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/*
* Copyright (C) 2010 Apple Inc. All rights reserved.
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2011 Igalia S.L.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "GraphicsContextGLOpenGL.h"
#if ENABLE(GRAPHICS_CONTEXT_GL) && USE(TEXTURE_MAPPER)
#include "GraphicsContextGLOpenGLPrivate.h"
#include "TextureMapperGC3DPlatformLayer.h"
#include <ANGLE/ShaderLang.h>
#include <wtf/Deque.h>
#include <wtf/NeverDestroyed.h>
#if USE(ANGLE)
#define EGL_EGL_PROTOTYPES 0
// Skip the inclusion of ANGLE's explicit context entry points for now.
#define GL_ANGLE_explicit_context
#define GL_ANGLE_explicit_context_gles1
typedef void* GLeglContext;
#include <ANGLE/egl.h>
#include <ANGLE/eglext.h>
#include <ANGLE/eglext_angle.h>
#include <ANGLE/entry_points_egl.h>
#include <ANGLE/entry_points_gles_2_0_autogen.h>
#include <ANGLE/entry_points_gles_ext_autogen.h>
#include <ANGLE/gl2ext.h>
#include <ANGLE/gl2ext_angle.h>
#if defined(Above)
#undef Above
#endif
#if defined(Below)
#undef Below
#endif
#if defined(None)
#undef None
#endif
#elif USE(LIBEPOXY)
#include <epoxy/gl.h>
#elif !USE(OPENGL_ES)
#include "OpenGLShims.h"
#endif
#if USE(ANGLE)
#include "ExtensionsGLANGLE.h"
#elif USE(OPENGL_ES)
#include "ExtensionsGLOpenGLES.h"
#else
#include "ExtensionsGLOpenGL.h"
#endif
#if USE(NICOSIA)
#if USE(ANGLE)
#include "NicosiaGC3DANGLELayer.h"
#else
#include "NicosiaGC3DLayer.h"
#endif
#endif
namespace WebCore {
static const size_t MaxActiveContexts = 16;
static Deque<GraphicsContextGLOpenGL*, MaxActiveContexts>& activeContexts()
{
static NeverDestroyed<Deque<GraphicsContextGLOpenGL*, MaxActiveContexts>> s_activeContexts;
return s_activeContexts;
}
RefPtr<GraphicsContextGLOpenGL> GraphicsContextGLOpenGL::create(GraphicsContextGLAttributes attributes, HostWindow* hostWindow, GraphicsContextGLOpenGL::Destination destination)
{
// This implementation doesn't currently support rendering directly to the HostWindow.
if (destination == Destination::DirectlyToHostWindow)
return nullptr;
static bool initialized = false;
static bool success = true;
if (!initialized) {
#if !USE(OPENGL_ES) && !USE(LIBEPOXY) && !USE(ANGLE)
success = initializeOpenGLShims();
#endif
initialized = true;
}
if (!success)
return nullptr;
auto& contexts = activeContexts();
if (contexts.size() >= MaxActiveContexts)
contexts.first()->recycleContext();
// Calling recycleContext() above should have lead to the graphics context being
// destroyed and thus removed from the active contexts list.
if (contexts.size() >= MaxActiveContexts)
return nullptr;
// Create the GraphicsContextGLOpenGL object first in order to establist a current context on this thread.
auto context = adoptRef(new GraphicsContextGLOpenGL(attributes, hostWindow, destination));
#if USE(LIBEPOXY) && USE(OPENGL_ES)
// Bail if GLES3 was requested but cannot be provided.
if (attributes.isWebGL2 && !epoxy_is_desktop_gl() && epoxy_gl_version() < 30)
return nullptr;
#endif
contexts.append(context.get());
return context;
}
#if USE(ANGLE)
GraphicsContextGLOpenGL::GraphicsContextGLOpenGL(GraphicsContextGLAttributes attributes, HostWindow*, GraphicsContextGLOpenGL::Destination destination, GraphicsContextGLOpenGL* sharedContext)
: GraphicsContextGL(attributes, destination, sharedContext)
{
ASSERT_UNUSED(sharedContext, !sharedContext);
#if USE(NICOSIA)
m_nicosiaLayer = WTF::makeUnique<Nicosia::GC3DANGLELayer>(*this, destination);
#else
m_texmapLayer = WTF::makeUnique<TextureMapperGC3DPlatformLayer>(*this, destination);
#endif
makeContextCurrent();
validateAttributes();
attributes = contextAttributes(); // They may have changed during validation.
if (destination == Destination::Offscreen) {
// Create a texture to render into.
gl::GenTextures(1, &m_texture);
gl::BindTexture(GL_TEXTURE_RECTANGLE_ANGLE, m_texture);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl::BindTexture(GL_TEXTURE_RECTANGLE_ANGLE, 0);
// Create an FBO.
gl::GenFramebuffers(1, &m_fbo);
gl::BindFramebuffer(GL_FRAMEBUFFER, m_fbo);
#if USE(COORDINATED_GRAPHICS)
gl::GenTextures(1, &m_compositorTexture);
gl::BindTexture(GL_TEXTURE_RECTANGLE_ANGLE, m_compositorTexture);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl::GenTextures(1, &m_intermediateTexture);
gl::BindTexture(GL_TEXTURE_RECTANGLE_ANGLE, m_intermediateTexture);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl::TexParameterf(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl::TexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl::BindTexture(GL_TEXTURE_RECTANGLE_ANGLE, 0);
#endif
// Create a multisample FBO.
ASSERT(m_state.boundReadFBO == m_state.boundDrawFBO);
if (attributes.antialias) {
gl::GenFramebuffers(1, &m_multisampleFBO);
gl::BindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
m_state.boundDrawFBO = m_state.boundReadFBO = m_multisampleFBO;
gl::GenRenderbuffers(1, &m_multisampleColorBuffer);
if (attributes.stencil || attributes.depth)
gl::GenRenderbuffers(1, &m_multisampleDepthStencilBuffer);
} else {
// Bind canvas FBO.
gl::BindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_state.boundDrawFBO = m_state.boundReadFBO = m_fbo;
#if USE(OPENGL_ES)
if (attributes.depth)
gl::GenRenderbuffers(1, &m_depthBuffer);
if (attributes.stencil)
gl::GenRenderbuffers(1, &m_stencilBuffer);
#endif
if (attributes.stencil || attributes.depth)
gl::GenRenderbuffers(1, &m_depthStencilBuffer);
}
}
gl::ClearColor(0, 0, 0, 0);
}
#else
GraphicsContextGLOpenGL::GraphicsContextGLOpenGL(GraphicsContextGLAttributes attributes, HostWindow*, GraphicsContextGLOpenGL::Destination destination, GraphicsContextGLOpenGL* sharedContext)
: GraphicsContextGL(attributes, destination, sharedContext)
{
ASSERT_UNUSED(sharedContext, !sharedContext);
#if USE(NICOSIA)
m_nicosiaLayer = makeUnique<Nicosia::GC3DLayer>(*this, destination);
#else
m_texmapLayer = makeUnique<TextureMapperGC3DPlatformLayer>(*this, destination);
#endif
makeContextCurrent();
validateAttributes();
attributes = contextAttributes(); // They may have changed during validation.
if (destination == Destination::Offscreen) {
// Create a texture to render into.
::glGenTextures(1, &m_texture);
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glBindTexture(GL_TEXTURE_2D, 0);
// Create an FBO.
::glGenFramebuffers(1, &m_fbo);
::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
#if USE(COORDINATED_GRAPHICS)
::glGenTextures(1, &m_compositorTexture);
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glGenTextures(1, &m_intermediateTexture);
::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glBindTexture(GL_TEXTURE_2D, 0);
#endif
// Create a multisample FBO.
ASSERT(m_state.boundReadFBO == m_state.boundDrawFBO);
if (attributes.antialias) {
::glGenFramebuffers(1, &m_multisampleFBO);
::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
m_state.boundDrawFBO = m_state.boundReadFBO = m_multisampleFBO;
::glGenRenderbuffers(1, &m_multisampleColorBuffer);
if (attributes.stencil || attributes.depth)
::glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer);
} else {
// Bind canvas FBO.
glBindFramebuffer(GraphicsContextGLOpenGL::FRAMEBUFFER, m_fbo);
m_state.boundDrawFBO = m_state.boundReadFBO = m_fbo;
#if USE(OPENGL_ES)
if (attributes.depth)
glGenRenderbuffers(1, &m_depthBuffer);
if (attributes.stencil)
glGenRenderbuffers(1, &m_stencilBuffer);
#endif
if (attributes.stencil || attributes.depth)
glGenRenderbuffers(1, &m_depthStencilBuffer);
}
}
#if !USE(OPENGL_ES)
::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
if (GLContext::current()->version() >= 320) {
m_usingCoreProfile = true;
// From version 3.2 on we use the OpenGL Core profile, so request that ouput to the shader compiler.
// OpenGL version 3.2 uses GLSL version 1.50.
m_compiler = ANGLEWebKitBridge(SH_GLSL_150_CORE_OUTPUT);
// From version 3.2 on we use the OpenGL Core profile, and we need a VAO for rendering.
// A VAO could be created and bound by each component using GL rendering (TextureMapper, WebGL, etc). This is
// a simpler solution: the first GraphicsContextGLOpenGL created on a GLContext will create and bind a VAO for that context.
GCGLint currentVAO = 0;
getIntegerv(GraphicsContextGLOpenGL::VERTEX_ARRAY_BINDING, &currentVAO);
if (!currentVAO) {
m_vao = createVertexArray();
bindVertexArray(m_vao);
}
} else {
// For lower versions request the compatibility output to the shader compiler.
m_compiler = ANGLEWebKitBridge(SH_GLSL_COMPATIBILITY_OUTPUT);
// GL_POINT_SPRITE is needed in lower versions.
::glEnable(GL_POINT_SPRITE);
}
#else
// Adjust the shader specification depending on whether GLES3 (i.e. WebGL2 support) was requested.
m_compiler = ANGLEWebKitBridge(SH_ESSL_OUTPUT, attributes.isWebGL2 ? SH_WEBGL2_SPEC : SH_WEBGL_SPEC);
#endif
// ANGLE initialization.
ShBuiltInResources ANGLEResources;
sh::InitBuiltInResources(&ANGLEResources);
getIntegerv(GraphicsContextGLOpenGL::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
getIntegerv(GraphicsContextGLOpenGL::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
getIntegerv(GraphicsContextGLOpenGL::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
getIntegerv(GraphicsContextGLOpenGL::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
getIntegerv(GraphicsContextGLOpenGL::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
getIntegerv(GraphicsContextGLOpenGL::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
getIntegerv(GraphicsContextGLOpenGL::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
// Always set to 1 for OpenGL ES.
ANGLEResources.MaxDrawBuffers = 1;
GCGLint range[2], precision;
getShaderPrecisionFormat(GraphicsContextGLOpenGL::FRAGMENT_SHADER, GraphicsContextGLOpenGL::HIGH_FLOAT, range, &precision);
ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision);
m_compiler.setResources(ANGLEResources);
::glClearColor(0, 0, 0, 0);
}
#endif
#if USE(ANGLE)
GraphicsContextGLOpenGL::~GraphicsContextGLOpenGL()
{
makeContextCurrent();
if (m_texture)
gl::DeleteTextures(1, &m_texture);
#if USE(COORDINATED_GRAPHICS)
if (m_compositorTexture)
gl::DeleteTextures(1, &m_compositorTexture);
#endif
auto attributes = contextAttributes();
if (attributes.antialias) {
gl::DeleteRenderbuffers(1, &m_multisampleColorBuffer);
if (attributes.stencil || attributes.depth)
gl::DeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer);
gl::DeleteFramebuffers(1, &m_multisampleFBO);
} else if (attributes.stencil || attributes.depth) {
#if USE(OPENGL_ES)
if (m_depthBuffer)
glDeleteRenderbuffers(1, &m_depthBuffer);
if (m_stencilBuffer)
glDeleteRenderbuffers(1, &m_stencilBuffer);
#endif
if (m_depthStencilBuffer)
gl::DeleteRenderbuffers(1, &m_depthStencilBuffer);
}
gl::DeleteFramebuffers(1, &m_fbo);
#if USE(COORDINATED_GRAPHICS)
gl::DeleteTextures(1, &m_intermediateTexture);
#endif
#if USE(CAIRO)
if (m_vao)
deleteVertexArray(m_vao);
#endif
auto* activeContext = activeContexts().takeLast([this](auto* it) {
return it == this;
});
ASSERT_UNUSED(activeContext, !!activeContext);
}
#else
GraphicsContextGLOpenGL::~GraphicsContextGLOpenGL()
{
makeContextCurrent();
if (m_texture)
::glDeleteTextures(1, &m_texture);
#if USE(COORDINATED_GRAPHICS)
if (m_compositorTexture)
::glDeleteTextures(1, &m_compositorTexture);
#endif
auto attributes = contextAttributes();
if (attributes.antialias) {
::glDeleteRenderbuffers(1, &m_multisampleColorBuffer);
if (attributes.stencil || attributes.depth)
::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer);
::glDeleteFramebuffers(1, &m_multisampleFBO);
} else if (attributes.stencil || attributes.depth) {
#if USE(OPENGL_ES)
if (m_depthBuffer)
glDeleteRenderbuffers(1, &m_depthBuffer);
if (m_stencilBuffer)
glDeleteRenderbuffers(1, &m_stencilBuffer);
#endif
if (m_depthStencilBuffer)
::glDeleteRenderbuffers(1, &m_depthStencilBuffer);
}
::glDeleteFramebuffers(1, &m_fbo);
#if USE(COORDINATED_GRAPHICS)
::glDeleteTextures(1, &m_intermediateTexture);
#endif
#if USE(CAIRO)
if (m_vao)
deleteVertexArray(m_vao);
#endif
auto* activeContext = activeContexts().takeLast([this](auto* it) {
return it == this;
});
ASSERT_UNUSED(activeContext, !!activeContext);
}
#endif // USE(ANGLE)
bool GraphicsContextGLOpenGL::makeContextCurrent()
{
#if USE(NICOSIA)
return m_nicosiaLayer->makeContextCurrent();
#else
return m_texmapLayer->makeContextCurrent();
#endif
}
void GraphicsContextGLOpenGL::checkGPUStatus()
{
}
PlatformGraphicsContextGL GraphicsContextGLOpenGL::platformGraphicsContextGL() const
{
#if USE(NICOSIA)
return m_nicosiaLayer->platformContext();
#else
return m_texmapLayer->platformContext();
#endif
}
PlatformGLObject GraphicsContextGLOpenGL::platformTexture() const
{
return m_texture;
}
bool GraphicsContextGLOpenGL::isGLES2Compliant() const
{
#if USE(OPENGL_ES)
return true;
#else
return false;
#endif
}
PlatformLayer* GraphicsContextGLOpenGL::platformLayer() const
{
#if USE(NICOSIA)
return &m_nicosiaLayer->contentLayer();
#else
return m_texmapLayer.get();
#endif
}
#if PLATFORM(GTK) && !USE(ANGLE)
ExtensionsGL& GraphicsContextGLOpenGL::getExtensions()
{
if (!m_extensions) {
#if USE(OPENGL_ES)
// glGetStringi is not available on GLES2.
m_extensions = makeUnique<ExtensionsGLOpenGLES>(this, false);
#else
// From OpenGL 3.2 on we use the Core profile, and there we must use glGetStringi.
m_extensions = makeUnique<ExtensionsGLOpenGL>(this, GLContext::current()->version() >= 320);
#endif
}
return *m_extensions;
}
#endif
} // namespace WebCore
#endif // ENABLE(GRAPHICS_CONTEXT_GL) && USE(TEXTURE_MAPPER)