/* * Copyright (C) 2009 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(WEBGL) #include "GraphicsContext3D.h" #include "DrawingBuffer.h" #include "Extensions3DChromium.h" #include "GrContext.h" #include "GrGLInterface.h" #include "GraphicsContext3DPrivate.h" #include "ImageBuffer.h" #include "ImageData.h" #include #include #include #include #include #include namespace { // The limit of the number of textures we hold in the GrContext's bitmap->texture cache. const int maxGaneshTextureCacheCount = 512; // The limit of the bytes allocated toward textures in the GrContext's bitmap->texture cache. const size_t maxGaneshTextureCacheBytes = 96 * 1024 * 1024; } // There are two levels of delegation in this file: // // 1. GraphicsContext3D delegates to GraphicsContext3DPrivate. This is done // so that we have some place to store data members common among // implementations; GraphicsContext3D only provides us the m_private // pointer. We always delegate to the GraphicsContext3DPrivate. While we // could sidestep it and go directly to the WebGraphicsContext3D in some // cases, it is better for consistency to always delegate through it. // // 2. GraphicsContext3DPrivate delegates to an implementation of // WebGraphicsContext3D. This is done so we have a place to inject an // implementation which remotes the OpenGL calls across processes. namespace WebCore { //---------------------------------------------------------------------- // GraphicsContext3DPrivate GraphicsContext3DPrivate::GraphicsContext3DPrivate(PassOwnPtr webContext, bool preserveDrawingBuffer) : m_impl(webContext) , m_initializedAvailableExtensions(false) , m_layerComposited(false) , m_preserveDrawingBuffer(preserveDrawingBuffer) , m_resourceSafety(ResourceSafetyUnknown) , m_grContext(0) { } GraphicsContext3DPrivate::~GraphicsContext3DPrivate() { if (m_grContext) { m_grContext->contextDestroyed(); GrSafeUnref(m_grContext); } } PassRefPtr GraphicsContext3DPrivate::createGraphicsContextFromWebContext(PassOwnPtr webContext, GraphicsContext3D::RenderStyle renderStyle, bool preserveDrawingBuffer) { bool renderDirectlyToHostWindow = renderStyle == GraphicsContext3D::RenderDirectlyToHostWindow; RefPtr context = adoptRef(new GraphicsContext3D(GraphicsContext3D::Attributes(), 0, renderDirectlyToHostWindow)); OwnPtr priv = adoptPtr(new GraphicsContext3DPrivate(webContext, preserveDrawingBuffer)); context->m_private = priv.release(); return context.release(); } namespace { void getDrawingParameters(DrawingBuffer* drawingBuffer, WebKit::WebGraphicsContext3D* graphicsContext3D, Platform3DObject* frameBufferId, int* width, int* height) { if (drawingBuffer) { *frameBufferId = drawingBuffer->framebuffer(); *width = drawingBuffer->size().width(); *height = drawingBuffer->size().height(); } else { *frameBufferId = 0; *width = graphicsContext3D->width(); *height = graphicsContext3D->height(); } } } // anonymous namespace WebKit::WebGraphicsContext3D* GraphicsContext3DPrivate::extractWebGraphicsContext3D(GraphicsContext3D* context) { if (!context) return 0; return context->m_private->m_impl.get(); } PlatformGraphicsContext3D GraphicsContext3DPrivate::platformGraphicsContext3D() const { return m_impl.get(); } Platform3DObject GraphicsContext3DPrivate::platformTexture() const { return m_impl->getPlatformTextureId(); } class GrMemoryAllocationChangedCallback : public Extensions3DChromium::GpuMemoryAllocationChangedCallbackCHROMIUM { public: GrMemoryAllocationChangedCallback(GraphicsContext3DPrivate* context) : m_context(context) { } virtual void onGpuMemoryAllocationChanged(Extensions3DChromium::GpuMemoryAllocationCHROMIUM allocation) { GrContext* context = m_context->grContext(); if (!context) return; if (!allocation.gpuResourceSizeInBytes) { context->freeGpuResources(); context->setTextureCacheLimits(0, 0); } else context->setTextureCacheLimits(maxGaneshTextureCacheCount, maxGaneshTextureCacheBytes); } private: GraphicsContext3DPrivate* m_context; }; GrContext* GraphicsContext3DPrivate::grContext() { if (!m_grContext) { SkAutoTUnref interface(m_impl->createGrGLInterface()); m_grContext = GrContext::Create(kOpenGL_Shaders_GrEngine, reinterpret_cast(interface.get())); if (m_grContext) { m_grContext->setTextureCacheLimits(maxGaneshTextureCacheCount, maxGaneshTextureCacheBytes); Extensions3DChromium* extensions3DChromium = static_cast(getExtensions()); if (extensions3DChromium->supports("GL_CHROMIUM_gpu_memory_manager")) extensions3DChromium->setGpuMemoryAllocationChangedCallbackCHROMIUM(adoptPtr(new GrMemoryAllocationChangedCallback(this))); } } return m_grContext; } void GraphicsContext3DPrivate::prepareTexture() { m_impl->prepareTexture(); } void GraphicsContext3DPrivate::markContextChanged() { m_layerComposited = false; } void GraphicsContext3DPrivate::markLayerComposited() { m_layerComposited = true; } bool GraphicsContext3DPrivate::layerComposited() const { return m_layerComposited; } void GraphicsContext3DPrivate::paintFramebufferToCanvas(int framebuffer, int width, int height, bool premultiplyAlpha, ImageBuffer* imageBuffer) { unsigned char* pixels = 0; size_t bufferSize = 4 * width * height; const SkBitmap* canvasBitmap = imageBuffer->context()->platformContext()->bitmap(); const SkBitmap* readbackBitmap = 0; ASSERT(canvasBitmap->config() == SkBitmap::kARGB_8888_Config); if (canvasBitmap->width() == width && canvasBitmap->height() == height) { // This is the fastest and most common case. We read back // directly into the canvas's backing store. readbackBitmap = canvasBitmap; m_resizingBitmap.reset(); } else { // We need to allocate a temporary bitmap for reading back the // pixel data. We will then use Skia to rescale this bitmap to // the size of the canvas's backing store. if (m_resizingBitmap.width() != width || m_resizingBitmap.height() != height) { m_resizingBitmap.setConfig(SkBitmap::kARGB_8888_Config, width, height); if (!m_resizingBitmap.allocPixels()) return; } readbackBitmap = &m_resizingBitmap; } // Read back the frame buffer. SkAutoLockPixels bitmapLock(*readbackBitmap); pixels = static_cast(readbackBitmap->getPixels()); m_impl->readBackFramebuffer(pixels, 4 * width * height, framebuffer, width, height); if (premultiplyAlpha) { for (size_t i = 0; i < bufferSize; i += 4) { pixels[i + 0] = std::min(255, pixels[i + 0] * pixels[i + 3] / 255); pixels[i + 1] = std::min(255, pixels[i + 1] * pixels[i + 3] / 255); pixels[i + 2] = std::min(255, pixels[i + 2] * pixels[i + 3] / 255); } } readbackBitmap->notifyPixelsChanged(); if (m_resizingBitmap.readyToDraw()) { // We need to draw the resizing bitmap into the canvas's backing store. SkCanvas canvas(*canvasBitmap); SkRect dst; dst.set(SkIntToScalar(0), SkIntToScalar(0), SkIntToScalar(canvasBitmap->width()), SkIntToScalar(canvasBitmap->height())); canvas.drawBitmapRect(m_resizingBitmap, 0, dst); } } void GraphicsContext3DPrivate::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer, DrawingBuffer* drawingBuffer) { Platform3DObject framebufferId; int width, height; getDrawingParameters(drawingBuffer, m_impl.get(), &framebufferId, &width, &height); paintFramebufferToCanvas(framebufferId, width, height, !m_impl->getContextAttributes().premultipliedAlpha, imageBuffer); } bool GraphicsContext3DPrivate::paintCompositedResultsToCanvas(ImageBuffer*) { return false; } PassRefPtr GraphicsContext3DPrivate::paintRenderingResultsToImageData(DrawingBuffer* drawingBuffer) { if (m_impl->getContextAttributes().premultipliedAlpha) return 0; Platform3DObject framebufferId; int width, height; getDrawingParameters(drawingBuffer, m_impl.get(), &framebufferId, &width, &height); RefPtr imageData = ImageData::create(IntSize(width, height)); unsigned char* pixels = imageData->data()->data(); size_t bufferSize = 4 * width * height; m_impl->readBackFramebuffer(pixels, bufferSize, framebufferId, width, height); for (size_t i = 0; i < bufferSize; i += 4) std::swap(pixels[i], pixels[i + 2]); return imageData.release(); } void GraphicsContext3DPrivate::reshape(int width, int height) { if (width == m_impl->width() && height == m_impl->height()) return; m_impl->reshape(width, height); } IntSize GraphicsContext3DPrivate::getInternalFramebufferSize() const { return IntSize(m_impl->width(), m_impl->height()); } bool GraphicsContext3DPrivate::isContextLost() { return m_impl->isContextLost(); } // Macros to assist in delegating from GraphicsContext3DPrivate to // WebGraphicsContext3D. #define DELEGATE_TO_IMPL(name) \ void GraphicsContext3DPrivate::name() \ { \ m_impl->name(); \ } #define DELEGATE_TO_IMPL_R(name, rt) \ rt GraphicsContext3DPrivate::name() \ { \ return m_impl->name(); \ } #define DELEGATE_TO_IMPL_1(name, t1) \ void GraphicsContext3DPrivate::name(t1 a1) \ { \ m_impl->name(a1); \ } #define DELEGATE_TO_IMPL_1R(name, t1, rt) \ rt GraphicsContext3DPrivate::name(t1 a1) \ { \ return m_impl->name(a1); \ } #define DELEGATE_TO_IMPL_2(name, t1, t2) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2) \ { \ m_impl->name(a1, a2); \ } #define DELEGATE_TO_IMPL_2R(name, t1, t2, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2) \ { \ return m_impl->name(a1, a2); \ } #define DELEGATE_TO_IMPL_3(name, t1, t2, t3) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3) \ { \ m_impl->name(a1, a2, a3); \ } #define DELEGATE_TO_IMPL_3R(name, t1, t2, t3, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3) \ { \ return m_impl->name(a1, a2, a3); \ } #define DELEGATE_TO_IMPL_4(name, t1, t2, t3, t4) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ m_impl->name(a1, a2, a3, a4); \ } #define DELEGATE_TO_IMPL_4R(name, t1, t2, t3, t4, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ return m_impl->name(a1, a2, a3, a4); \ } #define DELEGATE_TO_IMPL_5(name, t1, t2, t3, t4, t5) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ { \ m_impl->name(a1, a2, a3, a4, a5); \ } #define DELEGATE_TO_IMPL_5R(name, t1, t2, t3, t4, t5, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ { \ return m_impl->name(a1, a2, a3, a4, a5); \ } #define DELEGATE_TO_IMPL_6(name, t1, t2, t3, t4, t5, t6) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6); \ } #define DELEGATE_TO_IMPL_6R(name, t1, t2, t3, t4, t5, t6, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ { \ return m_impl->name(a1, a2, a3, a4, a5, a6); \ } #define DELEGATE_TO_IMPL_7(name, t1, t2, t3, t4, t5, t6, t7) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6, a7); \ } #define DELEGATE_TO_IMPL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ { \ return m_impl->name(a1, a2, a3, a4, a5, a6, a7); \ } #define DELEGATE_TO_IMPL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8); \ } #define DELEGATE_TO_IMPL_9(name, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ } #define DELEGATE_TO_IMPL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \ rt GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ { \ return m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ } #define DELEGATE_TO_IMPL_10(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10) \ void GraphicsContext3DPrivate::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9, t10 a10) \ { \ m_impl->name(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10); \ } DELEGATE_TO_IMPL_R(makeContextCurrent, bool) bool GraphicsContext3DPrivate::isGLES2Compliant() const { return m_impl->isGLES2Compliant(); } DELEGATE_TO_IMPL_1(activeTexture, GC3Denum) DELEGATE_TO_IMPL_2(attachShader, Platform3DObject, Platform3DObject) void GraphicsContext3DPrivate::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) { m_impl->bindAttribLocation(program, index, name.utf8().data()); } DELEGATE_TO_IMPL_2(bindBuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindFramebuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindRenderbuffer, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_2(bindTexture, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_4(blendColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_1(blendEquation, GC3Denum) DELEGATE_TO_IMPL_2(blendEquationSeparate, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_2(blendFunc, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_4(blendFuncSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) void GraphicsContext3DPrivate::bufferData(GC3Denum target, GC3Dsizeiptr size, GC3Denum usage) { m_impl->bufferData(target, size, 0, usage); } void GraphicsContext3DPrivate::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) { m_impl->bufferData(target, size, data, usage); } void GraphicsContext3DPrivate::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) { m_impl->bufferSubData(target, offset, size, data); } DELEGATE_TO_IMPL_1R(checkFramebufferStatus, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_1(clear, GC3Dbitfield) DELEGATE_TO_IMPL_4(clearColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_1(clearDepth, GC3Dclampf) DELEGATE_TO_IMPL_1(clearStencil, GC3Dint) DELEGATE_TO_IMPL_4(colorMask, GC3Dboolean, GC3Dboolean, GC3Dboolean, GC3Dboolean) DELEGATE_TO_IMPL_1(compileShader, Platform3DObject) DELEGATE_TO_IMPL_8(compressedTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, const void*) DELEGATE_TO_IMPL_9(compressedTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Denum, GC3Dsizei, const void*) DELEGATE_TO_IMPL_8(copyTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Dint) DELEGATE_TO_IMPL_8(copyTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_1(cullFace, GC3Denum) DELEGATE_TO_IMPL_1(depthFunc, GC3Denum) DELEGATE_TO_IMPL_1(depthMask, GC3Dboolean) DELEGATE_TO_IMPL_2(depthRange, GC3Dclampf, GC3Dclampf) DELEGATE_TO_IMPL_2(detachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_IMPL_1(disable, GC3Denum) DELEGATE_TO_IMPL_1(disableVertexAttribArray, GC3Duint) DELEGATE_TO_IMPL_3(drawArrays, GC3Denum, GC3Dint, GC3Dsizei) DELEGATE_TO_IMPL_4(drawElements, GC3Denum, GC3Dsizei, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_IMPL_1(enable, GC3Denum) DELEGATE_TO_IMPL_1(enableVertexAttribArray, GC3Duint) DELEGATE_TO_IMPL(finish) DELEGATE_TO_IMPL(flush) DELEGATE_TO_IMPL_4(framebufferRenderbuffer, GC3Denum, GC3Denum, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_5(framebufferTexture2D, GC3Denum, GC3Denum, GC3Denum, Platform3DObject, GC3Dint) DELEGATE_TO_IMPL_1(frontFace, GC3Denum) DELEGATE_TO_IMPL_1(generateMipmap, GC3Denum) bool GraphicsContext3DPrivate::getActiveAttrib(Platform3DObject program, GC3Duint index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveAttrib(program, index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } bool GraphicsContext3DPrivate::getActiveUniform(Platform3DObject program, GC3Duint index, ActiveInfo& info) { WebKit::WebGraphicsContext3D::ActiveInfo webInfo; if (!m_impl->getActiveUniform(program, index, webInfo)) return false; info.name = webInfo.name; info.type = webInfo.type; info.size = webInfo.size; return true; } DELEGATE_TO_IMPL_4(getAttachedShaders, Platform3DObject, GC3Dsizei, GC3Dsizei*, Platform3DObject*) GC3Dint GraphicsContext3DPrivate::getAttribLocation(Platform3DObject program, const String& name) { return m_impl->getAttribLocation(program, name.utf8().data()); } DELEGATE_TO_IMPL_2(getBooleanv, GC3Denum, GC3Dboolean*) DELEGATE_TO_IMPL_3(getBufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) GraphicsContext3D::Attributes GraphicsContext3DPrivate::getContextAttributes() { WebKit::WebGraphicsContext3D::Attributes webAttributes = m_impl->getContextAttributes(); GraphicsContext3D::Attributes attributes; attributes.alpha = webAttributes.alpha; attributes.depth = webAttributes.depth; attributes.stencil = webAttributes.stencil; attributes.antialias = webAttributes.antialias; attributes.premultipliedAlpha = webAttributes.premultipliedAlpha; attributes.preserveDrawingBuffer = m_preserveDrawingBuffer; attributes.preferDiscreteGPU = webAttributes.preferDiscreteGPU; return attributes; } DELEGATE_TO_IMPL_R(getError, GC3Denum) DELEGATE_TO_IMPL_2(getFloatv, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_4(getFramebufferAttachmentParameteriv, GC3Denum, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_2(getIntegerv, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getProgramiv, Platform3DObject, GC3Denum, GC3Dint*) String GraphicsContext3DPrivate::getProgramInfoLog(Platform3DObject program) { return m_impl->getProgramInfoLog(program); } DELEGATE_TO_IMPL_3(getRenderbufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getShaderiv, Platform3DObject, GC3Denum, GC3Dint*) String GraphicsContext3DPrivate::getShaderInfoLog(Platform3DObject shader) { return m_impl->getShaderInfoLog(shader); } DELEGATE_TO_IMPL_4(getShaderPrecisionFormat, GC3Denum, GC3Denum, GC3Dint*, GC3Dint*) String GraphicsContext3DPrivate::getShaderSource(Platform3DObject shader) { return m_impl->getShaderSource(shader); } String GraphicsContext3DPrivate::getString(GC3Denum name) { return m_impl->getString(name); } DELEGATE_TO_IMPL_3(getTexParameterfv, GC3Denum, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_3(getTexParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getUniformfv, Platform3DObject, GC3Dint, GC3Dfloat*) DELEGATE_TO_IMPL_3(getUniformiv, Platform3DObject, GC3Dint, GC3Dint*) GC3Dint GraphicsContext3DPrivate::getUniformLocation(Platform3DObject program, const String& name) { return m_impl->getUniformLocation(program, name.utf8().data()); } DELEGATE_TO_IMPL_3(getVertexAttribfv, GC3Duint, GC3Denum, GC3Dfloat*) DELEGATE_TO_IMPL_3(getVertexAttribiv, GC3Duint, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_2R(getVertexAttribOffset, GC3Duint, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_IMPL_2(hint, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_1R(isBuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isEnabled, GC3Denum, GC3Dboolean) DELEGATE_TO_IMPL_1R(isFramebuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isProgram, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isRenderbuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isShader, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1R(isTexture, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_1(lineWidth, GC3Dfloat) DELEGATE_TO_IMPL_1(linkProgram, Platform3DObject) DELEGATE_TO_IMPL_2(pixelStorei, GC3Denum, GC3Dint) DELEGATE_TO_IMPL_2(polygonOffset, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_7(readPixels, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, void*) DELEGATE_TO_IMPL(releaseShaderCompiler) DELEGATE_TO_IMPL_4(renderbufferStorage, GC3Denum, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_2(sampleCoverage, GC3Dclampf, GC3Dboolean) DELEGATE_TO_IMPL_4(scissor, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) void GraphicsContext3DPrivate::shaderSource(Platform3DObject shader, const String& string) { m_impl->shaderSource(shader, string.utf8().data()); } DELEGATE_TO_IMPL_3(stencilFunc, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_IMPL_4(stencilFuncSeparate, GC3Denum, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_IMPL_1(stencilMask, GC3Duint) DELEGATE_TO_IMPL_2(stencilMaskSeparate, GC3Denum, GC3Duint) DELEGATE_TO_IMPL_3(stencilOp, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_IMPL_4(stencilOpSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) bool GraphicsContext3DPrivate::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels) { m_impl->texImage2D(target, level, internalformat, width, height, border, format, type, pixels); return true; } DELEGATE_TO_IMPL_3(texParameterf, GC3Denum, GC3Denum, GC3Dfloat) DELEGATE_TO_IMPL_3(texParameteri, GC3Denum, GC3Denum, GC3Dint) void GraphicsContext3DPrivate::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoffset, GC3Dint yoffset, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels) { m_impl->texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } DELEGATE_TO_IMPL_2(uniform1f, GC3Dint, GC3Dfloat) void GraphicsContext3DPrivate::uniform1fv(GC3Dint location, GC3Dsizei size, GC3Dfloat* v) { m_impl->uniform1fv(location, size, v); } DELEGATE_TO_IMPL_2(uniform1i, GC3Dint, GC3Dint) void GraphicsContext3DPrivate::uniform1iv(GC3Dint location, GC3Dsizei size, GC3Dint* v) { m_impl->uniform1iv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2f, GC3Dint, GC3Dfloat, GC3Dfloat) void GraphicsContext3DPrivate::uniform2fv(GC3Dint location, GC3Dsizei size, GC3Dfloat* v) { m_impl->uniform2fv(location, size, v); } DELEGATE_TO_IMPL_3(uniform2i, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DPrivate::uniform2iv(GC3Dint location, GC3Dsizei size, GC3Dint* v) { m_impl->uniform2iv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat) void GraphicsContext3DPrivate::uniform3fv(GC3Dint location, GC3Dsizei size, GC3Dfloat* v) { m_impl->uniform3fv(location, size, v); } DELEGATE_TO_IMPL_4(uniform3i, GC3Dint, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DPrivate::uniform3iv(GC3Dint location, GC3Dsizei size, GC3Dint* v) { m_impl->uniform3iv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) void GraphicsContext3DPrivate::uniform4fv(GC3Dint location, GC3Dsizei size, GC3Dfloat* v) { m_impl->uniform4fv(location, size, v); } DELEGATE_TO_IMPL_5(uniform4i, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint) void GraphicsContext3DPrivate::uniform4iv(GC3Dint location, GC3Dsizei size, GC3Dint* v) { m_impl->uniform4iv(location, size, v); } void GraphicsContext3DPrivate::uniformMatrix2fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, GC3Dfloat* value) { m_impl->uniformMatrix2fv(location, size, transpose, value); } void GraphicsContext3DPrivate::uniformMatrix3fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, GC3Dfloat* value) { m_impl->uniformMatrix3fv(location, size, transpose, value); } void GraphicsContext3DPrivate::uniformMatrix4fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, GC3Dfloat* value) { m_impl->uniformMatrix4fv(location, size, transpose, value); } DELEGATE_TO_IMPL_1(useProgram, Platform3DObject) DELEGATE_TO_IMPL_1(validateProgram, Platform3DObject) DELEGATE_TO_IMPL_2(vertexAttrib1f, GC3Duint, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib1fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_3(vertexAttrib2f, GC3Duint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib2fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_4(vertexAttrib3f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib3fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_5(vertexAttrib4f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_IMPL_2(vertexAttrib4fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_IMPL_6(vertexAttribPointer, GC3Duint, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dsizeiptr) DELEGATE_TO_IMPL_4(viewport, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL_R(createBuffer, Platform3DObject) DELEGATE_TO_IMPL_R(createFramebuffer, Platform3DObject) DELEGATE_TO_IMPL_R(createProgram, Platform3DObject) DELEGATE_TO_IMPL_R(createRenderbuffer, Platform3DObject) DELEGATE_TO_IMPL_1R(createShader, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_R(createTexture, Platform3DObject) DELEGATE_TO_IMPL_1(deleteBuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteFramebuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteProgram, Platform3DObject) DELEGATE_TO_IMPL_1(deleteRenderbuffer, Platform3DObject) DELEGATE_TO_IMPL_1(deleteShader, Platform3DObject) DELEGATE_TO_IMPL_1(deleteTexture, Platform3DObject) DELEGATE_TO_IMPL_1(synthesizeGLError, GC3Denum) Extensions3D* GraphicsContext3DPrivate::getExtensions() { if (!m_extensions) m_extensions = adoptPtr(new Extensions3DChromium(this)); return m_extensions.get(); } bool GraphicsContext3DPrivate::isResourceSafe() { if (m_resourceSafety == ResourceSafetyUnknown) m_resourceSafety = getExtensions()->isEnabled("GL_CHROMIUM_resource_safe") ? ResourceSafe : ResourceUnsafe; return m_resourceSafety == ResourceSafe; } namespace { void splitStringHelper(const String& str, HashSet& set) { Vector substrings; str.split(" ", substrings); for (size_t i = 0; i < substrings.size(); ++i) set.add(substrings[i]); } String mapExtensionName(const String& name) { if (name == "GL_ANGLE_framebuffer_blit" || name == "GL_ANGLE_framebuffer_multisample") return "GL_CHROMIUM_framebuffer_multisample"; return name; } } // anonymous namespace void GraphicsContext3DPrivate::initializeExtensions() { if (m_initializedAvailableExtensions) return; m_initializedAvailableExtensions = true; bool success = makeContextCurrent(); ASSERT(success); if (!success) return; String extensionsString = getString(GraphicsContext3D::EXTENSIONS); splitStringHelper(extensionsString, m_enabledExtensions); String requestableExtensionsString = m_impl->getRequestableExtensionsCHROMIUM(); splitStringHelper(requestableExtensionsString, m_requestableExtensions); } bool GraphicsContext3DPrivate::supportsExtension(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); return m_enabledExtensions.contains(mappedName) || m_requestableExtensions.contains(mappedName); } bool GraphicsContext3DPrivate::ensureExtensionEnabled(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); if (m_enabledExtensions.contains(mappedName)) return true; if (m_requestableExtensions.contains(mappedName)) { m_impl->requestExtensionCHROMIUM(mappedName.ascii().data()); m_enabledExtensions.clear(); m_requestableExtensions.clear(); m_initializedAvailableExtensions = false; } initializeExtensions(); return m_enabledExtensions.contains(mappedName); } bool GraphicsContext3DPrivate::isExtensionEnabled(const String& name) { initializeExtensions(); String mappedName = mapExtensionName(name); return m_enabledExtensions.contains(mappedName); } DELEGATE_TO_IMPL_4(postSubBufferCHROMIUM, int, int, int, int) DELEGATE_TO_IMPL_4R(mapBufferSubDataCHROMIUM, GC3Denum, GC3Dsizeiptr, GC3Dsizei, GC3Denum, void*) DELEGATE_TO_IMPL_1(unmapBufferSubDataCHROMIUM, const void*) DELEGATE_TO_IMPL_9R(mapTexSubImage2DCHROMIUM, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, GC3Denum, void*) DELEGATE_TO_IMPL_1(unmapTexSubImage2DCHROMIUM, const void*) DELEGATE_TO_IMPL_1(setVisibilityCHROMIUM, bool); DELEGATE_TO_IMPL_3(discardFramebufferEXT, GC3Denum, GC3Dsizei, const GC3Denum*); DELEGATE_TO_IMPL(ensureFramebufferCHROMIUM); DELEGATE_TO_IMPL_10(blitFramebufferCHROMIUM, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dbitfield, GC3Denum) DELEGATE_TO_IMPL_5(renderbufferStorageMultisampleCHROMIUM, GC3Denum, GC3Dsizei, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_IMPL(rateLimitOffscreenContextCHROMIUM) DELEGATE_TO_IMPL_R(getGraphicsResetStatusARB, GC3Denum) DELEGATE_TO_IMPL_1R(getTranslatedShaderSourceANGLE, Platform3DObject, String) DELEGATE_TO_IMPL_5(texImageIOSurface2DCHROMIUM, GC3Denum, GC3Dint, GC3Dint, GC3Duint, GC3Duint) DELEGATE_TO_IMPL_5(texStorage2DEXT, GC3Denum, GC3Dint, GC3Duint, GC3Dint, GC3Dint) DELEGATE_TO_IMPL_R(createQueryEXT, Platform3DObject) DELEGATE_TO_IMPL_1(deleteQueryEXT, Platform3DObject) DELEGATE_TO_IMPL_1R(isQueryEXT, Platform3DObject, GC3Dboolean) DELEGATE_TO_IMPL_2(beginQueryEXT, GC3Denum, Platform3DObject) DELEGATE_TO_IMPL_1(endQueryEXT, GC3Denum) DELEGATE_TO_IMPL_3(getQueryivEXT, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_IMPL_3(getQueryObjectuivEXT, Platform3DObject, GC3Denum, GC3Duint*) //---------------------------------------------------------------------- // GraphicsContext3D // // Macros to assist in delegating from GraphicsContext3D to // GraphicsContext3DPrivate. #define DELEGATE_TO_INTERNAL(name) \ void GraphicsContext3D::name() \ { \ m_private->name(); \ } #define DELEGATE_TO_INTERNAL_R(name, rt) \ rt GraphicsContext3D::name() \ { \ return m_private->name(); \ } #define DELEGATE_TO_INTERNAL_1(name, t1) \ void GraphicsContext3D::name(t1 a1) \ { \ m_private->name(a1); \ } #define DELEGATE_TO_INTERNAL_1R(name, t1, rt) \ rt GraphicsContext3D::name(t1 a1) \ { \ return m_private->name(a1); \ } #define DELEGATE_TO_INTERNAL_2(name, t1, t2) \ void GraphicsContext3D::name(t1 a1, t2 a2) \ { \ m_private->name(a1, a2); \ } #define DELEGATE_TO_INTERNAL_2R(name, t1, t2, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2) \ { \ return m_private->name(a1, a2); \ } #define DELEGATE_TO_INTERNAL_3(name, t1, t2, t3) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ { \ m_private->name(a1, a2, a3); \ } #define DELEGATE_TO_INTERNAL_3R(name, t1, t2, t3, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3) \ { \ return m_private->name(a1, a2, a3); \ } #define DELEGATE_TO_INTERNAL_4(name, t1, t2, t3, t4) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ m_private->name(a1, a2, a3, a4); \ } #define DELEGATE_TO_INTERNAL_4R(name, t1, t2, t3, t4, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4) \ { \ return m_private->name(a1, a2, a3, a4); \ } #define DELEGATE_TO_INTERNAL_5(name, t1, t2, t3, t4, t5) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5) \ { \ m_private->name(a1, a2, a3, a4, a5); \ } #define DELEGATE_TO_INTERNAL_6(name, t1, t2, t3, t4, t5, t6) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ { \ m_private->name(a1, a2, a3, a4, a5, a6); \ } #define DELEGATE_TO_INTERNAL_6R(name, t1, t2, t3, t4, t5, t6, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6) \ { \ return m_private->name(a1, a2, a3, a4, a5, a6); \ } #define DELEGATE_TO_INTERNAL_7(name, t1, t2, t3, t4, t5, t6, t7) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ { \ m_private->name(a1, a2, a3, a4, a5, a6, a7); \ } #define DELEGATE_TO_INTERNAL_7R(name, t1, t2, t3, t4, t5, t6, t7, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7) \ { \ return m_private->name(a1, a2, a3, a4, a5, a6, a7); \ } #define DELEGATE_TO_INTERNAL_8(name, t1, t2, t3, t4, t5, t6, t7, t8) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8) \ { \ m_private->name(a1, a2, a3, a4, a5, a6, a7, a8); \ } #define DELEGATE_TO_INTERNAL_9(name, t1, t2, t3, t4, t5, t6, t7, t8, t9) \ void GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ { \ m_private->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ } #define DELEGATE_TO_INTERNAL_9R(name, t1, t2, t3, t4, t5, t6, t7, t8, t9, rt) \ rt GraphicsContext3D::name(t1 a1, t2 a2, t3 a3, t4 a4, t5 a5, t6 a6, t7 a7, t8 a8, t9 a9) \ { \ return m_private->name(a1, a2, a3, a4, a5, a6, a7, a8, a9); \ } GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes, HostWindow*, bool) { } GraphicsContext3D::~GraphicsContext3D() { m_private->setContextLostCallback(nullptr); m_private->setErrorMessageCallback(nullptr); m_private->setSwapBuffersCompleteCallbackCHROMIUM(nullptr); m_private->setGpuMemoryAllocationChangedCallbackCHROMIUM(nullptr); } PassRefPtr GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow*, GraphicsContext3D::RenderStyle renderStyle) { ASSERT(renderStyle != GraphicsContext3D::RenderDirectlyToHostWindow); WebKit::WebGraphicsContext3D::Attributes webAttributes; webAttributes.alpha = attrs.alpha; webAttributes.depth = attrs.depth; webAttributes.stencil = attrs.stencil; webAttributes.antialias = attrs.antialias; webAttributes.premultipliedAlpha = attrs.premultipliedAlpha; webAttributes.noExtensions = attrs.noExtensions; webAttributes.shareResources = attrs.shareResources; webAttributes.preferDiscreteGPU = attrs.preferDiscreteGPU; OwnPtr webContext = adoptPtr(WebKit::Platform::current()->createOffscreenGraphicsContext3D(webAttributes)); if (!webContext) return 0; return GraphicsContext3DPrivate::createGraphicsContextFromWebContext(webContext.release(), renderStyle, attrs.preserveDrawingBuffer); } PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() const { return m_private->platformGraphicsContext3D(); } Platform3DObject GraphicsContext3D::platformTexture() const { return m_private->platformTexture(); } GrContext* GraphicsContext3D::grContext() { return m_private->grContext(); } void GraphicsContext3D::prepareTexture() { return m_private->prepareTexture(); } IntSize GraphicsContext3D::getInternalFramebufferSize() const { return m_private->getInternalFramebufferSize(); } bool GraphicsContext3D::isResourceSafe() { return m_private->isResourceSafe(); } #if USE(ACCELERATED_COMPOSITING) PlatformLayer* GraphicsContext3D::platformLayer() const { return 0; } #endif DELEGATE_TO_INTERNAL_R(makeContextCurrent, bool) DELEGATE_TO_INTERNAL_2(reshape, int, int) DELEGATE_TO_INTERNAL_1(activeTexture, GC3Denum) DELEGATE_TO_INTERNAL_2(attachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_INTERNAL_3(bindAttribLocation, Platform3DObject, GC3Duint, const String&) DELEGATE_TO_INTERNAL_2(bindBuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindFramebuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindRenderbuffer, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_2(bindTexture, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_4(blendColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_1(blendEquation, GC3Denum) DELEGATE_TO_INTERNAL_2(blendEquationSeparate, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_2(blendFunc, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_4(blendFuncSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_3(bufferData, GC3Denum, GC3Dsizeiptr, GC3Denum) DELEGATE_TO_INTERNAL_4(bufferData, GC3Denum, GC3Dsizeiptr, const void*, GC3Denum) DELEGATE_TO_INTERNAL_4(bufferSubData, GC3Denum, GC3Dintptr, GC3Dsizeiptr, const void*) DELEGATE_TO_INTERNAL_1R(checkFramebufferStatus, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_1(clear, GC3Dbitfield) DELEGATE_TO_INTERNAL_4(clearColor, GC3Dclampf, GC3Dclampf, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_1(clearDepth, GC3Dclampf) DELEGATE_TO_INTERNAL_1(clearStencil, GC3Dint) DELEGATE_TO_INTERNAL_4(colorMask, GC3Dboolean, GC3Dboolean, GC3Dboolean, GC3Dboolean) DELEGATE_TO_INTERNAL_1(compileShader, Platform3DObject) DELEGATE_TO_INTERNAL_8(compressedTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, const void*) DELEGATE_TO_INTERNAL_9(compressedTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Denum, GC3Dsizei, const void*) DELEGATE_TO_INTERNAL_8(copyTexImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Dint) DELEGATE_TO_INTERNAL_8(copyTexSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_1(cullFace, GC3Denum) DELEGATE_TO_INTERNAL_1(depthFunc, GC3Denum) DELEGATE_TO_INTERNAL_1(depthMask, GC3Dboolean) DELEGATE_TO_INTERNAL_2(depthRange, GC3Dclampf, GC3Dclampf) DELEGATE_TO_INTERNAL_2(detachShader, Platform3DObject, Platform3DObject) DELEGATE_TO_INTERNAL_1(disable, GC3Denum) DELEGATE_TO_INTERNAL_1(disableVertexAttribArray, GC3Duint) DELEGATE_TO_INTERNAL_3(drawArrays, GC3Denum, GC3Dint, GC3Dsizei) DELEGATE_TO_INTERNAL_4(drawElements, GC3Denum, GC3Dsizei, GC3Denum, GC3Dintptr) DELEGATE_TO_INTERNAL_1(enable, GC3Denum) DELEGATE_TO_INTERNAL_1(enableVertexAttribArray, GC3Duint) DELEGATE_TO_INTERNAL(finish) DELEGATE_TO_INTERNAL(flush) DELEGATE_TO_INTERNAL_4(framebufferRenderbuffer, GC3Denum, GC3Denum, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_5(framebufferTexture2D, GC3Denum, GC3Denum, GC3Denum, Platform3DObject, GC3Dint) DELEGATE_TO_INTERNAL_1(frontFace, GC3Denum) DELEGATE_TO_INTERNAL_1(generateMipmap, GC3Denum) DELEGATE_TO_INTERNAL_3R(getActiveAttrib, Platform3DObject, GC3Duint, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_3R(getActiveUniform, Platform3DObject, GC3Duint, ActiveInfo&, bool) DELEGATE_TO_INTERNAL_4(getAttachedShaders, Platform3DObject, GC3Dsizei, GC3Dsizei*, Platform3DObject*) DELEGATE_TO_INTERNAL_2R(getAttribLocation, Platform3DObject, const String&, GC3Dint) DELEGATE_TO_INTERNAL_2(getBooleanv, GC3Denum, GC3Dboolean*) DELEGATE_TO_INTERNAL_3(getBufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_R(getContextAttributes, GraphicsContext3D::Attributes) DELEGATE_TO_INTERNAL_R(getError, GC3Denum) DELEGATE_TO_INTERNAL_2(getFloatv, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(getFramebufferAttachmentParameteriv, GC3Denum, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_2(getIntegerv, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getProgramiv, Platform3DObject, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_1R(getProgramInfoLog, Platform3DObject, String) DELEGATE_TO_INTERNAL_3(getRenderbufferParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getShaderiv, Platform3DObject, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_1R(getShaderInfoLog, Platform3DObject, String) DELEGATE_TO_INTERNAL_4(getShaderPrecisionFormat, GC3Denum, GC3Denum, GC3Dint*, GC3Dint*) DELEGATE_TO_INTERNAL_1R(getShaderSource, Platform3DObject, String) DELEGATE_TO_INTERNAL_1R(getString, GC3Denum, String) DELEGATE_TO_INTERNAL_3(getTexParameterfv, GC3Denum, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getTexParameteriv, GC3Denum, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_3(getUniformfv, Platform3DObject, GC3Dint, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getUniformiv, Platform3DObject, GC3Dint, GC3Dint*) DELEGATE_TO_INTERNAL_2R(getUniformLocation, Platform3DObject, const String&, GC3Dint) DELEGATE_TO_INTERNAL_3(getVertexAttribfv, GC3Duint, GC3Denum, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(getVertexAttribiv, GC3Duint, GC3Denum, GC3Dint*) DELEGATE_TO_INTERNAL_2R(getVertexAttribOffset, GC3Duint, GC3Denum, GC3Dsizeiptr) DELEGATE_TO_INTERNAL_2(hint, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_1R(isBuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isEnabled, GC3Denum, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isFramebuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isProgram, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isRenderbuffer, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isShader, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1R(isTexture, Platform3DObject, GC3Dboolean) DELEGATE_TO_INTERNAL_1(lineWidth, GC3Dfloat) DELEGATE_TO_INTERNAL_1(linkProgram, Platform3DObject) DELEGATE_TO_INTERNAL_2(pixelStorei, GC3Denum, GC3Dint) DELEGATE_TO_INTERNAL_2(polygonOffset, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_7(readPixels, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, void*) DELEGATE_TO_INTERNAL(releaseShaderCompiler) DELEGATE_TO_INTERNAL_4(renderbufferStorage, GC3Denum, GC3Denum, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_2(sampleCoverage, GC3Dclampf, GC3Dboolean) DELEGATE_TO_INTERNAL_4(scissor, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL_2(shaderSource, Platform3DObject, const String&) DELEGATE_TO_INTERNAL_3(stencilFunc, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_INTERNAL_4(stencilFuncSeparate, GC3Denum, GC3Denum, GC3Dint, GC3Duint) DELEGATE_TO_INTERNAL_1(stencilMask, GC3Duint) DELEGATE_TO_INTERNAL_2(stencilMaskSeparate, GC3Denum, GC3Duint) DELEGATE_TO_INTERNAL_3(stencilOp, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_4(stencilOpSeparate, GC3Denum, GC3Denum, GC3Denum, GC3Denum) DELEGATE_TO_INTERNAL_9R(texImage2D, GC3Denum, GC3Dint, GC3Denum, GC3Dsizei, GC3Dsizei, GC3Dint, GC3Denum, GC3Denum, const void*, bool) DELEGATE_TO_INTERNAL_3(texParameterf, GC3Denum, GC3Denum, GC3Dfloat) DELEGATE_TO_INTERNAL_3(texParameteri, GC3Denum, GC3Denum, GC3Dint) DELEGATE_TO_INTERNAL_9(texSubImage2D, GC3Denum, GC3Dint, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei, GC3Denum, GC3Denum, const void*) DELEGATE_TO_INTERNAL_2(uniform1f, GC3Dint, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform1fv, GC3Dint, GC3Dsizei, GC3Dfloat*) DELEGATE_TO_INTERNAL_2(uniform1i, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform1iv, GC3Dint, GC3Dsizei, GC3Dint*) DELEGATE_TO_INTERNAL_3(uniform2f, GC3Dint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform2fv, GC3Dint, GC3Dsizei, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(uniform2i, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform2iv, GC3Dint, GC3Dsizei, GC3Dint*) DELEGATE_TO_INTERNAL_4(uniform3f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform3fv, GC3Dint, GC3Dsizei, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(uniform3i, GC3Dint, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform3iv, GC3Dint, GC3Dsizei, GC3Dint*) DELEGATE_TO_INTERNAL_5(uniform4f, GC3Dint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_3(uniform4fv, GC3Dint, GC3Dsizei, GC3Dfloat*) DELEGATE_TO_INTERNAL_5(uniform4i, GC3Dint, GC3Dint, GC3Dint, GC3Dint, GC3Dint) DELEGATE_TO_INTERNAL_3(uniform4iv, GC3Dint, GC3Dsizei, GC3Dint*) DELEGATE_TO_INTERNAL_4(uniformMatrix2fv, GC3Dint, GC3Dsizei, GC3Dboolean, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(uniformMatrix3fv, GC3Dint, GC3Dsizei, GC3Dboolean, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(uniformMatrix4fv, GC3Dint, GC3Dsizei, GC3Dboolean, GC3Dfloat*) DELEGATE_TO_INTERNAL_1(useProgram, Platform3DObject) DELEGATE_TO_INTERNAL_1(validateProgram, Platform3DObject) DELEGATE_TO_INTERNAL_2(vertexAttrib1f, GC3Duint, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib1fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_3(vertexAttrib2f, GC3Duint, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib2fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_4(vertexAttrib3f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib3fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_5(vertexAttrib4f, GC3Duint, GC3Dfloat, GC3Dfloat, GC3Dfloat, GC3Dfloat) DELEGATE_TO_INTERNAL_2(vertexAttrib4fv, GC3Duint, GC3Dfloat*) DELEGATE_TO_INTERNAL_6(vertexAttribPointer, GC3Duint, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dintptr) DELEGATE_TO_INTERNAL_4(viewport, GC3Dint, GC3Dint, GC3Dsizei, GC3Dsizei) DELEGATE_TO_INTERNAL(markLayerComposited) DELEGATE_TO_INTERNAL(markContextChanged) bool GraphicsContext3D::layerComposited() const { return m_private->layerComposited(); } void GraphicsContext3D::paintRenderingResultsToCanvas(ImageBuffer* imageBuffer, DrawingBuffer* drawingBuffer) { return m_private->paintRenderingResultsToCanvas(imageBuffer, drawingBuffer); } PassRefPtr GraphicsContext3D::paintRenderingResultsToImageData(DrawingBuffer* drawingBuffer) { return m_private->paintRenderingResultsToImageData(drawingBuffer); } DELEGATE_TO_INTERNAL_1R(paintCompositedResultsToCanvas, ImageBuffer*, bool) DELEGATE_TO_INTERNAL_R(createBuffer, Platform3DObject) DELEGATE_TO_INTERNAL_R(createFramebuffer, Platform3DObject) DELEGATE_TO_INTERNAL_R(createProgram, Platform3DObject) DELEGATE_TO_INTERNAL_R(createRenderbuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1R(createShader, GC3Denum, Platform3DObject) DELEGATE_TO_INTERNAL_R(createTexture, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteBuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteFramebuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteProgram, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteRenderbuffer, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteShader, Platform3DObject) DELEGATE_TO_INTERNAL_1(deleteTexture, Platform3DObject) DELEGATE_TO_INTERNAL_1(synthesizeGLError, GC3Denum) DELEGATE_TO_INTERNAL_R(getExtensions, Extensions3D*) DELEGATE_TO_INTERNAL_1(setContextLostCallback, PassOwnPtr) DELEGATE_TO_INTERNAL_1(setErrorMessageCallback, PassOwnPtr) class GraphicsContextLostCallbackAdapter : public WebKit::WebGraphicsContext3D::WebGraphicsContextLostCallback { public: virtual void onContextLost(); static PassOwnPtr create(PassOwnPtr); virtual ~GraphicsContextLostCallbackAdapter() { } private: GraphicsContextLostCallbackAdapter(PassOwnPtr cb) : m_contextLostCallback(cb) { } OwnPtr m_contextLostCallback; }; void GraphicsContextLostCallbackAdapter::onContextLost() { if (m_contextLostCallback) m_contextLostCallback->onContextLost(); } PassOwnPtr GraphicsContextLostCallbackAdapter::create(PassOwnPtr cb) { return adoptPtr(cb.get() ? new GraphicsContextLostCallbackAdapter(cb) : 0); } void GraphicsContext3DPrivate::setContextLostCallback(PassOwnPtr cb) { m_contextLostCallbackAdapter = GraphicsContextLostCallbackAdapter::create(cb); m_impl->setContextLostCallback(m_contextLostCallbackAdapter.get()); } class GraphicsErrorMessageCallbackAdapter : public WebKit::WebGraphicsContext3D::WebGraphicsErrorMessageCallback { public: virtual void onErrorMessage(const WebKit::WebString&, WebKit::WGC3Dint); static PassOwnPtr create(PassOwnPtr); virtual ~GraphicsErrorMessageCallbackAdapter() { } private: GraphicsErrorMessageCallbackAdapter(PassOwnPtr cb) : m_errorMessageCallback(cb) { } OwnPtr m_errorMessageCallback; }; void GraphicsErrorMessageCallbackAdapter::onErrorMessage(const WebKit::WebString& message, WebKit::WGC3Dint id) { if (m_errorMessageCallback) m_errorMessageCallback->onErrorMessage(message, id); } PassOwnPtr GraphicsErrorMessageCallbackAdapter::create(PassOwnPtr cb) { return adoptPtr(cb.get() ? new GraphicsErrorMessageCallbackAdapter(cb) : 0); } void GraphicsContext3DPrivate::setErrorMessageCallback(PassOwnPtr cb) { m_errorMessageCallbackAdapter = GraphicsErrorMessageCallbackAdapter::create(cb); m_impl->setErrorMessageCallback(m_errorMessageCallbackAdapter.get()); } bool GraphicsContext3D::isGLES2Compliant() const { return m_private->isGLES2Compliant(); } class GraphicsContext3DSwapBuffersCompleteCallbackAdapter : public WebKit::WebGraphicsContext3D::WebGraphicsSwapBuffersCompleteCallbackCHROMIUM { public: virtual void onSwapBuffersComplete(); static PassOwnPtr create(PassOwnPtr); virtual ~GraphicsContext3DSwapBuffersCompleteCallbackAdapter() { } private: GraphicsContext3DSwapBuffersCompleteCallbackAdapter(PassOwnPtr cb) : m_swapBuffersCompleteCallback(cb) { } OwnPtr m_swapBuffersCompleteCallback; }; void GraphicsContext3DSwapBuffersCompleteCallbackAdapter::onSwapBuffersComplete() { if (m_swapBuffersCompleteCallback) m_swapBuffersCompleteCallback->onSwapBuffersComplete(); } PassOwnPtr GraphicsContext3DSwapBuffersCompleteCallbackAdapter::create(PassOwnPtr cb) { return adoptPtr(cb.get() ? new GraphicsContext3DSwapBuffersCompleteCallbackAdapter(cb) : 0); } void GraphicsContext3DPrivate::setSwapBuffersCompleteCallbackCHROMIUM(PassOwnPtr cb) { m_swapBuffersCompleteCallbackAdapter = GraphicsContext3DSwapBuffersCompleteCallbackAdapter::create(cb); m_impl->setSwapBuffersCompleteCallbackCHROMIUM(m_swapBuffersCompleteCallbackAdapter.get()); } class GraphicsContext3DMemoryAllocationChangedCallbackAdapter : public WebKit::WebGraphicsContext3D::WebGraphicsMemoryAllocationChangedCallbackCHROMIUM { public: GraphicsContext3DMemoryAllocationChangedCallbackAdapter(PassOwnPtr cb) : m_memoryAllocationChangedCallback(cb) { } virtual ~GraphicsContext3DMemoryAllocationChangedCallbackAdapter() { } virtual void onMemoryAllocationChanged(size_t gpuResourceSizeInBytes) { // FIXME: Remove this once clients start using WebGraphicsMemoryAllocation exclusively. onMemoryAllocationChanged(WebKit::WebGraphicsMemoryAllocation(gpuResourceSizeInBytes, true)); } virtual void onMemoryAllocationChanged(WebKit::WebGraphicsMemoryAllocation allocation) { if (m_memoryAllocationChangedCallback) m_memoryAllocationChangedCallback->onGpuMemoryAllocationChanged(Extensions3DChromium::GpuMemoryAllocationCHROMIUM(allocation.gpuResourceSizeInBytes, allocation.suggestHaveBackbuffer)); } private: OwnPtr m_memoryAllocationChangedCallback; }; void GraphicsContext3DPrivate::setGpuMemoryAllocationChangedCallbackCHROMIUM(PassOwnPtr cb) { m_memoryAllocationChangedCallbackAdapter = adoptPtr(new GraphicsContext3DMemoryAllocationChangedCallbackAdapter(cb)); m_impl->setMemoryAllocationChangedCallbackCHROMIUM(m_memoryAllocationChangedCallbackAdapter.get()); } } // namespace WebCore #endif // ENABLE(WEBGL)