1 .. _devguide-coding-3D-graphics:
7 Native Client applications use the `OpenGL ES 2.0
8 <http://en.wikipedia.org/wiki/OpenGL_ES>`_ API for 3D rendering. This document
9 describes how to call the OpenGL ES 2.0 interface in a Native Client module and
10 how to build an efficient rendering loop. It also explains how to validate GPU
11 drivers and test for specific GPU capabilities, and provides tips to help ensure
12 your rendering code runs efficiently.
17 **Note**: 3D drawing and OpenGL are complex topics. This document deals only
18 with issues directly related to programming in the Native Client
19 environment. To learn more about OpenGL ES 2.0 itself, see the `OpenGL ES 2.0
20 Programming Guide <http://opengles-book.com/>`_.
22 Validating the client graphics platform
23 =======================================
25 Native Client is a software technology that lets you code an application once
26 and run it on multiple platforms without worrying about the implementation
27 details on every possible target platform. It's difficult to provide the same
28 support at the hardware level. Graphics hardware comes from many different
29 manufacturers and is controlled by drivers of varying quality. A particular GPU
30 driver may not support every OpenGL ES 2.0 feature, and some drivers are known
31 to have vulnerabilities that can be exploited.
33 Even if the GPU driver is safe to use, your program should perform a validation
34 check before you launch your application to ensure that the driver supports all
35 the features you need.
37 Vetting the driver in JavaScript
38 --------------------------------
40 At startup, the application should perform a few additional tests that can be
41 implemented in JavaScript on its hosting web page. The script that performs
42 these tests should be included before the module's ``embed`` tag, and ideally
43 the ``embed`` tag should appear on the hosting page only if these tests succeed.
45 The first thing to check is whether you can create a graphics context. If you
46 can, use the context to confirm the existence of any required OpenGL ES 2.0
47 extensions. You may want to refer to the `extension registry
48 <http://www.khronos.org/registry/webgl/extensions/>`_ and include `vendor
49 prefixes <https://developer.mozilla.org/en-US/docs/WebGL/Using_Extensions>`_
50 when checking for extensions.
52 Vetting the driver in Native Client
53 -----------------------------------
58 Once you've passed the JavaScript validation tests, it's safe to add a Native
59 Client embed tag to the hosting web page and load the module. As part of the
60 module initialization code, you must create a graphics context for the app by
61 either creating a C++ ``Graphics3D`` object or calling ``PPB_Graphics3D`` API
62 function ``Create``. Don't assume this will always succeed; you still might have
63 problems creating the context. If you are in development mode and can't create
64 the context, try creating a simpler version to see if you're asking for an
65 unsupported feature or exceeding a driver resource limit. Your production code
66 should always check that the context was created and fail gracefully if that's
69 Check for extensions and capabilities
70 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
72 Not every GPU supports every extension or has the same amount of texture units,
73 vertex attributes, etc. On startup, call ``glGetString(GL_EXTENSIONS)`` and
74 check for the extensions and the features you need. For example:
76 * If you are using non power-of-2 texture with mipmaps, make sure
77 ``GL_OES_texture_npot`` exists.
79 * If you are using floating point textures, make sure ``GL_OES_texture_float``
82 * If you are using DXT1, DXT3, or DXT5 textures, make sure the corresponding
83 extensions ``EXT_texture_compression_dxt1``,
84 ``GL_CHROMIUM_texture_compression_dxt3``, and
85 ``GL_CHROMIUM_texture_compression_dxt5`` exist.
87 * If you are using the functions ``glDrawArraysInstancedANGLE``,
88 ``glDrawElementsInstancedANGLE``, ``glVertexAttribDivisorANGLE``, or the PPAPI
89 interface ``PPB_OpenGLES2InstancedArrays``, make sure the corresponding
90 extension ``GL_ANGLE_instanced_arrays`` exists.
92 * If you are using the function ``glRenderbufferStorageMultisampleEXT``, or the
93 PPAPI interface ``PPB_OpenGLES2FramebufferMultisample``, make sure the
94 corresponding extension ``GL_CHROMIUM_framebuffer_multisample`` exists.
96 * If you are using the functions ``glGenQueriesEXT``, ``glDeleteQueriesEXT``,
97 ``glIsQueryEXT``, ``glBeginQueryEXT``, ``glEndQueryEXT``, ``glGetQueryivEXT``,
98 ``glGetQueryObjectuivEXT``, or the PPAPI interface ``PPB_OpenGLES2Query``,
99 make sure the corresponding extension ``GL_EXT_occlusion_query_boolean``
102 * If you are using the functions ``glMapBufferSubDataCHROMIUM``,
103 ``glUnmapBufferSubDataCHROMIUM``, ``glMapTexSubImage2DCHROMIUM``,
104 ``glUnmapTexSubImage2DCHROMIUM``, or the PPAPI interface
105 ``PPB_OpenGLES2ChromiumMapSub``, make sure the corresponding extension
106 ``GL_CHROMIUM_map_sub`` exists.
108 Check for system capabilites with ``glGetIntegerv`` and adjust shader programs
109 as well as texture and vertex data accordingly:
111 * If you are using textures in vertex shaders, make sure
112 ``glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, ...)`` and
113 ``glGetIntegerv(GL_MAX_TEXTURE_SIZE, ...)`` return values greater than 0.
115 * If you are using more than 8 textures in a single shader, make sure
116 ``glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, ...)`` returns a value greater
117 than or equal to the number of simultaneous textures you need.
119 Vetting the driver in the Chrome Web Store
120 ------------------------------------------
122 If you choose to place your application in the `Chrome Web Store </webstore>`_,
123 its Web Store `manifest file </extensions/manifest>`_ can include the ``webgl``
124 feature in the requirements parameter. It looks like this:
130 "features": ["webgl"]
134 While WebGL is technically a JavaScript API, specifying the ``webgl`` feature
135 also works for OpenGL ES 2.0 because both interfaces use the same driver.
137 This manifest item is not required, but if you include it, the Chrome Web Store
138 will prevent a user from installing the application if the browser is running on
139 a machine that does not support OpenGL ES 2.0 or that is using a known
140 blacklisted GPU driver that could invite an attack.
142 If the Web Store determines that the user's driver is deficient, the app won't
143 appear on the store's tile display. However, it will appear in store search
144 results or if the user links to it directly, in which case the user could still
145 download it. But the manifest requirements will be checked when the user reaches
146 the install page, and if there is a problem, the browser will display the
147 message "This application is not supported on this computer. Installation has
150 The manifest-based check applies only to downloads directly from the Chrome Web
151 Store. It is not performed when an application is loaded via `inline
152 installation </webstore/inline_installation>`_.
154 What to do when there are problems
155 ----------------------------------
157 Using the vetting procedure described above, you should be able to detect the
158 most common problems before your application runs. If there are problems, your
159 code should describe the issue as clearly as possible. That's easy if there is a
160 missing feature. Failure to create a graphics context is tougher to diagnose. At
161 the very least, you can suggest that the user try to update the driver. You
162 might want to linke to the Chrome page that describes `how to do updates
163 <https://support.google.com/chrome/answer/1202946>`_.
165 If a user can't update the driver, or their problem persists, be sure to gather
166 information about their graphics environment. Ask for the contents of the Chrome
169 Document unreliable drivers
170 ---------------------------
172 It can be helpful to include information about known dubious drivers in your
173 user documentation. This might help identify if a rogue driver is the cause of a
174 problem. There are many sources of GPU driver blacklists. Two such lists can be
175 found at the `Chromium project
176 <http://src.chromium.org/viewvc/chrome/trunk/deps/gpu/software_rendering_list/software_rendering_list.json>`_
177 and `Khronos <http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists>`_. You
178 can use these lists to include information in your documentation that warns
179 users about dangerous drivers.
184 You can test your driver validation code by running Chrome with the following
185 flags (all at once) and watching how your application responds:
187 * ``--disable-webgl``
188 * ``--disable-pepper-3d``
189 * ``--disable_multisampling``
190 * ``--disable-accelerated-compositing``
191 * ``--disable-accelerated-2d-canvas``
193 Calling OpenGL ES 2.0 commands
194 ==============================
196 There are three ways to write OpenGL ES 2.0 calls in Native Client.
198 Use "pure" OpenGL ES 2.0 function calls
199 ---------------------------------------
201 You can make OpenGL ES 2.0 calls through a Pepper extension library. The SDK
202 example ``examples/api/graphics_3d`` works this way. In the file
203 ``graphics_3d.cc``, the key initialization steps are as follows:
205 * Add these includes at the top of the file:
209 #include <GLES2/gl2.h>
210 #include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
212 * Define the function ``InitGL``. The exact specification of ``attrib_list``
213 will be application specific.
217 bool InitGL(int32_t new_width, int32_t new_height) {
218 if (!glInitializePPAPI(pp::Module::Get()->get_browser_interface())) {
219 fprintf(stderr, "Unable to initialize GL PPAPI!\n");
223 const int32_t attrib_list[] = {
224 PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
225 PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
226 PP_GRAPHICS3DATTRIB_WIDTH, new_width,
227 PP_GRAPHICS3DATTRIB_HEIGHT, new_height,
228 PP_GRAPHICS3DATTRIB_NONE
231 context_ = pp::Graphics3D(this, attrib_list);
232 if (!BindGraphics(context_)) {
233 fprintf(stderr, "Unable to bind 3d context!\n");
234 context_ = pp::Graphics3D();
235 glSetCurrentContextPPAPI(0);
239 glSetCurrentContextPPAPI(context_.pp_resource());
243 * Include logic in ``Instance::DidChangeView`` to call ``InitGL`` whenever
244 necessary: upon application launch (when the graphics context is NULL) and
245 whenever the module's View changes size.
250 If you are porting an OpenGL ES 2.0 application, or are comfortable writing in
251 OpenGL ES 2.0, you should stick with the Pepper APIs or pure OpenGL ES 2.0 calls
252 described above. If you are porting an application that uses features not in
253 OpenGL ES 2.0, consider using Regal. Regal is an open source library that
254 supports many versions of OpenGL. Regal recently added support for Native
255 Client. Regal forwards most OpenGL calls directly to the underlying graphics
256 library, but it can also emulate other calls that are not included (when
257 hardware support exists). See `libregal
258 <http://www.altdevblogaday.com/2012/09/04/bringing-regal-opengl-to-native-client/>`_
264 Your code can call the Pepper PPB_OpenGLES2 API directly, as with any Pepper
265 interface. When you write in this way, each invocation of an OpenGL ES 2.0
266 function must begin with a reference to the Pepper interface, and the first
267 argument is the graphics context. To invoke the function ``glCompileShader``,
268 your code might look like:
272 ppb_g3d_interface->CompileShader(graphicsContext, shader);
274 This approach specifically targets the Pepper APIs. Each call corresponds to a
275 OpenGL ES 2.0 function, but the syntax is unique to Native Client, so the source
276 file is not portable.
278 Implementing a rendering loop
279 =============================
281 Graphics applications require a continuous frame render-and-redraw cycle that
282 runs at a high frequency. To achieve the best frame rate, is important to
283 understand how the OpenGL ES 2.0 code in a Native Client module interacts with
286 The Chrome and Native Client processes
287 --------------------------------------
289 Chrome is a multi-process browser. Each Chrome tab is a separate process that is
290 running an application with its own main thread (we'll call it the Chrome main
291 thread). When an application launches a Native Client module, the module runs in
292 a new, separate sandboxed process. The module's process has its own main thread
293 (the Native Client thread). The Chrome and Native Client processes communicate
294 with each other using Pepper API calls on their main threads.
296 When the Chrome main thread calls the Native Client thread (keyboard and mouse
297 callbacks, for example), the Chrome main thread will block. This means that
298 lengthy operations on the Native Client thread can steal cycles from Chrome, and
299 performing blocking operations on the Native Client thread can bring your app to
302 Native Client uses callback functions to synchronize the main threads of the
303 two processes. Only certain Pepper functions use callbacks; `SwapBuffers
304 </native-client/pepper_stable/c/struct_p_p_b___graphics3_d__1__0#a293c6941c0da084267ffba3954793497>`_
307 ``SwapBuffers`` and its callback function
308 -----------------------------------------
310 ``SwapBuffers`` is non-blocking; it is called from the Native Client thread and
311 returns immediately. When ``SwapBuffers`` is called, it runs asynchronously on
312 the Chrome main thread. It switches the graphics data buffers, handles any
313 needed compositing operations, and redraws the screen. When the screen update is
314 complete, the callback function that was included as one of ``SwapBuffer``'s
315 arguments will be called from the Chrome thread and executed on the Native
318 To create a rendering loop, your Native Client module should include a function
319 that does the rendering work and then executes ``SwapBuffers``, passing itself
320 as the ``SwapBuffer`` callback. If your rendering code is efficient and runs
321 quickly, this scheme will achieve the highest frame rate possible. The
322 documentation for ``SwapBuffers`` explains why this is optimal: because the
323 callback is executed only when the plugin's current state is actually on the
324 screen, this function provides a way to rate-limit animations. By waiting until
325 the image is on the screen before painting the next frame, you can ensure you're
326 not generating updates faster than the screen can be updated.
328 The following diagram illustrates the interaction between the Chrome and Native
329 Client processes. The application-specific rendering code runs in the function
330 called ``Draw`` on the Native Client thread. Blue down-arrows are blocking calls
331 from the main thread to Native Client, green up-arrows are non-blocking
332 ``SwapBuffers`` calls from Native Client to the main thread. All OpenGL ES 2.0
333 calls are made from ``Draw`` in the Native Client thread.
335 .. image:: /images/3d-graphics-render-loop.png
337 SDK example ``graphics_3d``
338 ---------------------------
340 The SDK example ``graphics_3d`` uses the function ``MainLoop`` (in
341 ``hello_world.cc``) to create a rendering loop as described above. ``MainLoop``
342 calls ``Render`` to do the rendering work, and then invokes ``SwapBuffers``,
343 passing itself as the callback.
347 void MainLoop(void* foo, int bar) {
348 if (g_LoadCnt == 3) {
354 PP_CompletionCallback cc = PP_MakeCompletionCallback(MainLoop, 0);
355 ppb_g3d_interface->SwapBuffers(g_context, cc);
357 PP_CompletionCallback cc = PP_MakeCompletionCallback(MainLoop, 0);
358 ppb_core_interface->CallOnMainThread(0, cc, 0);
362 Managing the OpenGL ES 2.0 pipeline
363 ===================================
365 OpenGL ES 2.0 commands do not run in the Chrome or Native Client processes. They
366 are passed into a FIFO queue in shared memory which is best understood as a `GPU
368 <http://www.chromium.org/developers/design-documents/gpu-command-buffer>`_. The
369 command buffer is shared by a dedicated GPU process. By using a separate GPU
370 process, Chrome implements another layer of runtime security, vetting all OpenGL
371 ES 2.0 commands and their arguments before they are sent on to the
372 GPU. Buffering commands through the FIFO also speeds up your code, since each
373 OpenGL ES 2.0 call in your Native Client thread returns immediately, while the
374 processing may be delayed as the GPU works down the commands queued up in the
377 Before the screen is updated, all the intervening OpenGL ES 2.0 commands must be
378 processed by the GPU. Programmers often try to ensure this by using the
379 ``glFlush`` and ``glFinish`` commands in their rendering code. In the case of
380 Native Client this is usually unnecessary. The ``SwapBuffers`` command does an
381 implicit flush, and the Chrome team is continually tweaking the GPU code to
382 consume the OpenGL ES 2.0 FIFO as fast as possible.
384 Sometimes a 3D application can write to the FIFO in a way that's difficult to
385 handle. The command pipeline may fill up and your code will have to wait for the
386 GPU to flush the FIFO. If this is the case, you may be able to add ``glFlush``
387 calls to speed up the flow of the OpenGL ES 2.0 command FIFO. Before you start
388 to add your own flushes, first try to determine if pipeline saturation is really
389 the problem by monitoring the rendering time per frame and looking for irregular
390 spikes that do not consistently fall on the same OpenGL ES 2.0 call. If you're
391 convinced the pipeline needs to be accelerated, insert ``glFlush`` calls in your
392 code before starting blocks of processing that do not generate OpenGL ES 2.0
393 commands. For example, issue a flush before you begin any multithreaded particle
394 work, so that the command buffer will be clear when you start doing OpenGL ES
395 2.0 calls again. Determining where and how often to call ``glFlush`` can be
396 tricky, you will need to experiment to find the sweet spot.
398 Rendering and inactive tabs
399 ===========================
401 Users will often switch between tabs in a multi-tab browser. A well-behaved
402 application that's performing 3D rendering should pause any real-time processing
403 and yield cycles to other processes when its tab becomes inactive.
405 In Chrome, an inactive tab will continue to execute timed functions (such as
406 ``setInterval`` and ``setTimeout``) but the timer interval will be automatically
407 overridden and limited to not less than one second while the tab is inactive. In
408 addition, any callback associated with a ``SwapBuffers`` call will not be sent
409 until the tab is active again. You may receive asynchronous callbacks from
410 functions other than ``SwapBuffers`` while a tab is inactive. Depending on the
411 design of your application, you might choose to handle them as they arrive, or
412 to queue them in a buffer and process them when the tab becomes active.
414 The time that passes while a tab is inactive can be considerable. If your main
415 thread pulse is based on the ``SwapBuffers`` callback, your app won't update
416 while a tab is inactive. A Native Client module should be able to detect and
417 respond to the state of the tab in which it's running. For example, when a tab
418 becomes inactive, you can set an atomic flag in the Native Client thread that
419 will skip the 3D rendering and ``SwapBuffers`` calls and continue to call the
420 main thread every 30 msec or so. This provides time to update features that
421 should still run in the background, like audio. It may also be helpful to call
422 ``sched_yield`` or ``usleep`` on any worker threads to release resources and
423 cede cycles to the OS.
425 Handling tab activation from the main thread
426 --------------------------------------------
428 You can detect and respond to the activation or deactivation of a tab with
429 JavaScript on your hosting page. Add an EventListener for ``visibilitychange``
430 that sends a message to the Native Client module, as in this example:
434 document.addEventListener('visibilitychange', function(){
435 if (document.hidden) {
436 // PostMessage to your Native Client module
437 document.nacl_module.postMessage('INACTIVE');
439 // PostMessage to your Native Client module
440 document.nacl_module.postMessage('ACTIVE');
445 Handling tab activation from the Native Client thread
446 -----------------------------------------------------
448 You can also detect and respond to the activation or deactivation of a tab
449 directly from your Native Client module by including code in the function
450 ``pp::Instance::DidChangeView``, which is called whenever a change in the
451 module's view occurs. The code can call ``ppb::View::IsPageVisible`` to
452 determine if the page is visible or not. The most common cause of invisible
453 pages is that the page is in a background tab.
455 Tips and best practices
456 =======================
458 Here are some suggestions for writing safe code and getting the maximum
459 performance with the Pepper 3D API.
464 * **Make sure to enable attrib 0.** OpenGL requires that you enable attrib 0,
465 but OpenGL ES 2.0 does not. For example, you can define a vertex shader with 2
466 attributes, numbered like this:
470 glBindAttribLocation(program, "positions", 1);
471 glBindAttribLocation(program, "normals", 2);
473 In this case the shader is not using attrib 0 and Chrome may have to perform
474 some additional work if it is emulating OpenGL ES 2.0 on top of OpenGL. It's
475 always more efficient to enable attrib 0, even if you do not use it.
477 * **Check how shaders compile.** Shaders can compile differently on different
478 systems, which can result in ``glGetAttrib*`` functions returning different
479 results. Be sure that the vertex attribute indices match the corresponding
480 name each time you recompile a shader.
482 * **Update indices sparingly.** For security reasons, all indices must be
483 validated. If you change indices, Native Client will validate them
484 again. Structure your code so indices are not updated often.
486 * **Use a smaller plugin and let CSS scale it.** If you're running into fillrate
487 issues, it may be beneficial to perform scaling via CSS. The size your plugin
488 renders is determined by the width and height attributes of the ``<embed>``
489 element for the module. The actual size displayed on the web page is
490 controlled by the CSS styles applied to the element.
492 * **Avoid matrix-to-matrix conversions.** With some versions of Mac OS, there is
493 a driver problem when compiling shaders. If you get compiler errors for matrix
494 transforms, avoid matrix-to-matrix conversions. For instance, upres a vec3 to
495 a vec4 before transforming it by a mat4, rather than converting the mat4 to a
501 * **Don't use client side buffers.** OpenGL ES 2.0 can use client side data with
502 ``glVertexAttribPointer`` and ``glDrawElements``, but this is really slow. Try
503 to avoid client side buffers. Use Vertex Buffer Objects (VBOs) instead.
505 * **Don't mix vertex data and index data.** By default, Pepper 3D binds buffers
506 to a single point. You could create a buffer and bind it to both
507 ``GL_ARRAY_BUFFER`` and ``GL_ELEMENT_ARRAY_BUFFER``, but that would be
508 expensive overhead and it is not recommended.
510 * **Don't call glGet* or glCheck* during rendering.** This is normal
511 advice for OpenGL programs, but is particularly important for 3D on
512 Chrome. Calls to any OpenGL ES 2.0 function whose name begins with these
513 strings blocks the Native Client thread. This includes ``glGetError``; avoid
514 calling it in release builds.
516 * **Don't use fixed point (GL_FIXED) vertex attributes.** Fixed point
517 attributes are not supported in OpenGL ES 2.0, so emulating them in OpenGL ES
518 2.0 is slow. By default, ``GL_FIXED`` support is turned off in the Pepper 3D
521 * **Don't read data from the GPU.** Don't call ``glReadPixels``, as it is slow.
523 * **Don't update a small portion of a large buffer.** In the current OpenGL ES
524 2.0 implementation when you update a portion of a buffer (with
525 ``glSubBufferData`` for example) the entire buffer must be reprocessed. To
526 avoid this problem, keep static and dynamic data in different buffers.
528 * **Don't call glDisable(GL_TEXTURE_2D).** This is an OpenGL ES 2.0
529 error. Each time it is called, an error messages will appear in Chrome's