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3<section id="d-graphics">
4<span id="devguide-coding-3d-graphics"></span><h1 id="d-graphics"><span id="devguide-coding-3d-graphics"></span>3D Graphics</h1>
5<p>Native Client applications use the <a class="reference external" href="http://en.wikipedia.org/wiki/OpenGL_ES">OpenGL ES 2.0</a> API for 3D rendering. This document
6describes how to call the OpenGL ES 2.0 interface in a Native Client module and
7how to build an efficient rendering loop. It also explains how to validate GPU
8drivers and test for specific GPU capabilities, and provides tips to help ensure
9your rendering code runs efficiently.</p>
10<aside class="note">
11<strong>Note</strong>: 3D drawing and OpenGL are complex topics. This document deals only
12with issues directly related to programming in the Native Client
13environment. To learn more about OpenGL ES 2.0 itself, see the <a class="reference external" href="http://opengles-book.com/">OpenGL ES 2.0
14Programming Guide</a>.
15</aside>
16<section id="validating-the-client-graphics-platform">
17<h2 id="validating-the-client-graphics-platform">Validating the client graphics platform</h2>
18<p>Native Client is a software technology that lets you code an application once
19and run it on multiple platforms without worrying about the implementation
20details on every possible target platform. It&#8217;s difficult to provide the same
21support at the hardware level. Graphics hardware comes from many different
22manufacturers and is controlled by drivers of varying quality. A particular GPU
23driver may not support every OpenGL ES 2.0 feature, and some drivers are known
24to have vulnerabilities that can be exploited.</p>
25<p>Even if the GPU driver is safe to use, your program should perform a validation
26check before you launch your application to ensure that the driver supports all
27the features you need.</p>
28<section id="vetting-the-driver-in-javascript">
29<h3 id="vetting-the-driver-in-javascript">Vetting the driver in JavaScript</h3>
30<p>At startup, the application should perform a few additional tests that can be
31implemented in JavaScript on its hosting web page. The script that performs
32these tests should be included before the module&#8217;s <code>embed</code> tag, and ideally
33the <code>embed</code> tag should appear on the hosting page only if these tests succeed.</p>
34<p>The first thing to check is whether you can create a graphics context. If you
35can, use the context to confirm the existence of any required OpenGL ES 2.0
36extensions.  You may want to refer to the <a class="reference external" href="http://www.khronos.org/registry/webgl/extensions/">extension registry</a> and include <a class="reference external" href="https://developer.mozilla.org/en-US/docs/WebGL/Using_Extensions">vendor
37prefixes</a>
38when checking for extensions.</p>
39</section><section id="vetting-the-driver-in-native-client">
40<h3 id="vetting-the-driver-in-native-client">Vetting the driver in Native Client</h3>
41<section id="create-a-context">
42<h4 id="create-a-context">Create a context</h4>
43<p>Once you&#8217;ve passed the JavaScript validation tests, it&#8217;s safe to add a Native
44Client embed tag to the hosting web page and load the module. As part of the
45module initialization code, you must create a graphics context for the app by
46either creating a C++ <code>Graphics3D</code> object or calling <code>PPB_Graphics3D</code> API
47function <code>Create</code>. Don&#8217;t assume this will always succeed; you still might have
48problems creating the context. If you are in development mode and can&#8217;t create
49the context, try creating a simpler version to see if you&#8217;re asking for an
50unsupported feature or exceeding a driver resource limit. Your production code
51should always check that the context was created and fail gracefully if that&#8217;s
52not the case.</p>
53</section><section id="check-for-extensions-and-capabilities">
54<h4 id="check-for-extensions-and-capabilities">Check for extensions and capabilities</h4>
55<p>Not every GPU supports every extension or has the same amount of texture units,
56vertex attributes, etc. On startup, call <code>glGetString(GL_EXTENSIONS)</code> and
57check for the extensions and the features you need. For example:</p>
58<ul class="small-gap">
59<li>If you are using non power-of-2 texture with mipmaps, make sure
60<code>GL_OES_texture_npot</code> exists.</li>
61<li>If you are using floating point textures, make sure <code>GL_OES_texture_float</code>
62exists.</li>
63<li>If you are using DXT1, DXT3, or DXT5 textures, make sure the corresponding
64extensions <code>EXT_texture_compression_dxt1</code>,
65<code>GL_CHROMIUM_texture_compression_dxt3</code>, and
66<code>GL_CHROMIUM_texture_compression_dxt5</code> exist.</li>
67<li>If you are using the functions <code>glDrawArraysInstancedANGLE</code>,
68<code>glDrawElementsInstancedANGLE</code>, <code>glVertexAttribDivisorANGLE</code>, or the PPAPI
69interface <code>PPB_OpenGLES2InstancedArrays</code>, make sure the corresponding
70extension <code>GL_ANGLE_instanced_arrays</code> exists.</li>
71<li>If you are using the function <code>glRenderbufferStorageMultisampleEXT</code>, or the
72PPAPI interface <code>PPB_OpenGLES2FramebufferMultisample</code>, make sure the
73corresponding extension <code>GL_CHROMIUM_framebuffer_multisample</code> exists.</li>
74<li>If you are using the functions <code>glGenQueriesEXT</code>, <code>glDeleteQueriesEXT</code>,
75<code>glIsQueryEXT</code>, <code>glBeginQueryEXT</code>, <code>glEndQueryEXT</code>, <code>glGetQueryivEXT</code>,
76<code>glGetQueryObjectuivEXT</code>, or the PPAPI interface <code>PPB_OpenGLES2Query</code>,
77make sure the corresponding extension <code>GL_EXT_occlusion_query_boolean</code>
78exists.</li>
79<li>If you are using the functions <code>glMapBufferSubDataCHROMIUM</code>,
80<code>glUnmapBufferSubDataCHROMIUM</code>, <code>glMapTexSubImage2DCHROMIUM</code>,
81<code>glUnmapTexSubImage2DCHROMIUM</code>, or the PPAPI interface
82<code>PPB_OpenGLES2ChromiumMapSub</code>, make sure the corresponding extension
83<code>GL_CHROMIUM_map_sub</code> exists.</li>
84</ul>
85<p>Check for system capabilites with <code>glGetIntegerv</code> and adjust shader programs
86as well as texture and vertex data accordingly:</p>
87<ul class="small-gap">
88<li>If you are using textures in vertex shaders, make sure
89<code>glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, ...)</code> and
90<code>glGetIntegerv(GL_MAX_TEXTURE_SIZE, ...)</code> return values greater than 0.</li>
91<li>If you are using more than 8 textures in a single shader, make sure
92<code>glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, ...)</code> returns a value greater
93than or equal to the number of simultaneous textures you need.</li>
94</ul>
95</section></section><section id="vetting-the-driver-in-the-chrome-web-store">
96<h3 id="vetting-the-driver-in-the-chrome-web-store">Vetting the driver in the Chrome Web Store</h3>
97<p>If you choose to place your application in the <a class="reference external" href="/webstore">Chrome Web Store</a>,
98its Web Store <a class="reference external" href="/extensions/manifest">manifest file</a> can include the <code>webgl</code>
99feature in the requirements parameter. It looks like this:</p>
100<pre class="prettyprint">
101&quot;requirements&quot;: {
102  &quot;3D&quot;: {
103    &quot;features&quot;: [&quot;webgl&quot;]
104  }
105}
106</pre>
107<p>While WebGL is technically a JavaScript API, specifying the <code>webgl</code> feature
108also works for OpenGL ES 2.0 because both interfaces use the same driver.</p>
109<p>This manifest item is not required, but if you include it, the Chrome Web Store
110will prevent a user from installing the application if the browser is running on
111a machine that does not support OpenGL ES 2.0 or that is using a known
112blacklisted GPU driver that could invite an attack.</p>
113<p>If the Web Store determines that the user&#8217;s driver is deficient, the app won&#8217;t
114appear on the store&#8217;s tile display. However, it will appear in store search
115results or if the user links to it directly, in which case the user could still
116download it. But the manifest requirements will be checked when the user reaches
117the install page, and if there is a problem, the browser will display the
118message &#8220;This application is not supported on this computer. Installation has
119been disabled.&#8221;</p>
120<p>The manifest-based check applies only to downloads directly from the Chrome Web
121Store. It is not performed when an application is loaded via <a class="reference external" href="/webstore/inline_installation">inline
122installation</a>.</p>
123</section><section id="what-to-do-when-there-are-problems">
124<h3 id="what-to-do-when-there-are-problems">What to do when there are problems</h3>
125<p>Using the vetting procedure described above, you should be able to detect the
126most common problems before your application runs. If there are problems, your
127code should describe the issue as clearly as possible. That&#8217;s easy if there is a
128missing feature. Failure to create a graphics context is tougher to diagnose. At
129the very least, you can suggest that the user try to update the driver.  You
130might want to linke to the Chrome page that describes <a class="reference external" href="http://support.google.com/chrome/bin/answer.py?hl=en&answer=1202946">how to do updates</a>.</p>
131<p>If a user can&#8217;t update the driver, or their problem persists, be sure to gather
132information about their graphics environment. Ask for the contents of the Chrome
133<code>about:gpu</code> page.</p>
134</section><section id="document-unreliable-drivers">
135<h3 id="document-unreliable-drivers">Document unreliable drivers</h3>
136<p>It can be helpful to include information about known dubious drivers in your
137user documentation. This might help identify if a rogue driver is the cause of a
138problem. There are many sources of GPU driver blacklists. Two such lists can be
139found at the <a class="reference external" href="http://src.chromium.org/viewvc/chrome/trunk/deps/gpu/software_rendering_list/software_rendering_list.json">Chromium project</a>
140and <a class="reference external" href="http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists">Khronos</a>. You
141can use these lists to include information in your documentation that warns
142users about dangerous drivers.</p>
143</section><section id="test-your-defenses">
144<h3 id="test-your-defenses">Test your defenses</h3>
145<p>You can test your driver validation code by running Chrome with the following
146flags (all at once) and watching how your application responds:</p>
147<ul class="small-gap">
148<li><code>--disable-webgl</code></li>
149<li><code>--disable-pepper-3d</code></li>
150<li><code>--disable_multisampling</code></li>
151<li><code>--disable-accelerated-compositing</code></li>
152<li><code>--disable-accelerated-2d-canvas</code></li>
153</ul>
154</section></section><section id="calling-opengl-es-2-0-commands">
155<h2 id="calling-opengl-es-2-0-commands">Calling OpenGL ES 2.0 commands</h2>
156<p>There are three ways to write OpenGL ES 2.0 calls in Native Client.</p>
157<section id="use-pure-opengl-es-2-0-function-calls">
158<h3 id="use-pure-opengl-es-2-0-function-calls">Use &#8220;pure&#8221; OpenGL ES 2.0 function calls</h3>
159<p>You can make OpenGL ES 2.0 calls through a Pepper extension library.  The SDK
160example <code>examples/api/graphics_3d</code> works this way.  In the file
161<code>graphics_3d.cc</code>, the key initialization steps are as follows:</p>
162<ul class="small-gap">
163<li><p class="first">Add these includes at the top of the file:</p>
164<pre class="prettyprint">
165#include &lt;GLES2/gl2.h&gt;
166#include &quot;ppapi/lib/gl/gles2/gl2ext_ppapi.h&quot;
167</pre>
168</li>
169<li><p class="first">Define the function <code>InitGL</code>. The exact specification of <code>attrib_list</code>
170will be application specific.</p>
171<pre class="prettyprint">
172bool InitGL(int32_t new_width, int32_t new_height) {
173  if (!glInitializePPAPI(pp::Module::Get()-&gt;get_browser_interface())) {
174    fprintf(stderr, &quot;Unable to initialize GL PPAPI!\n&quot;);
175    return false;
176  }
177
178  const int32_t attrib_list[] = {
179    PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
180    PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
181    PP_GRAPHICS3DATTRIB_WIDTH, new_width,
182    PP_GRAPHICS3DATTRIB_HEIGHT, new_height,
183    PP_GRAPHICS3DATTRIB_NONE
184  };
185
186  context_ = pp::Graphics3D(this, attrib_list);
187  if (!BindGraphics(context_)) {
188    fprintf(stderr, &quot;Unable to bind 3d context!\n&quot;);
189    context_ = pp::Graphics3D();
190    glSetCurrentContextPPAPI(0);
191    return false;
192  }
193
194  glSetCurrentContextPPAPI(context_.pp_resource());
195  return true;
196}
197</pre>
198</li>
199<li>Include logic in <code>Instance::DidChangeView</code> to call <code>InitGL</code> whenever
200necessary: upon application launch (when the graphics context is NULL) and
201whenever the module&#8217;s View changes size.</li>
202</ul>
203</section><section id="use-regal">
204<h3 id="use-regal">Use Regal</h3>
205<p>If you are porting an OpenGL ES 2.0 application, or are comfortable writing in
206OpenGL ES 2.0, you should stick with the Pepper APIs or pure OpenGL ES 2.0 calls
207described above. If you are porting an application that uses features not in
208OpenGL ES 2.0, consider using Regal. Regal is an open source library that
209supports many versions of OpenGL. Regal recently added support for Native
210Client. Regal forwards most OpenGL calls directly to the underlying graphics
211library, but it can also emulate other calls that are not included (when
212hardware support exists). See <a class="reference external" href="http://www.altdevblogaday.com/2012/09/04/bringing-regal-opengl-to-native-client/">libregal</a>
213for more info.</p>
214</section><section id="use-the-pepper-api">
215<h3 id="use-the-pepper-api">Use the Pepper API</h3>
216<p>Your code can call the Pepper PPB_OpenGLES2 API directly, as with any Pepper
217interface. When you write in this way, each invocation of an OpenGL ES 2.0
218function must begin with a reference to the Pepper interface, and the first
219argument is the graphics context. To invoke the function <code>glCompileShader</code>,
220your code might look like:</p>
221<pre class="prettyprint">
222ppb_g3d_interface-&gt;CompileShader(graphicsContext, shader);
223</pre>
224<p>This approach specifically targets the Pepper APIs. Each call corresponds to a
225OpenGL ES 2.0 function, but the syntax is unique to Native Client, so the source
226file is not portable.</p>
227</section></section><section id="implementing-a-rendering-loop">
228<h2 id="implementing-a-rendering-loop">Implementing a rendering loop</h2>
229<p>Graphics applications require a continuous frame render-and-redraw cycle that
230runs at a high frequency. To achieve the best frame rate, is important to
231understand how the OpenGL ES 2.0 code in a Native Client module interacts with
232Chrome.</p>
233<section id="the-chrome-and-native-client-processes">
234<h3 id="the-chrome-and-native-client-processes">The Chrome and Native Client processes</h3>
235<p>Chrome is a multi-process browser. Each Chrome tab is a separate process that is
236running an application with its own main thread (we&#8217;ll call it the Chrome main
237thread). When an application launches a Native Client module, the module runs in
238a new, separate sandboxed process. The module&#8217;s process has its own main thread
239(the Native Client thread). The Chrome and Native Client processes communicate
240with each other using Pepper API calls on their main threads.</p>
241<p>When the Chrome main thread calls the Native Client thread (keyboard and mouse
242callbacks, for example), the Chrome main thread will block. This means that
243lengthy operations on the Native Client thread can steal cycles from Chrome, and
244performing blocking operations on the Native Client thread can bring your app to
245a standstill.</p>
246<p>Native Client uses callback functions to synchronize the main threads of the
247two processes. Only certain Pepper functions use callbacks; <a class="reference external" href="/native-client/pepper_stable/c/struct_p_p_b___graphics3_d__1__0#a293c6941c0da084267ffba3954793497">SwapBuffers</a>
248is one.</p>
249</section><section id="swapbuffers-and-its-callback-function">
250<h3 id="swapbuffers-and-its-callback-function"><code>SwapBuffers</code> and its callback function</h3>
251<p><code>SwapBuffers</code> is non-blocking; it is called from the Native Client thread and
252returns immediately. When <code>SwapBuffers</code> is called, it runs asynchronously on
253the Chrome main thread. It switches the graphics data buffers, handles any
254needed compositing operations, and redraws the screen. When the screen update is
255complete, the callback function that was included as one of <code>SwapBuffer</code>&#8216;s
256arguments will be called from the Chrome thread and executed on the Native
257Client thread.</p>
258<p>To create a rendering loop, your Native Client module should include a function
259that does the rendering work and then executes <code>SwapBuffers</code>, passing itself
260as the <code>SwapBuffer</code> callback. If your rendering code is efficient and runs
261quickly, this scheme will achieve the highest frame rate possible. The
262documentation for <code>SwapBuffers</code> explains why this is optimal: because the
263callback is executed only when the plugin&#8217;s current state is actually on the
264screen, this function provides a way to rate-limit animations. By waiting until
265the image is on the screen before painting the next frame, you can ensure you&#8217;re
266not generating updates faster than the screen can be updated.</p>
267<p>The following diagram illustrates the interaction between the Chrome and Native
268Client processes. The application-specific rendering code runs in the function
269called <code>Draw</code> on the Native Client thread. Blue down-arrows are blocking calls
270from the main thread to Native Client, green up-arrows are non-blocking
271<code>SwapBuffers</code> calls from Native Client to the main thread. All OpenGL ES 2.0
272calls are made from <code>Draw</code> in the Native Client thread.</p>
273<img alt="/native-client/images/3d-graphics-render-loop.png" src="/native-client/images/3d-graphics-render-loop.png" />
274</section><section id="sdk-example-graphics-3d">
275<h3 id="sdk-example-graphics-3d">SDK example <code>graphics_3d</code></h3>
276<p>The SDK example <code>graphics_3d</code> uses the function <code>MainLoop</code> (in
277<code>hello_world.cc</code>) to create a rendering loop as described above. <code>MainLoop</code>
278calls <code>Render</code> to do the rendering work, and then invokes <code>SwapBuffers</code>,
279passing itself as the callback.</p>
280<pre class="prettyprint">
281void MainLoop(void* foo, int bar) {
282  if (g_LoadCnt == 3) {
283    InitProgram();
284    g_LoadCnt++;
285  }
286  if (g_LoadCnt &gt; 3) {
287    Render();
288    PP_CompletionCallback cc = PP_MakeCompletionCallback(MainLoop, 0);
289    ppb_g3d_interface-&gt;SwapBuffers(g_context, cc);
290  } else {
291    PP_CompletionCallback cc = PP_MakeCompletionCallback(MainLoop, 0);
292    ppb_core_interface-&gt;CallOnMainThread(0, cc, 0);
293  }
294}
295</pre>
296</section></section><section id="managing-the-opengl-es-2-0-pipeline">
297<h2 id="managing-the-opengl-es-2-0-pipeline">Managing the OpenGL ES 2.0 pipeline</h2>
298<p>OpenGL ES 2.0 commands do not run in the Chrome or Native Client processes. They
299are passed into a FIFO queue in shared memory which is best understood as a <a class="reference external" href="http://www.chromium.org/developers/design-documents/gpu-command-buffer">GPU
300command buffer</a>. The
301command buffer is shared by a dedicated GPU process. By using a separate GPU
302process, Chrome implements another layer of runtime security, vetting all OpenGL
303ES 2.0 commands and their arguments before they are sent on to the
304GPU. Buffering commands through the FIFO also speeds up your code, since each
305OpenGL ES 2.0 call in your Native Client thread returns immediately, while the
306processing may be delayed as the GPU works down the commands queued up in the
307FIFO.</p>
308<p>Before the screen is updated, all the intervening OpenGL ES 2.0 commands must be
309processed by the GPU. Programmers often try to ensure this by using the
310<code>glFlush</code> and <code>glFinish</code> commands in their rendering code. In the case of
311Native Client this is usually unnecessary. The <code>SwapBuffers</code> command does an
312implicit flush, and the Chrome team is continually tweaking the GPU code to
313consume the OpenGL ES 2.0 FIFO as fast as possible.</p>
314<p>Sometimes a 3D application can write to the FIFO in a way that&#8217;s difficult to
315handle. The command pipeline may fill up and your code will have to wait for the
316GPU to flush the FIFO. If this is the case, you may be able to add <code>glFlush</code>
317calls to speed up the flow of the OpenGL ES 2.0 command FIFO. Before you start
318to add your own flushes, first try to determine if pipeline saturation is really
319the problem by monitoring the rendering time per frame and looking for irregular
320spikes that do not consistently fall on the same OpenGL ES 2.0 call. If you&#8217;re
321convinced the pipeline needs to be accelerated, insert <code>glFlush</code> calls in your
322code before starting blocks of processing that do not generate OpenGL ES 2.0
323commands. For example, issue a flush before you begin any multithreaded particle
324work, so that the command buffer will be clear when you start doing OpenGL ES
3252.0 calls again. Determining where and how often to call <code>glFlush</code> can be
326tricky, you will need to experiment to find the sweet spot.</p>
327</section><section id="rendering-and-inactive-tabs">
328<h2 id="rendering-and-inactive-tabs">Rendering and inactive tabs</h2>
329<p>Users will often switch between tabs in a multi-tab browser. A well-behaved
330application that&#8217;s performing 3D rendering should pause any real-time processing
331and yield cycles to other processes when its tab becomes inactive.</p>
332<p>In Chrome, an inactive tab will continue to execute timed functions (such as
333<code>setInterval</code> and <code>setTimeout</code>) but the timer interval will be automatically
334overridden and limited to not less than one second while the tab is inactive. In
335addition, any callback associated with a <code>SwapBuffers</code> call will not be sent
336until the tab is active again. You may receive asynchronous callbacks from
337functions other than <code>SwapBuffers</code> while a tab is inactive. Depending on the
338design of your application, you might choose to handle them as they arrive, or
339to queue them in a buffer and process them when the tab becomes active.</p>
340<p>The time that passes while a tab is inactive can be considerable. If your main
341thread pulse is based on the <code>SwapBuffers</code> callback, your app won&#8217;t update
342while a tab is inactive. A Native Client module should be able to detect and
343respond to the state of the tab in which it&#8217;s running. For example, when a tab
344becomes inactive, you can set an atomic flag in the Native Client thread that
345will skip the 3D rendering and <code>SwapBuffers</code> calls and continue to call the
346main thread every 30 msec or so. This provides time to update features that
347should still run in the background, like audio. It may also be helpful to call
348<code>sched_yield</code> or <code>usleep</code> on any worker threads to release resources and
349cede cycles to the OS.</p>
350<section id="handling-tab-activation-from-the-main-thread">
351<h3 id="handling-tab-activation-from-the-main-thread">Handling tab activation from the main thread</h3>
352<p>You can detect and respond to the activation or deactivation of a tab with
353JavaScript on your hosting page. Add an EventListener for <code>visibilitychange</code>
354that sends a message to the Native Client module, as in this example:</p>
355<pre class="prettyprint">
356document.addEventListener('visibilitychange', function(){
357  if (document.hidden) {
358    // PostMessage to your Native Client module
359    document.nacl_module.postMessage('INACTIVE');
360  } else {
361    // PostMessage to your Native Client module
362    document.nacl_module.postMessage('ACTIVE');
363  }
364
365}, false);
366</pre>
367</section><section id="handling-tab-activation-from-the-native-client-thread">
368<h3 id="handling-tab-activation-from-the-native-client-thread">Handling tab activation from the Native Client thread</h3>
369<p>You can also detect and respond to the activation or deactivation of a tab
370directly from your Native Client module by including code in the function
371<code>pp::Instance::DidChangeView</code>, which is called whenever a change in the
372module&#8217;s view occurs. The code can call <code>ppb::View::IsPageVisible</code> to
373determine if the page is visible or not. The most common cause of invisible
374pages is that the page is in a background tab.</p>
375</section></section><section id="tips-and-best-practices">
376<h2 id="tips-and-best-practices">Tips and best practices</h2>
377<p>Here are some suggestions for writing safe code and getting the maximum
378performance with the Pepper 3D API.</p>
379<section id="do-s">
380<h3 id="do-s">Do&#8217;s</h3>
381<ul class="small-gap">
382<li><p class="first"><strong>Make sure to enable attrib 0.</strong> OpenGL requires that you enable attrib 0,
383but OpenGL ES 2.0 does not. For example, you can define a vertex shader with 2
384attributes, numbered like this:</p>
385<pre class="prettyprint">
386glBindAttribLocation(program, &quot;positions&quot;, 1);
387glBindAttribLocation(program, &quot;normals&quot;, 2);
388</pre>
389<p>In this case the shader is not using attrib 0 and Chrome may have to perform
390some additional work if it is emulating OpenGL ES 2.0 on top of OpenGL. It&#8217;s
391always more efficient to enable attrib 0, even if you do not use it.</p>
392</li>
393<li><strong>Check how shaders compile.</strong> Shaders can compile differently on different
394systems, which can result in <code>glGetAttrib*</code> functions returning different
395results. Be sure that the vertex attribute indices match the corresponding
396name each time you recompile a shader.</li>
397<li><strong>Update indices sparingly.</strong> For security reasons, all indices must be
398validated. If you change indices, Native Client will validate them
399again. Structure your code so indices are not updated often.</li>
400<li><strong>Use a smaller plugin and let CSS scale it.</strong> If you&#8217;re running into fillrate
401issues, it may be beneficial to perform scaling via CSS. The size your plugin
402renders is determined by the width and height attributes of the <code>&lt;embed&gt;</code>
403element for the module. The actual size displayed on the web page is
404controlled by the CSS styles applied to the element.</li>
405<li><strong>Avoid matrix-to-matrix conversions.</strong> With some versions of Mac OS, there is
406a driver problem when compiling shaders. If you get compiler errors for matrix
407transforms, avoid matrix-to-matrix conversions. For instance, upres a vec3 to
408a vec4 before transforming it by a mat4, rather than converting the mat4 to a
409mat3.</li>
410</ul>
411</section><section id="don-ts">
412<h3 id="don-ts">Don&#8217;ts</h3>
413<ul class="small-gap">
414<li><strong>Don&#8217;t use client side buffers.</strong> OpenGL ES 2.0 can use client side data with
415<code>glVertexAttribPointer</code> and <code>glDrawElements</code>, but this is really slow. Try
416to avoid client side buffers. Use Vertex Buffer Objects (VBOs) instead.</li>
417<li><strong>Don&#8217;t mix vertex data and index data.</strong> By default, Pepper 3D binds buffers
418to a single point. You could create a buffer and bind it to both
419<code>GL_ARRAY_BUFFER</code> and <code>GL_ELEMENT_ARRAY_BUFFER</code>, but that would be
420expensive overhead and it is not recommended.</li>
421<li><strong>Don&#8217;t call ``glGet*`` or ``glCheck*`` during rendering.</strong> This is normal
422advice for OpenGL programs, but is particularly important for 3D on
423Chrome. Calls to any OpenGL ES 2.0 function whose name begins with these
424strings blocks the Native Client thread. This includes <code>glGetError</code>; avoid
425calling it in release builds.</li>
426<li><strong>Don&#8217;t use fixed point (``GL_FIXED``) vertex attributes.</strong> Fixed point
427attributes are not supported in OpenGL ES 2.0, so emulating them in OpenGL ES
4282.0 is slow. By default, <code>GL_FIXED</code> support is turned off in the Pepper 3D
429API.</li>
430<li><strong>Don&#8217;t read data from the GPU.</strong> Don&#8217;t call <code>glReadPixels</code>, as it is slow.</li>
431<li><strong>Don&#8217;t update a small portion of a large buffer.</strong> In the current OpenGL ES
4322.0 implementation when you update a portion of a buffer (with
433<code>glSubBufferData</code> for example) the entire buffer must be reprocessed. To
434avoid this problem, keep static and dynamic data in different buffers.</li>
435<li><strong>Don&#8217;t call ``glDisable(GL_TEXTURE_2D)``.</strong> This is an OpenGL ES 2.0
436error. Each time it is called, an error messages will appear in Chrome&#8217;s
437<code>about:gpu</code> tab.</li>
438</ul>
439</section></section></section>
440
441{{/partials.standard_nacl_article}}
442