blob: de612483ddd6caf940e2d2b76d9473758a2522e8 [file] [log] [blame]
/*
* Copyright (C) 2011, 2012 Igalia, S.L.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "config.h"
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GLContext.h"
#include "PlatformDisplay.h"
#include <wtf/ThreadSpecific.h>
#if USE(EGL)
#include "GLContextEGL.h"
#endif
#if USE(GLX)
#include "GLContextGLX.h"
#endif
using WTF::ThreadSpecific;
namespace WebCore {
class ThreadGlobalGLContext {
public:
static ThreadSpecific<ThreadGlobalGLContext>* staticGLContext;
void setContext(GLContext* context) { m_context = context; }
GLContext* context() { return m_context; }
private:
GLContext* m_context;
};
ThreadSpecific<ThreadGlobalGLContext>* ThreadGlobalGLContext::staticGLContext;
inline ThreadGlobalGLContext* currentContext()
{
if (!ThreadGlobalGLContext::staticGLContext)
ThreadGlobalGLContext::staticGLContext = new ThreadSpecific<ThreadGlobalGLContext>;
return *ThreadGlobalGLContext::staticGLContext;
}
GLContext* GLContext::sharingContext()
{
DEPRECATED_DEFINE_STATIC_LOCAL(std::unique_ptr<GLContext>, sharing, (createOffscreenContext()));
return sharing.get();
}
#if PLATFORM(X11)
// Because of driver bugs, exiting the program when there are active pbuffers
// can crash the X server (this has been observed with the official Nvidia drivers).
// We need to ensure that we clean everything up on exit. There are several reasons
// that GraphicsContext3Ds will still be alive at exit, including user error (memory
// leaks) and the page cache. In any case, we don't want the X server to crash.
typedef Vector<GLContext*> ActiveContextList;
static ActiveContextList& activeContextList()
{
DEPRECATED_DEFINE_STATIC_LOCAL(ActiveContextList, activeContexts, ());
return activeContexts;
}
void GLContext::addActiveContext(GLContext* context)
{
static bool addedAtExitHandler = false;
if (!addedAtExitHandler) {
atexit(&GLContext::cleanupActiveContextsAtExit);
addedAtExitHandler = true;
}
activeContextList().append(context);
}
static bool gCleaningUpAtExit = false;
void GLContext::removeActiveContext(GLContext* context)
{
// If we are cleaning up the context list at exit, don't bother removing the context
// from the list, since we don't want to modify the list while it's being iterated.
if (gCleaningUpAtExit)
return;
ActiveContextList& contextList = activeContextList();
size_t i = contextList.find(context);
if (i != notFound)
contextList.remove(i);
}
void GLContext::cleanupActiveContextsAtExit()
{
gCleaningUpAtExit = true;
ActiveContextList& contextList = activeContextList();
for (size_t i = 0; i < contextList.size(); ++i)
delete contextList[i];
}
#endif // PLATFORM(X11)
std::unique_ptr<GLContext> GLContext::createContextForWindow(GLNativeWindowType windowHandle, GLContext* sharingContext)
{
#if PLATFORM(WAYLAND) && USE(EGL)
if (PlatformDisplay::sharedDisplay().type() == PlatformDisplay::Type::Wayland) {
if (auto eglContext = GLContextEGL::createContext(windowHandle, sharingContext))
return WTFMove(eglContext);
return nullptr;
}
#endif
#if USE(GLX)
#if PLATFORM(WAYLAND) // Building both X11 and Wayland targets
XID GLXWindowHandle = reinterpret_cast<XID>(windowHandle);
#else
XID GLXWindowHandle = static_cast<XID>(windowHandle);
#endif
if (auto glxContext = GLContextGLX::createContext(GLXWindowHandle, sharingContext))
return WTFMove(glxContext);
#endif
#if USE(EGL)
if (auto eglContext = GLContextEGL::createContext(windowHandle, sharingContext))
return WTFMove(eglContext);
#endif
return nullptr;
}
GLContext::GLContext()
{
#if PLATFORM(X11)
addActiveContext(this);
#endif
}
std::unique_ptr<GLContext> GLContext::createOffscreenContext(GLContext* sharingContext)
{
return createContextForWindow(0, sharingContext);
}
GLContext::~GLContext()
{
if (this == currentContext()->context())
currentContext()->setContext(0);
#if PLATFORM(X11)
removeActiveContext(this);
#endif
}
bool GLContext::makeContextCurrent()
{
currentContext()->setContext(this);
return true;
}
GLContext* GLContext::getCurrent()
{
return currentContext()->context();
}
} // namespace WebCore
#endif