blob: 7770334762fad8fb5620709d939d8bbc91253705 [file] [log] [blame]
// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include "services/js/modules/gl/context.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <MGL/mgl.h>
#include <MGL/mgl_onscreen.h>
#include "base/bind.h"
#include "gin/arguments.h"
#include "gin/array_buffer.h"
#include "gin/object_template_builder.h"
#include "gin/per_context_data.h"
#include "mojo/public/cpp/environment/environment.h"
#include "mojo/public/cpp/environment/logging.h"
namespace gin {
template<>
struct Converter<GLboolean> {
static bool FromV8(v8::Isolate* isolate, v8::Handle<v8::Value> val,
GLboolean* out) {
bool bool_val = false;
if (!Converter<bool>::FromV8(isolate, val, &bool_val))
return false;
*out = static_cast<GLboolean>(bool_val);
return true;
}
};
}
namespace js {
namespace gl {
gin::WrapperInfo Context::kWrapperInfo = { gin::kEmbedderNativeGin };
gin::Handle<Context> Context::Create(
v8::Isolate* isolate,
mojo::Handle handle,
v8::Handle<v8::Function> context_lost_callback) {
return gin::CreateHandle(isolate,
new Context(isolate, handle, context_lost_callback));
}
void Context::BufferData(GLenum target, const gin::ArrayBufferView& buffer,
GLenum usage) {
glBufferData(target, static_cast<GLsizeiptr>(buffer.num_bytes()),
buffer.bytes(), usage);
}
void Context::CompileShader(const gin::Arguments& args, GLuint shader) {
glCompileShader(shader);
GLint compiled = 0;
// TODO(ggowan): Do something similar to this for linkProgram() as well, for
// consistency.
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
std::string log = GetShaderInfoLog(shader);
MOJO_LOG(WARNING) << "Shader compilation failed: " << log;
args.ThrowTypeError(std::string("Could not compile shader: ") + log);
}
}
GLuint Context::CreateBuffer() {
GLuint result = 0;
glGenBuffers(1, &result);
return result;
}
void Context::DrawElements(GLenum mode, GLsizei count, GLenum type,
uint64_t indices) {
// This looks scary, but it's what WebGL does too:
// http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.1
glDrawElements(mode, count, type, reinterpret_cast<void*>(indices));
}
GLint Context::GetAttribLocation(GLuint program, const std::string& name) {
return glGetAttribLocation(program, name.c_str());
}
std::string Context::GetProgramInfoLog(GLuint program) {
GLint info_log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::string info_log(info_log_length, 0);
glGetProgramInfoLog(program, info_log_length, NULL, &info_log.at(0));
return info_log;
} else {
return std::string();
}
}
std::string Context::GetShaderInfoLog(GLuint shader) {
GLint info_log_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) {
std::string info_log(info_log_length, 0);
glGetShaderInfoLog(shader, info_log_length, NULL, &info_log.at(0));
return info_log;
} else {
return std::string();
}
}
GLint Context::GetUniformLocation(GLuint program, const std::string& name) {
return glGetUniformLocation(program, name.c_str());
}
void Context::ShaderSource(GLuint shader, const std::string& source) {
const char* source_chars = source.c_str();
glShaderSource(shader, 1, &source_chars, NULL);
}
void Context::UniformMatrix4fv(GLint location, GLboolean transpose,
const gin::ArrayBufferView& buffer) {
glUniformMatrix4fv(location, 1, transpose,
static_cast<float*>(buffer.bytes()));
}
void Context::VertexAttribPointer(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride,
uint64_t offset) {
glVertexAttribPointer(index, size, type, normalized, stride,
reinterpret_cast<void*>(offset));
}
gin::ObjectTemplateBuilder Context::GetObjectTemplateBuilder(
v8::Isolate* isolate) {
return gin::ObjectTemplateBuilder(isolate)
.SetValue("ARRAY_BUFFER", GL_ARRAY_BUFFER)
.SetValue("COLOR_BUFFER_BIT", GL_COLOR_BUFFER_BIT)
.SetValue("DEPTH_BUFFER_BIT", GL_DEPTH_BUFFER_BIT)
.SetValue("DEPTH_TEST", GL_DEPTH_TEST)
.SetValue("ELEMENT_ARRAY_BUFFER", GL_ELEMENT_ARRAY_BUFFER)
.SetValue("FLOAT", GL_FLOAT)
.SetValue("FRAGMENT_SHADER", GL_FRAGMENT_SHADER)
.SetValue("STATIC_DRAW", GL_STATIC_DRAW)
.SetValue("TRIANGLES", GL_TRIANGLES)
.SetValue("UNSIGNED_SHORT", GL_UNSIGNED_SHORT)
.SetValue("VERTEX_SHADER", GL_VERTEX_SHADER)
.SetMethod("attachShader", glAttachShader)
.SetMethod("bindBuffer", glBindBuffer)
.SetMethod("bufferData", BufferData)
.SetMethod("clear", glClear)
.SetMethod("clearColor", glClearColor)
.SetMethod("compileShader", CompileShader)
.SetMethod("createBuffer", CreateBuffer)
.SetMethod("createProgram", glCreateProgram)
.SetMethod("createShader", glCreateShader)
.SetMethod("deleteShader", glDeleteShader)
.SetMethod("drawElements", DrawElements)
.SetMethod("enable", glEnable)
.SetMethod("enableVertexAttribArray", glEnableVertexAttribArray)
.SetMethod("getAttribLocation", GetAttribLocation)
.SetMethod("getProgramInfoLog", GetProgramInfoLog)
.SetMethod("getShaderInfoLog", GetShaderInfoLog)
.SetMethod("getUniformLocation", GetUniformLocation)
.SetMethod("linkProgram", glLinkProgram)
.SetMethod("resize", base::Bind(&Context::Resize, base::Unretained(this)))
.SetMethod("shaderSource", ShaderSource)
.SetMethod("swapBuffers", MGLSwapBuffers)
.SetMethod("uniformMatrix4fv", UniformMatrix4fv)
.SetMethod("useProgram", glUseProgram)
.SetMethod("vertexAttribPointer", VertexAttribPointer)
.SetMethod("viewport", glViewport);
}
Context::Context(v8::Isolate* isolate,
mojo::Handle handle,
v8::Handle<v8::Function> context_lost_callback) {
v8::Handle<v8::Context> context = isolate->GetCurrentContext();
runner_ = gin::PerContextData::From(context)->runner()->GetWeakPtr();
context_lost_callback_.Reset(isolate, context_lost_callback);
context_ = MGLCreateContext(MGL_API_VERSION_GLES2, handle.value(),
MGL_NO_CONTEXT, &ContextLostThunk, this,
mojo::Environment::GetDefaultAsyncWaiter());
MGLMakeCurrent(context_);
}
Context::~Context() {
MGLDestroyContext(context_);
}
void Context::Resize(GLuint width, GLuint height) {
MGLResizeSurface(width, height);
}
void Context::ContextLost() {
if (!runner_)
return;
gin::Runner::Scope scope(runner_.get());
v8::Isolate* isolate = runner_->GetContextHolder()->isolate();
v8::Handle<v8::Function> callback = v8::Local<v8::Function>::New(
isolate, context_lost_callback_);
runner_->Call(callback, runner_->global(), 0, NULL);
}
void Context::ContextLostThunk(void* closure) {
static_cast<Context*>(closure)->ContextLost();
}
} // namespace gl
} // namespace js