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      2 
      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
      6 describes how to call the OpenGL ES 2.0 interface in a Native Client module and
      7 how to build an efficient rendering loop. It also explains how to validate GPU
      8 drivers and test for specific GPU capabilities, and provides tips to help ensure
      9 your rendering code runs efficiently.</p>
     10 <aside class="note">
     11 <strong>Note</strong>: 3D drawing and OpenGL are complex topics. This document deals only
     12 with issues directly related to programming in the Native Client
     13 environment. To learn more about OpenGL ES 2.0 itself, see the <a class="reference external" href="http://opengles-book.com/">OpenGL ES 2.0
     14 Programming 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
     19 and run it on multiple platforms without worrying about the implementation
     20 details on every possible target platform. It&#8217;s difficult to provide the same
     21 support at the hardware level. Graphics hardware comes from many different
     22 manufacturers and is controlled by drivers of varying quality. A particular GPU
     23 driver may not support every OpenGL ES 2.0 feature, and some drivers are known
     24 to have vulnerabilities that can be exploited.</p>
     25 <p>Even if the GPU driver is safe to use, your program should perform a validation
     26 check before you launch your application to ensure that the driver supports all
     27 the 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
     31 implemented in JavaScript on its hosting web page. The script that performs
     32 these tests should be included before the module&#8217;s <code>embed</code> tag, and ideally
     33 the <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
     35 can, use the context to confirm the existence of any required OpenGL ES 2.0
     36 extensions.  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
     37 prefixes</a>
     38 when 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
     44 Client embed tag to the hosting web page and load the module. As part of the
     45 module initialization code, you must create a graphics context for the app by
     46 either creating a C++ <code>Graphics3D</code> object or calling <code>PPB_Graphics3D</code> API
     47 function <code>Create</code>. Don&#8217;t assume this will always succeed; you still might have
     48 problems creating the context. If you are in development mode and can&#8217;t create
     49 the context, try creating a simpler version to see if you&#8217;re asking for an
     50 unsupported feature or exceeding a driver resource limit. Your production code
     51 should always check that the context was created and fail gracefully if that&#8217;s
     52 not 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,
     56 vertex attributes, etc. On startup, call <code>glGetString(GL_EXTENSIONS)</code> and
     57 check 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>
     62 exists.</li>
     63 <li>If you are using DXT1, DXT3, or DXT5 textures, make sure the corresponding
     64 extensions <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
     69 interface <code>PPB_OpenGLES2InstancedArrays</code>, make sure the corresponding
     70 extension <code>GL_ANGLE_instanced_arrays</code> exists.</li>
     71 <li>If you are using the function <code>glRenderbufferStorageMultisampleEXT</code>, or the
     72 PPAPI interface <code>PPB_OpenGLES2FramebufferMultisample</code>, make sure the
     73 corresponding 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>,
     77 make sure the corresponding extension <code>GL_EXT_occlusion_query_boolean</code>
     78 exists.</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
     86 as 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
     93 than 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>,
     98 its Web Store <a class="reference external" href="/extensions/manifest">manifest file</a> can include the <code>webgl</code>
     99 feature 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
    108 also 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
    110 will prevent a user from installing the application if the browser is running on
    111 a machine that does not support OpenGL ES 2.0 or that is using a known
    112 blacklisted 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
    114 appear on the store&#8217;s tile display. However, it will appear in store search
    115 results or if the user links to it directly, in which case the user could still
    116 download it. But the manifest requirements will be checked when the user reaches
    117 the install page, and if there is a problem, the browser will display the
    118 message &#8220;This application is not supported on this computer. Installation has
    119 been disabled.&#8221;</p>
    120 <p>The manifest-based check applies only to downloads directly from the Chrome Web
    121 Store. It is not performed when an application is loaded via <a class="reference external" href="/webstore/inline_installation">inline
    122 installation</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
    126 most common problems before your application runs. If there are problems, your
    127 code should describe the issue as clearly as possible. That&#8217;s easy if there is a
    128 missing feature. Failure to create a graphics context is tougher to diagnose. At
    129 the very least, you can suggest that the user try to update the driver.  You
    130 might 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
    132 information 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
    137 user documentation. This might help identify if a rogue driver is the cause of a
    138 problem. There are many sources of GPU driver blacklists. Two such lists can be
    139 found 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>
    140 and <a class="reference external" href="http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists">Khronos</a>. You
    141 can use these lists to include information in your documentation that warns
    142 users 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
    146 flags (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
    160 example <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>
    170 will be application specific.</p>
    171 <pre class="prettyprint">
    172 bool 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
    200 necessary: upon application launch (when the graphics context is NULL) and
    201 whenever 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
    206 OpenGL ES 2.0, you should stick with the Pepper APIs or pure OpenGL ES 2.0 calls
    207 described above. If you are porting an application that uses features not in
    208 OpenGL ES 2.0, consider using Regal. Regal is an open source library that
    209 supports many versions of OpenGL. Regal recently added support for Native
    210 Client. Regal forwards most OpenGL calls directly to the underlying graphics
    211 library, but it can also emulate other calls that are not included (when
    212 hardware support exists). See <a class="reference external" href="http://www.altdevblogaday.com/2012/09/04/bringing-regal-opengl-to-native-client/">libregal</a>
    213 for 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
    217 interface. When you write in this way, each invocation of an OpenGL ES 2.0
    218 function must begin with a reference to the Pepper interface, and the first
    219 argument is the graphics context. To invoke the function <code>glCompileShader</code>,
    220 your code might look like:</p>
    221 <pre class="prettyprint">
    222 ppb_g3d_interface-&gt;CompileShader(graphicsContext, shader);
    223 </pre>
    224 <p>This approach specifically targets the Pepper APIs. Each call corresponds to a
    225 OpenGL ES 2.0 function, but the syntax is unique to Native Client, so the source
    226 file 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
    230 runs at a high frequency. To achieve the best frame rate, is important to
    231 understand how the OpenGL ES 2.0 code in a Native Client module interacts with
    232 Chrome.</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
    236 running an application with its own main thread (we&#8217;ll call it the Chrome main
    237 thread). When an application launches a Native Client module, the module runs in
    238 a 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
    240 with 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
    242 callbacks, for example), the Chrome main thread will block. This means that
    243 lengthy operations on the Native Client thread can steal cycles from Chrome, and
    244 performing blocking operations on the Native Client thread can bring your app to
    245 a standstill.</p>
    246 <p>Native Client uses callback functions to synchronize the main threads of the
    247 two 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>
    248 is 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
    252 returns immediately. When <code>SwapBuffers</code> is called, it runs asynchronously on
    253 the Chrome main thread. It switches the graphics data buffers, handles any
    254 needed compositing operations, and redraws the screen. When the screen update is
    255 complete, the callback function that was included as one of <code>SwapBuffer</code>&#8216;s
    256 arguments will be called from the Chrome thread and executed on the Native
    257 Client thread.</p>
    258 <p>To create a rendering loop, your Native Client module should include a function
    259 that does the rendering work and then executes <code>SwapBuffers</code>, passing itself
    260 as the <code>SwapBuffer</code> callback. If your rendering code is efficient and runs
    261 quickly, this scheme will achieve the highest frame rate possible. The
    262 documentation for <code>SwapBuffers</code> explains why this is optimal: because the
    263 callback is executed only when the plugin&#8217;s current state is actually on the
    264 screen, this function provides a way to rate-limit animations. By waiting until
    265 the image is on the screen before painting the next frame, you can ensure you&#8217;re
    266 not generating updates faster than the screen can be updated.</p>
    267 <p>The following diagram illustrates the interaction between the Chrome and Native
    268 Client processes. The application-specific rendering code runs in the function
    269 called <code>Draw</code> on the Native Client thread. Blue down-arrows are blocking calls
    270 from 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
    272 calls 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>
    278 calls <code>Render</code> to do the rendering work, and then invokes <code>SwapBuffers</code>,
    279 passing itself as the callback.</p>
    280 <pre class="prettyprint">
    281 void 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
    299 are 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
    300 command buffer</a>. The
    301 command buffer is shared by a dedicated GPU process. By using a separate GPU
    302 process, Chrome implements another layer of runtime security, vetting all OpenGL
    303 ES 2.0 commands and their arguments before they are sent on to the
    304 GPU. Buffering commands through the FIFO also speeds up your code, since each
    305 OpenGL ES 2.0 call in your Native Client thread returns immediately, while the
    306 processing may be delayed as the GPU works down the commands queued up in the
    307 FIFO.</p>
    308 <p>Before the screen is updated, all the intervening OpenGL ES 2.0 commands must be
    309 processed 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
    311 Native Client this is usually unnecessary. The <code>SwapBuffers</code> command does an
    312 implicit flush, and the Chrome team is continually tweaking the GPU code to
    313 consume 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
    315 handle. The command pipeline may fill up and your code will have to wait for the
    316 GPU to flush the FIFO. If this is the case, you may be able to add <code>glFlush</code>
    317 calls to speed up the flow of the OpenGL ES 2.0 command FIFO. Before you start
    318 to add your own flushes, first try to determine if pipeline saturation is really
    319 the problem by monitoring the rendering time per frame and looking for irregular
    320 spikes that do not consistently fall on the same OpenGL ES 2.0 call. If you&#8217;re
    321 convinced the pipeline needs to be accelerated, insert <code>glFlush</code> calls in your
    322 code before starting blocks of processing that do not generate OpenGL ES 2.0
    323 commands. For example, issue a flush before you begin any multithreaded particle
    324 work, so that the command buffer will be clear when you start doing OpenGL ES
    325 2.0 calls again. Determining where and how often to call <code>glFlush</code> can be
    326 tricky, 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
    330 application that&#8217;s performing 3D rendering should pause any real-time processing
    331 and 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
    334 overridden and limited to not less than one second while the tab is inactive. In
    335 addition, any callback associated with a <code>SwapBuffers</code> call will not be sent
    336 until the tab is active again. You may receive asynchronous callbacks from
    337 functions other than <code>SwapBuffers</code> while a tab is inactive. Depending on the
    338 design of your application, you might choose to handle them as they arrive, or
    339 to 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
    341 thread pulse is based on the <code>SwapBuffers</code> callback, your app won&#8217;t update
    342 while a tab is inactive. A Native Client module should be able to detect and
    343 respond to the state of the tab in which it&#8217;s running. For example, when a tab
    344 becomes inactive, you can set an atomic flag in the Native Client thread that
    345 will skip the 3D rendering and <code>SwapBuffers</code> calls and continue to call the
    346 main thread every 30 msec or so. This provides time to update features that
    347 should 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
    349 cede 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
    353 JavaScript on your hosting page. Add an EventListener for <code>visibilitychange</code>
    354 that sends a message to the Native Client module, as in this example:</p>
    355 <pre class="prettyprint">
    356 document.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
    370 directly 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
    372 module&#8217;s view occurs. The code can call <code>ppb::View::IsPageVisible</code> to
    373 determine if the page is visible or not. The most common cause of invisible
    374 pages 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
    378 performance 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,
    383 but OpenGL ES 2.0 does not. For example, you can define a vertex shader with 2
    384 attributes, numbered like this:</p>
    385 <pre class="prettyprint">
    386 glBindAttribLocation(program, &quot;positions&quot;, 1);
    387 glBindAttribLocation(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
    390 some additional work if it is emulating OpenGL ES 2.0 on top of OpenGL. It&#8217;s
    391 always 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
    394 systems, which can result in <code>glGetAttrib*</code> functions returning different
    395 results. Be sure that the vertex attribute indices match the corresponding
    396 name each time you recompile a shader.</li>
    397 <li><strong>Update indices sparingly.</strong> For security reasons, all indices must be
    398 validated. If you change indices, Native Client will validate them
    399 again. 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
    401 issues, it may be beneficial to perform scaling via CSS. The size your plugin
    402 renders is determined by the width and height attributes of the <code>&lt;embed&gt;</code>
    403 element for the module. The actual size displayed on the web page is
    404 controlled 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
    406 a driver problem when compiling shaders. If you get compiler errors for matrix
    407 transforms, avoid matrix-to-matrix conversions. For instance, upres a vec3 to
    408 a vec4 before transforming it by a mat4, rather than converting the mat4 to a
    409 mat3.</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
    416 to 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
    418 to 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
    420 expensive overhead and it is not recommended.</li>
    421 <li><strong>Don&#8217;t call ``glGet*`` or ``glCheck*`` during rendering.</strong> This is normal
    422 advice for OpenGL programs, but is particularly important for 3D on
    423 Chrome. Calls to any OpenGL ES 2.0 function whose name begins with these
    424 strings blocks the Native Client thread. This includes <code>glGetError</code>; avoid
    425 calling it in release builds.</li>
    426 <li><strong>Don&#8217;t use fixed point (``GL_FIXED``) vertex attributes.</strong> Fixed point
    427 attributes are not supported in OpenGL ES 2.0, so emulating them in OpenGL ES
    428 2.0 is slow. By default, <code>GL_FIXED</code> support is turned off in the Pepper 3D
    429 API.</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
    432 2.0 implementation when you update a portion of a buffer (with
    433 <code>glSubBufferData</code> for example) the entire buffer must be reprocessed. To
    434 avoid 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
    436 error. 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