLContext(0)); if (!m_glContext) return false; m_attributes = attributes; validateAttributes(); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); if (!angleCreateCompilers()) { angleDestroyCompilers(); return false; } m_initialized = true; return true; } void WebGraphicsContext3DDefaultImpl::validateAttributes() { const char* extensions = reinterpret_cast(glGetString(GL_EXTENSIONS)); if (m_attributes.stencil) { if (strstr(extensions, "GL_EXT_packed_depth_stencil")) { if (!m_attributes.depth) m_attributes.depth = true; } else m_attributes.stencil = false; } if (m_attributes.antialias) { bool isValidVendor = true; #if PLATFORM(CG) // Currently in Mac we only turn on antialias if vendor is NVIDIA. const char* vendor = reinterpret_cast(glGetString(GL_VENDOR)); if (!strstr(vendor, "NVIDIA")) isValidVendor = false; #endif if (!isValidVendor || !strstr(extensions, "GL_EXT_framebuffer_multisample")) m_attributes.antialias = false; } // FIXME: instead of enforcing premultipliedAlpha = true, implement the // correct behavior when premultipliedAlpha = false is requested. m_attributes.premultipliedAlpha = true; } bool WebGraphicsContext3DDefaultImpl::makeContextCurrent() { return m_glContext->MakeCurrent(); } int WebGraphicsContext3DDefaultImpl::width() { return m_cachedWidth; } int WebGraphicsContext3DDefaultImpl::height() { return m_cachedHeight; } int WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::isGLES2Compliant() { return false; } bool WebGraphicsContext3DDefaultImpl::isGLES2NPOTStrict() { return false; } bool WebGraphicsContext3DDefaultImpl::isErrorGeneratedOnOutOfBoundsAccesses() { return false; } unsigned int WebGraphicsContext3DDefaultImpl::getPlatformTextureId() { ASSERT_NOT_REACHED(); return 0; } void WebGraphicsContext3DDefaultImpl::prepareTexture() { ASSERT_NOT_REACHED(); } static 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; } void WebGraphicsContext3DDefaultImpl::reshape(int width, int height) { m_cachedWidth = width; m_cachedHeight = height; makeContextCurrent(); GLenum target = GL_TEXTURE_2D; if (!m_texture) { // Generate the texture object m_texture = createTextureObject(target); // Generate the framebuffer object glGenFramebuffersEXT(1, &m_fbo); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); m_boundFBO = m_fbo; if (m_attributes.depth || m_attributes.stencil) glGenRenderbuffersEXT(1, &m_depthStencilBuffer); // Generate the multisample framebuffer object if (m_attributes.antialias) { glGenFramebuffersEXT(1, &m_multisampleFBO); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); m_boundFBO = m_multisampleFBO; glGenRenderbuffersEXT(1, &m_multisampleColorBuffer); if (m_attributes.depth || m_attributes.stencil) glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); } } GLint internalColorFormat, colorFormat, internalDepthStencilFormat = 0; if (m_attributes.alpha) { internalColorFormat = GL_RGBA8; colorFormat = GL_RGBA; } else { internalColorFormat = GL_RGB8; colorFormat = GL_RGB; } if (m_attributes.stencil || m_attributes.depth) { // We don't allow the logic where stencil is required and depth is not. // See GraphicsContext3DInternal constructor. if (m_attributes.stencil && m_attributes.depth) internalDepthStencilFormat = GL_DEPTH24_STENCIL8_EXT; else internalDepthStencilFormat = GL_DEPTH_COMPONENT; } bool mustRestoreFBO = false; // Resize multisampling FBO if (m_attributes.antialias) { GLint maxSampleCount; glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSampleCount); GLint sampleCount = std::min(8, maxSampleCount); if (m_boundFBO != m_multisampleFBO) { mustRestoreFBO = true; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalColorFormat, width, height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, m_multisampleColorBuffer); if (m_attributes.stencil || m_attributes.depth) { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, sampleCount, internalDepthStencilFormat, width, height); if (m_attributes.stencil) glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); if (m_attributes.depth) glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_multisampleDepthStencilBuffer); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { printf("GraphicsContext3D: multisampling framebuffer was incomplete\n"); // FIXME: cleanup. notImplemented(); } } // Resize regular FBO if (m_boundFBO != m_fbo) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); mustRestoreFBO = true; } glBindTexture(target, m_texture); glTexImage2D(target, 0, internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, target, m_texture, 0); glBindTexture(target, 0); if (!m_attributes.antialias && (m_attributes.stencil || m_attributes.depth)) { glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, m_depthStencilBuffer); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalDepthStencilFormat, width, height); if (m_attributes.stencil) glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); if (m_attributes.depth) glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_depthStencilBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); } GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { printf("WebGraphicsContext3DDefaultImpl: framebuffer was incomplete\n"); // FIXME: cleanup. notImplemented(); } if (m_attributes.antialias) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); if (m_boundFBO == m_multisampleFBO) mustRestoreFBO = false; } // Initialize renderbuffers to 0. GLboolean colorMask[] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}, depthMask = GL_TRUE, stencilMask = GL_TRUE; GLboolean isScissorEnabled = GL_FALSE; GLboolean isDitherEnabled = GL_FALSE; GLbitfield clearMask = GL_COLOR_BUFFER_BIT; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); if (m_attributes.depth) { glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); glDepthMask(GL_TRUE); clearMask |= GL_DEPTH_BUFFER_BIT; } if (m_attributes.stencil) { glGetBooleanv(GL_STENCIL_WRITEMASK, &stencilMask); glStencilMask(GL_TRUE); clearMask |= GL_STENCIL_BUFFER_BIT; } isScissorEnabled = glIsEnabled(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST); isDitherEnabled = glIsEnabled(GL_DITHER); glDisable(GL_DITHER); glClear(clearMask); glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); if (m_attributes.depth) glDepthMask(depthMask); if (m_attributes.stencil) glStencilMask(stencilMask); if (isScissorEnabled) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (isDitherEnabled) glEnable(GL_DITHER); else glDisable(GL_DITHER); if (mustRestoreFBO) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); #ifdef FLIP_FRAMEBUFFER_VERTICALLY if (m_scanline) { delete[] m_scanline; m_scanline = 0; } m_scanline = new unsigned char[width * 4]; #endif // FLIP_FRAMEBUFFER_VERTICALLY } #ifdef FLIP_FRAMEBUFFER_VERTICALLY void WebGraphicsContext3DDefaultImpl::flipVertically(unsigned char* framebuffer, unsigned int width, unsigned int height) { unsigned char* scanline = m_scanline; if (!scanline) return; unsigned int rowBytes = width * 4; unsigned int count = height / 2; for (unsigned int i = 0; i < count; i++) { unsigned char* rowA = framebuffer + i * rowBytes; unsigned char* rowB = framebuffer + (height - i - 1) * rowBytes; // 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, rowB, rowBytes); memcpy(rowB, rowA, rowBytes); memcpy(rowA, scanline, rowBytes); } } #endif bool WebGraphicsContext3DDefaultImpl::readBackFramebuffer(unsigned char* pixels, size_t bufferSize) { if (bufferSize != static_cast(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 = false; if (m_attributes.antialias) { glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); glBlitFramebufferEXT(0, 0, m_cachedWidth, m_cachedHeight, 0, 0, m_cachedWidth, m_cachedHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); mustRestoreFBO = true; } else { if (m_boundFBO != m_fbo) { mustRestoreFBO = true; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } } GLint packAlignment = 4; bool mustRestorePackAlignment = false; glGetIntegerv(GL_PACK_ALIGNMENT, &packAlignment); if (packAlignment > 4) { glPixelStorei(GL_PACK_ALIGNMENT, 4); mustRestorePackAlignment = true; } // FIXME: OpenGL ES 2 does not support GL_BGRA so this fails when // using that backend. glReadPixels(0, 0, m_cachedWidth, m_cachedHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels); if (mustRestorePackAlignment) glPixelStorei(GL_PACK_ALIGNMENT, packAlignment); if (mustRestoreFBO) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); #ifdef FLIP_FRAMEBUFFER_VERTICALLY if (pixels) flipVertically(pixels, m_cachedWidth, m_cachedHeight); #endif return true; } void WebGraphicsContext3DDefaultImpl::synthesizeGLError(unsigned long error) { m_syntheticErrors.add(error); } bool WebGraphicsContext3DDefaultImpl::supportsBGRA() { // Supported since OpenGL 1.2. However, glTexImage2D() must be modified // to translate the internalFormat from GL_BGRA to GL_RGBA, since the // former is not accepted by desktop GL. Return false until this is done. return false; } bool WebGraphicsContext3DDefaultImpl::supportsMapSubCHROMIUM() { // We don't claim support for this extension at this time return false; } void* WebGraphicsContext3DDefaultImpl::mapBufferSubDataCHROMIUM(unsigned target, int offset, int size, unsigned access) { return 0; } void WebGraphicsContext3DDefaultImpl::unmapBufferSubDataCHROMIUM(const void* mem) { } void* WebGraphicsContext3DDefaultImpl::mapTexSubImage2DCHROMIUM(unsigned target, int level, int xoffset, int yoffset, int width, int height, unsigned format, unsigned type, unsigned access) { return 0; } void WebGraphicsContext3DDefaultImpl::unmapTexSubImage2DCHROMIUM(const void* mem) { } bool WebGraphicsContext3DDefaultImpl::supportsCopyTextureToParentTextureCHROMIUM() { // We don't claim support for this extension at this time return false; } void WebGraphicsContext3DDefaultImpl::copyTextureToParentTextureCHROMIUM(unsigned id, unsigned id2) { } // Helper macros to reduce the amount of code. #define DELEGATE_TO_GL(name, glname) \ void WebGraphicsContext3DDefaultImpl::name() \ { \ makeContextCurrent(); \ gl##glname(); \ } #define DELEGATE_TO_GL_1(name, glname, t1) \ void WebGraphicsContext3DDefaultImpl::name(t1 a1) \ { \ makeContextCurrent(); \ gl##glname(a1); \ } #define DELEGATE_TO_GL_1R(name, glname, t1, rt) \ rt WebGraphicsContext3DDefaultImpl::name(t1 a1) \ { \ makeContextCurrent(); \ return gl##glname(a1); \ } #define DELEGATE_TO_GL_2(name, glname, t1, t2) \ void WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \ { \ makeContextCurrent(); \ gl##glname(a1, a2); \ } #define DELEGATE_TO_GL_2R(name, glname, t1, t2, rt) \ rt WebGraphicsContext3DDefaultImpl::name(t1 a1, t2 a2) \ { \ makeContextCurrent(); \ return gl##glname(a1, a2); \ } #define DELEGATE_TO_GL_3(name, glname, t1, t2, t3) \ void WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::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 WebGraphicsContext3DDefaultImpl::activeTexture(unsigned long 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, unsigned long, const char*) void WebGraphicsContext3DDefaultImpl::bindBuffer(unsigned long target, WebGLId buffer) { makeContextCurrent(); if (target == GL_ARRAY_BUFFER) m_boundArrayBuffer = buffer; glBindBuffer(target, buffer); } void WebGraphicsContext3DDefaultImpl::bindFramebuffer(unsigned long target, WebGLId framebuffer) { makeContextCurrent(); if (!framebuffer) framebuffer = (m_attributes.antialias ? m_multisampleFBO : m_fbo); if (framebuffer != m_boundFBO) { glBindFramebufferEXT(target, framebuffer); m_boundFBO = framebuffer; } } DELEGATE_TO_GL_2(bindRenderbuffer, BindRenderbufferEXT, unsigned long, WebGLId) DELEGATE_TO_GL_2(bindTexture, BindTexture, unsigned long, WebGLId) DELEGATE_TO_GL_4(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, CheckFramebufferStatusEXT, unsigned long, unsigned long) DELEGATE_TO_GL_1(clear, Clear, unsigned long) DELEGATE_TO_GL_4(clearColor, ClearColor, double, double, double, double) DELEGATE_TO_GL_1(clearDepth, ClearDepth, double) DELEGATE_TO_GL_1(clearStencil, ClearStencil, long) DELEGATE_TO_GL_4(colorMask, ColorMask, bool, bool, bool, bool) void WebGraphicsContext3DDefaultImpl::compileShader(WebGLId shader) { makeContextCurrent(); ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); if (result == m_shaderSourceMap.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; if (!angleValidateShaderSource(entry)) return; // Shader didn't validate, don't move forward with compiling translated source int shaderLength = entry.translatedSource ? strlen(entry.translatedSource) : 0; glShaderSource(shader, 1, const_cast(&entry.translatedSource), &shaderLength); glCompileShader(shader); #ifndef NDEBUG int compileStatus; glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); // ASSERT that ANGLE generated GLSL will be accepted by OpenGL ASSERT(compileStatus == GL_TRUE); #endif } void WebGraphicsContext3DDefaultImpl::copyTexImage2D(unsigned long target, long level, unsigned long internalformat, long x, long y, unsigned long width, unsigned long height, long border) { makeContextCurrent(); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); } void WebGraphicsContext3DDefaultImpl::copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset, long x, long y, unsigned long width, unsigned long height) { makeContextCurrent(); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); } glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); } 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(depthRange, DepthRange, double, double) DELEGATE_TO_GL_2(detachShader, DetachShader, WebGLId, WebGLId) DELEGATE_TO_GL_1(disable, Disable, unsigned long) void WebGraphicsContext3DDefaultImpl::disableVertexAttribArray(unsigned long index) { makeContextCurrent(); if (index < NumTrackedPointerStates) m_vertexAttribPointerState[index].enabled = false; glDisableVertexAttribArray(index); } DELEGATE_TO_GL_3(drawArrays, DrawArrays, unsigned long, long, long) void WebGraphicsContext3DDefaultImpl::drawElements(unsigned long mode, unsigned long count, unsigned long type, long offset) { makeContextCurrent(); glDrawElements(mode, count, type, reinterpret_cast(static_cast(offset))); } DELEGATE_TO_GL_1(enable, Enable, unsigned long) void WebGraphicsContext3DDefaultImpl::enableVertexAttribArray(unsigned long index) { makeContextCurrent(); if (index < NumTrackedPointerStates) m_vertexAttribPointerState[index].enabled = true; glEnableVertexAttribArray(index); } DELEGATE_TO_GL(finish, Finish) DELEGATE_TO_GL(flush, Flush) void WebGraphicsContext3DDefaultImpl::framebufferRenderbuffer(unsigned long target, unsigned long attachment, unsigned long renderbuffertarget, WebGLId buffer) { makeContextCurrent(); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { glFramebufferRenderbufferEXT(target, GL_DEPTH_ATTACHMENT, renderbuffertarget, buffer); glFramebufferRenderbufferEXT(target, GL_STENCIL_ATTACHMENT, renderbuffertarget, buffer); } else glFramebufferRenderbufferEXT(target, attachment, renderbuffertarget, buffer); } DELEGATE_TO_GL_5(framebufferTexture2D, FramebufferTexture2DEXT, unsigned long, unsigned long, unsigned long, WebGLId, long) DELEGATE_TO_GL_1(frontFace, FrontFace, unsigned long) void WebGraphicsContext3DDefaultImpl::generateMipmap(unsigned long target) { makeContextCurrent(); if (glGenerateMipmapEXT) 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 WebGraphicsContext3DDefaultImpl::getActiveAttrib(WebGLId program, unsigned long index, ActiveInfo& info) { makeContextCurrent(); if (!program) { synthesizeGLError(GL_INVALID_VALUE); return false; } GLint maxNameLength = -1; glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength); if (maxNameLength < 0) return false; GLchar* name = 0; if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { synthesizeGLError(GL_OUT_OF_MEMORY); return false; } GLsizei length = 0; GLint size = -1; GLenum type = 0; glGetActiveAttrib(program, index, maxNameLength, &length, &size, &type, name); if (size < 0) { fastFree(name); return false; } info.name = WebString::fromUTF8(name, length); info.type = type; info.size = size; fastFree(name); return true; } bool WebGraphicsContext3DDefaultImpl::getActiveUniform(WebGLId program, unsigned long index, ActiveInfo& info) { makeContextCurrent(); GLint maxNameLength = -1; glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength); if (maxNameLength < 0) return false; GLchar* name = 0; if (!tryFastMalloc(maxNameLength * sizeof(GLchar)).getValue(name)) { synthesizeGLError(GL_OUT_OF_MEMORY); return false; } GLsizei length = 0; GLint size = -1; GLenum type = 0; glGetActiveUniform(program, index, maxNameLength, &length, &size, &type, name); if (size < 0) { fastFree(name); return false; } info.name = WebString::fromUTF8(name, length); info.type = type; info.size = size; fastFree(name); 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*) WebGraphicsContext3D::Attributes WebGraphicsContext3DDefaultImpl::getContextAttributes() { return m_attributes; } unsigned long WebGraphicsContext3DDefaultImpl::getError() { if (m_syntheticErrors.size() > 0) { ListHashSet::iterator iter = m_syntheticErrors.begin(); unsigned long err = *iter; m_syntheticErrors.remove(iter); return err; } makeContextCurrent(); return glGetError(); } DELEGATE_TO_GL_2(getFloatv, GetFloatv, unsigned long, float*) void WebGraphicsContext3DDefaultImpl::getFramebufferAttachmentParameteriv(unsigned long target, unsigned long attachment, unsigned long pname, int* value) { makeContextCurrent(); if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) attachment = GL_DEPTH_ATTACHMENT; // Or GL_STENCIL_ATTACHMENT, either works. glGetFramebufferAttachmentParameterivEXT(target, attachment, pname, value); } void WebGraphicsContext3DDefaultImpl::getIntegerv(unsigned long pname, int* value) { // Need to emulate IMPLEMENTATION_COLOR_READ_FORMAT/TYPE for GL. Any valid // combination should work, but GL_RGB/GL_UNSIGNED_BYTE might be the most // useful for desktop WebGL users. // 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. makeContextCurrent(); switch (pname) { case IMPLEMENTATION_COLOR_READ_FORMAT: *value = GL_RGB; break; case IMPLEMENTATION_COLOR_READ_TYPE: *value = GL_UNSIGNED_BYTE; break; 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, unsigned long, int*) WebString WebGraphicsContext3DDefaultImpl::getProgramInfoLog(WebGLId program) { makeContextCurrent(); GLint logLength; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); if (!logLength) return WebString(); GLchar* log = 0; if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) return WebString(); GLsizei returnedLogLength; glGetProgramInfoLog(program, logLength, &returnedLogLength, log); ASSERT(logLength == returnedLogLength + 1); WebString res = WebString::fromUTF8(log, returnedLogLength); fastFree(log); return res; } DELEGATE_TO_GL_3(getRenderbufferParameteriv, GetRenderbufferParameterivEXT, unsigned long, unsigned long, int*) void WebGraphicsContext3DDefaultImpl::getShaderiv(WebGLId shader, unsigned long pname, int* value) { makeContextCurrent(); ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); if (result != m_shaderSourceMap.end()) { ShaderSourceEntry& entry = result->second; switch (pname) { case GL_COMPILE_STATUS: if (!entry.isValid) { *value = 0; return; } break; case GL_INFO_LOG_LENGTH: if (!entry.isValid) { *value = entry.log ? strlen(entry.log) : 0; if (*value) (*value)++; return; } break; case GL_SHADER_SOURCE_LENGTH: *value = entry.source ? strlen(entry.source) : 0; if (*value) (*value)++; return; } } glGetShaderiv(shader, pname, value); } WebString WebGraphicsContext3DDefaultImpl::getShaderInfoLog(WebGLId shader) { makeContextCurrent(); ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); if (result != m_shaderSourceMap.end()) { ShaderSourceEntry& entry = result->second; if (!entry.isValid) { if (!entry.log) return WebString(); WebString res = WebString::fromUTF8(entry.log, strlen(entry.log)); return res; } } GLint logLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); if (logLength <= 1) return WebString(); GLchar* log = 0; if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) return WebString(); GLsizei returnedLogLength; glGetShaderInfoLog(shader, logLength, &returnedLogLength, log); ASSERT(logLength == returnedLogLength + 1); WebString res = WebString::fromUTF8(log, returnedLogLength); fastFree(log); return res; } WebString WebGraphicsContext3DDefaultImpl::getShaderSource(WebGLId shader) { makeContextCurrent(); ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); if (result != m_shaderSourceMap.end()) { ShaderSourceEntry& entry = result->second; if (!entry.source) return WebString(); WebString res = WebString::fromUTF8(entry.source, strlen(entry.source)); return res; } GLint logLength = 0; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &logLength); if (logLength <= 1) return WebString(); GLchar* log = 0; if (!tryFastMalloc(logLength * sizeof(GLchar)).getValue(log)) return WebString(); GLsizei returnedLogLength; glGetShaderSource(shader, logLength, &returnedLogLength, log); ASSERT(logLength == returnedLogLength + 1); WebString res = WebString::fromUTF8(log, returnedLogLength); fastFree(log); return res; } WebString WebGraphicsContext3DDefaultImpl::getString(unsigned long name) { makeContextCurrent(); return WebString::fromUTF8(reinterpret_cast(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 WebGraphicsContext3DDefaultImpl::getVertexAttribOffset(unsigned long index, unsigned long pname) { makeContextCurrent(); void* pointer; glGetVertexAttribPointerv(index, pname, &pointer); return reinterpret_cast(pointer); } DELEGATE_TO_GL_2(hint, Hint, unsigned long, unsigned long) DELEGATE_TO_GL_1R(isBuffer, IsBuffer, WebGLId, bool) DELEGATE_TO_GL_1R(isEnabled, IsEnabled, unsigned long, bool) DELEGATE_TO_GL_1R(isFramebuffer, IsFramebufferEXT, WebGLId, bool) DELEGATE_TO_GL_1R(isProgram, IsProgram, WebGLId, bool) DELEGATE_TO_GL_1R(isRenderbuffer, IsRenderbufferEXT, WebGLId, bool) DELEGATE_TO_GL_1R(isShader, IsShader, WebGLId, bool) DELEGATE_TO_GL_1R(isTexture, IsTexture, WebGLId, bool) DELEGATE_TO_GL_1(lineWidth, LineWidth, double) DELEGATE_TO_GL_1(linkProgram, LinkProgram, WebGLId) DELEGATE_TO_GL_2(pixelStorei, PixelStorei, unsigned long, long) DELEGATE_TO_GL_2(polygonOffset, PolygonOffset, double, double) void WebGraphicsContext3DDefaultImpl::readPixels(long x, long y, unsigned long width, unsigned long height, unsigned long format, unsigned long 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(); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) { glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_multisampleFBO); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_fbo); glBlitFramebufferEXT(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); glFlush(); } glReadPixels(x, y, width, height, format, type, pixels); if (m_attributes.antialias && m_boundFBO == m_multisampleFBO) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_boundFBO); } void WebGraphicsContext3DDefaultImpl::releaseShaderCompiler() { } void WebGraphicsContext3DDefaultImpl::renderbufferStorage(unsigned long target, unsigned long internalformat, unsigned long width, unsigned long height) { makeContextCurrent(); 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, double, bool) DELEGATE_TO_GL_4(scissor, Scissor, long, long, unsigned long, unsigned long) void WebGraphicsContext3DDefaultImpl::shaderSource(WebGLId shader, const char* string) { makeContextCurrent(); GLint length = string ? strlen(string) : 0; ShaderSourceMap::iterator result = m_shaderSourceMap.find(shader); if (result != m_shaderSourceMap.end()) { ShaderSourceEntry& entry = result->second; if (entry.source) { fastFree(entry.source); entry.source = 0; } if (!tryFastMalloc((length + 1) * sizeof(char)).getValue(entry.source)) return; // FIXME: generate an error? memcpy(entry.source, string, (length + 1) * sizeof(char)); } else 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); DELEGATE_TO_GL_3(texParameteri, TexParameteri, unsigned, unsigned, int); 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 WebGraphicsContext3DDefaultImpl::vertexAttribPointer(unsigned long indx, int size, int type, bool normalized, unsigned long stride, unsigned long offset) { makeContextCurrent(); if (m_boundArrayBuffer <= 0) { // FIXME: raise exception. // LogMessagef(("bufferData: no buffer bound")); return; } if (indx < NumTrackedPointerStates) { VertexAttribPointerState& state = m_vertexAttribPointerState[indx]; state.buffer = m_boundArrayBuffer; state.indx = indx; state.size = size; state.type = type; state.normalized = normalized; state.stride = stride; state.offset = offset; } glVertexAttribPointer(indx, size, type, normalized, stride, reinterpret_cast(static_cast(offset))); } DELEGATE_TO_GL_4(viewport, Viewport, long, long, unsigned long, unsigned long) unsigned WebGraphicsContext3DDefaultImpl::createBuffer() { makeContextCurrent(); GLuint o; glGenBuffersARB(1, &o); return o; } unsigned WebGraphicsContext3DDefaultImpl::createFramebuffer() { makeContextCurrent(); GLuint o = 0; glGenFramebuffersEXT(1, &o); return o; } unsigned WebGraphicsContext3DDefaultImpl::createProgram() { makeContextCurrent(); return glCreateProgram(); } unsigned WebGraphicsContext3DDefaultImpl::createRenderbuffer() { makeContextCurrent(); GLuint o; glGenRenderbuffersEXT(1, &o); return o; } unsigned WebGraphicsContext3DDefaultImpl::createShader(unsigned long shaderType) { makeContextCurrent(); ASSERT(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER); unsigned shader = glCreateShader(shaderType); if (shader) { ShaderSourceEntry entry; entry.type = shaderType; m_shaderSourceMap.set(shader, entry); } return shader; } unsigned WebGraphicsContext3DDefaultImpl::createTexture() { makeContextCurrent(); GLuint o; glGenTextures(1, &o); return o; } void WebGraphicsContext3DDefaultImpl::deleteBuffer(unsigned buffer) { makeContextCurrent(); glDeleteBuffersARB(1, &buffer); } void WebGraphicsContext3DDefaultImpl::deleteFramebuffer(unsigned framebuffer) { makeContextCurrent(); glDeleteFramebuffersEXT(1, &framebuffer); } void WebGraphicsContext3DDefaultImpl::deleteProgram(unsigned program) { makeContextCurrent(); glDeleteProgram(program); } void WebGraphicsContext3DDefaultImpl::deleteRenderbuffer(unsigned renderbuffer) { makeContextCurrent(); glDeleteRenderbuffersEXT(1, &renderbuffer); } void WebGraphicsContext3DDefaultImpl::deleteShader(unsigned shader) { makeContextCurrent(); glDeleteShader(shader); m_shaderSourceMap.remove(shader); } void WebGraphicsContext3DDefaultImpl::deleteTexture(unsigned texture) { makeContextCurrent(); glDeleteTextures(1, &texture); } bool WebGraphicsContext3DDefaultImpl::angleCreateCompilers() { if (!ShInitialize()) return false; TBuiltInResource resource; resource.MaxVertexAttribs = 0; getIntegerv(GL_MAX_VERTEX_ATTRIBS, &resource.MaxVertexAttribs); resource.MaxVertexUniformVectors = 0; getIntegerv(MAX_VERTEX_UNIFORM_VECTORS, &resource.MaxVertexUniformVectors); resource.MaxVaryingVectors = 0; getIntegerv(MAX_VARYING_VECTORS, &resource.MaxVaryingVectors); resource.MaxVertexTextureImageUnits = 0; getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &resource.MaxVertexTextureImageUnits); resource.MaxCombinedTextureImageUnits = 0; getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &resource.MaxCombinedTextureImageUnits); resource.MaxTextureImageUnits = 0; getIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &resource.MaxTextureImageUnits); resource.MaxFragmentUniformVectors = 0; getIntegerv(MAX_FRAGMENT_UNIFORM_VECTORS, &resource.MaxFragmentUniformVectors); // Always set to 1 for OpenGL ES. resource.MaxDrawBuffers = 1; m_fragmentCompiler = ShConstructCompiler(EShLangFragment, EShSpecWebGL, &resource); m_vertexCompiler = ShConstructCompiler(EShLangVertex, EShSpecWebGL, &resource); return (m_fragmentCompiler && m_vertexCompiler); } void WebGraphicsContext3DDefaultImpl::angleDestroyCompilers() { if (m_fragmentCompiler) { ShDestruct(m_fragmentCompiler); m_fragmentCompiler = 0; } if (m_vertexCompiler) { ShDestruct(m_vertexCompiler); m_vertexCompiler = 0; } } bool WebGraphicsContext3DDefaultImpl::angleValidateShaderSource(ShaderSourceEntry& entry) { entry.isValid = false; if (entry.translatedSource) { fastFree(entry.translatedSource); entry.translatedSource = 0; } if (entry.log) { fastFree(entry.log); entry.log = 0; } ShHandle compiler = 0; switch (entry.type) { case GL_FRAGMENT_SHADER: compiler = m_fragmentCompiler; break; case GL_VERTEX_SHADER: compiler = m_vertexCompiler; break; } if (!compiler) return false; if (!ShCompile(compiler, &entry.source, 1, EShOptObjectCode)) { int logSize = 0; ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize); if (logSize > 1 && tryFastMalloc(logSize * sizeof(char)).getValue(entry.log)) ShGetInfoLog(compiler, entry.log); return false; } int length = 0; ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &length); if (length > 1) { if (!tryFastMalloc(length * sizeof(char)).getValue(entry.translatedSource)) return false; ShGetObjectCode(compiler, entry.translatedSource); } entry.isValid = true; return true; } } // namespace WebKit #endif // ENABLE(3D_CANVAS)