| /* |
| * Copyright (C) 2009 Apple Inc. All rights reserved. |
| * |
| * 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" |
| |
| #if ENABLE(GRAPHICS_CONTEXT_3D) |
| |
| #include "GraphicsContext3D.h" |
| #if PLATFORM(IOS) |
| #include "GraphicsContext3DIOS.h" |
| #endif |
| |
| #import "BlockExceptions.h" |
| |
| #include "CanvasRenderingContext.h" |
| #include <CoreGraphics/CGBitmapContext.h> |
| #include "Extensions3DOpenGL.h" |
| #include "GraphicsContext.h" |
| #include "HTMLCanvasElement.h" |
| #include "ImageBuffer.h" |
| #include "Logging.h" |
| #if PLATFORM(IOS) |
| #import "OpenGLESSPI.h" |
| #import <OpenGLES/ES2/glext.h> |
| #import <OpenGLES/EAGL.h> |
| #import <OpenGLES/EAGLDrawable.h> |
| #import <QuartzCore/QuartzCore.h> |
| #else |
| #include <OpenGL/CGLRenderers.h> |
| #include <OpenGL/gl.h> |
| #endif |
| #include "WebGLLayer.h" |
| #include "WebGLObject.h" |
| #include "WebGLRenderingContextBase.h" |
| #include <runtime/ArrayBuffer.h> |
| #include <runtime/ArrayBufferView.h> |
| #include <runtime/Int32Array.h> |
| #include <runtime/Float32Array.h> |
| #include <runtime/Uint8Array.h> |
| #include <sysexits.h> |
| #include <wtf/text/CString.h> |
| |
| namespace WebCore { |
| |
| const int maxActiveContexts = 64; |
| int GraphicsContext3D::numActiveContexts = 0; |
| const int GPUStatusCheckThreshold = 5; |
| int GraphicsContext3D::GPUCheckCounter = 0; |
| |
| // FIXME: This class is currently empty on Mac, but will get populated as |
| // the restructuring in https://bugs.webkit.org/show_bug.cgi?id=66903 is done |
| class GraphicsContext3DPrivate { |
| public: |
| GraphicsContext3DPrivate(GraphicsContext3D*) { } |
| |
| ~GraphicsContext3DPrivate() { } |
| }; |
| |
| #if !PLATFORM(IOS) |
| static void setPixelFormat(Vector<CGLPixelFormatAttribute>& attribs, int colorBits, int depthBits, bool accelerated, bool supersample, bool closest, bool antialias) |
| { |
| attribs.clear(); |
| |
| attribs.append(kCGLPFAColorSize); |
| attribs.append(static_cast<CGLPixelFormatAttribute>(colorBits)); |
| attribs.append(kCGLPFADepthSize); |
| attribs.append(static_cast<CGLPixelFormatAttribute>(depthBits)); |
| |
| if (accelerated) |
| attribs.append(kCGLPFAAccelerated); |
| else { |
| attribs.append(kCGLPFARendererID); |
| attribs.append(static_cast<CGLPixelFormatAttribute>(kCGLRendererGenericFloatID)); |
| } |
| |
| if (supersample && !antialias) |
| attribs.append(kCGLPFASupersample); |
| |
| if (closest) |
| attribs.append(kCGLPFAClosestPolicy); |
| |
| if (antialias) { |
| attribs.append(kCGLPFAMultisample); |
| attribs.append(kCGLPFASampleBuffers); |
| attribs.append(static_cast<CGLPixelFormatAttribute>(1)); |
| attribs.append(kCGLPFASamples); |
| attribs.append(static_cast<CGLPixelFormatAttribute>(4)); |
| } |
| |
| attribs.append(static_cast<CGLPixelFormatAttribute>(0)); |
| } |
| #endif // !PLATFORM(IOS) |
| |
| PassRefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) |
| { |
| // This implementation doesn't currently support rendering directly to the HostWindow. |
| if (renderStyle == RenderDirectlyToHostWindow) |
| return nullptr; |
| |
| if (numActiveContexts >= maxActiveContexts) |
| return nullptr; |
| |
| RefPtr<GraphicsContext3D> context = adoptRef(new GraphicsContext3D(attrs, hostWindow, renderStyle)); |
| |
| if (!context->m_contextObj) |
| return nullptr; |
| |
| numActiveContexts++; |
| |
| return context.release(); |
| } |
| |
| GraphicsContext3D::GraphicsContext3D(GraphicsContext3D::Attributes attrs, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) |
| : m_currentWidth(0) |
| , m_currentHeight(0) |
| , m_contextObj(0) |
| #if PLATFORM(IOS) |
| , m_compiler(SH_ESSL_OUTPUT) |
| #endif |
| , m_attrs(attrs) |
| , m_texture(0) |
| , m_compositorTexture(0) |
| , m_fbo(0) |
| , m_depthStencilBuffer(0) |
| , m_layerComposited(false) |
| , m_internalColorFormat(0) |
| , m_multisampleFBO(0) |
| , m_multisampleDepthStencilBuffer(0) |
| , m_multisampleColorBuffer(0) |
| , m_private(std::make_unique<GraphicsContext3DPrivate>(this)) |
| , m_webglContext(0) |
| { |
| UNUSED_PARAM(hostWindow); |
| UNUSED_PARAM(renderStyle); |
| |
| #if PLATFORM(IOS) |
| EAGLRenderingAPI api = m_attrs.useGLES3 ? kEAGLRenderingAPIOpenGLES3 : kEAGLRenderingAPIOpenGLES2; |
| m_contextObj = [[EAGLContext alloc] initWithAPI:api]; |
| makeContextCurrent(); |
| #else |
| Vector<CGLPixelFormatAttribute> attribs; |
| CGLPixelFormatObj pixelFormatObj = 0; |
| GLint numPixelFormats = 0; |
| |
| // If we're configured to demand the software renderer, we'll |
| // do so. We attempt to create contexts in this order: |
| // |
| // 1) 32 bit RGBA/32 bit depth/supersampled |
| // 2) 32 bit RGBA/32 bit depth |
| // 3) 32 bit RGBA/16 bit depth |
| // |
| // If we were not forced into software mode already, our final attempt is |
| // to try that: |
| // |
| // 4) closest to 32 bit RGBA/16 bit depth/software renderer |
| // |
| // If none of that works, we simply fail and set m_contextObj to 0. |
| |
| bool useMultisampling = m_attrs.antialias; |
| |
| setPixelFormat(attribs, 32, 32, !attrs.forceSoftwareRenderer, true, false, useMultisampling); |
| CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); |
| |
| if (numPixelFormats == 0) { |
| setPixelFormat(attribs, 32, 32, !attrs.forceSoftwareRenderer, false, false, useMultisampling); |
| CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); |
| |
| if (numPixelFormats == 0) { |
| setPixelFormat(attribs, 32, 16, !attrs.forceSoftwareRenderer, false, false, useMultisampling); |
| CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); |
| |
| if (!attrs.forceSoftwareRenderer && numPixelFormats == 0) { |
| setPixelFormat(attribs, 32, 16, false, false, true, false); |
| CGLChoosePixelFormat(attribs.data(), &pixelFormatObj, &numPixelFormats); |
| useMultisampling = false; |
| } |
| } |
| } |
| |
| if (numPixelFormats == 0) |
| return; |
| |
| CGLError err = CGLCreateContext(pixelFormatObj, 0, &m_contextObj); |
| GLint abortOnBlacklist = 0; |
| #if PLATFORM(MAC) |
| CGLSetParameter(m_contextObj, kCGLCPAbortOnGPURestartStatusBlacklisted, &abortOnBlacklist); |
| #elif PLATFORM(IOS) |
| CGLSetParameter(m_contextObj, kEAGLCPAbortOnGPURestartStatusBlacklisted, &abortOnBlacklist); |
| #endif |
| |
| CGLDestroyPixelFormat(pixelFormatObj); |
| |
| if (err != kCGLNoError || !m_contextObj) { |
| // We were unable to create the context. |
| m_contextObj = 0; |
| return; |
| } |
| |
| // Set the current context to the one given to us. |
| CGLSetCurrentContext(m_contextObj); |
| |
| #endif // !PLATFORM(IOS) |
| |
| validateAttributes(); |
| |
| // Create the WebGLLayer |
| BEGIN_BLOCK_OBJC_EXCEPTIONS |
| m_webGLLayer = adoptNS([[WebGLLayer alloc] initWithGraphicsContext3D:this]); |
| #ifndef NDEBUG |
| [m_webGLLayer setName:@"WebGL Layer"]; |
| #endif |
| END_BLOCK_OBJC_EXCEPTIONS |
| |
| #if !PLATFORM(IOS) |
| if (useMultisampling) |
| ::glEnable(GL_MULTISAMPLE); |
| #endif |
| |
| #if PLATFORM(IOS) |
| ::glGenRenderbuffers(1, &m_texture); |
| #else |
| // 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); |
| ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| ::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); |
| ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| ::glBindTexture(GL_TEXTURE_2D, 0); |
| #endif |
| |
| // create an FBO |
| ::glGenFramebuffersEXT(1, &m_fbo); |
| ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo); |
| |
| m_state.boundFBO = m_fbo; |
| if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth)) |
| ::glGenRenderbuffersEXT(1, &m_depthStencilBuffer); |
| |
| // create an multisample FBO |
| if (m_attrs.antialias) { |
| ::glGenFramebuffersEXT(1, &m_multisampleFBO); |
| ::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_multisampleFBO); |
| m_state.boundFBO = m_multisampleFBO; |
| ::glGenRenderbuffersEXT(1, &m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glGenRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); |
| } |
| |
| // ANGLE initialization. |
| |
| ShBuiltInResources ANGLEResources; |
| ShInitBuiltInResources(&ANGLEResources); |
| |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs); |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors); |
| getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors); |
| getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits); |
| getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors); |
| |
| // Always set to 1 for OpenGL ES. |
| ANGLEResources.MaxDrawBuffers = 1; |
| |
| GC3Dint range[2], precision; |
| getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision); |
| ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision); |
| |
| m_compiler.setResources(ANGLEResources); |
| |
| #if !PLATFORM(IOS) |
| ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
| ::glEnable(GL_POINT_SPRITE); |
| #endif |
| |
| ::glClearColor(0, 0, 0, 0); |
| } |
| |
| GraphicsContext3D::~GraphicsContext3D() |
| { |
| if (m_contextObj) { |
| #if PLATFORM(IOS) |
| makeContextCurrent(); |
| [m_contextObj renderbufferStorage:GL_RENDERBUFFER fromDrawable:nil]; |
| ::glDeleteRenderbuffers(1, &m_texture); |
| #else |
| CGLSetCurrentContext(m_contextObj); |
| ::glDeleteTextures(1, &m_texture); |
| ::glDeleteTextures(1, &m_compositorTexture); |
| #endif |
| if (m_attrs.antialias) { |
| ::glDeleteRenderbuffersEXT(1, &m_multisampleColorBuffer); |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glDeleteRenderbuffersEXT(1, &m_multisampleDepthStencilBuffer); |
| ::glDeleteFramebuffersEXT(1, &m_multisampleFBO); |
| } else { |
| if (m_attrs.stencil || m_attrs.depth) |
| ::glDeleteRenderbuffersEXT(1, &m_depthStencilBuffer); |
| } |
| ::glDeleteFramebuffersEXT(1, &m_fbo); |
| #if PLATFORM(IOS) |
| [EAGLContext setCurrentContext:0]; |
| [static_cast<EAGLContext*>(m_contextObj) release]; |
| #else |
| CGLSetCurrentContext(0); |
| CGLDestroyContext(m_contextObj); |
| #endif |
| [m_webGLLayer setContext:nullptr]; |
| numActiveContexts--; |
| } |
| } |
| |
| #if PLATFORM(IOS) |
| void GraphicsContext3D::setRenderbufferStorageFromDrawable(GC3Dsizei width, GC3Dsizei height) |
| { |
| // We need to make a call to setBounds below to update the backing store size but we also |
| // do not want to clobber the bounds set during layout. |
| CGRect previousBounds = [m_webGLLayer.get() bounds]; |
| |
| [m_webGLLayer setBounds:CGRectMake(0, 0, width, height)]; |
| [m_webGLLayer setOpaque:(m_internalColorFormat != GL_RGBA8)]; |
| |
| [m_contextObj renderbufferStorage:GL_RENDERBUFFER fromDrawable:static_cast<id<EAGLDrawable>>(m_webGLLayer.get())]; |
| |
| [m_webGLLayer setBounds:previousBounds]; |
| } |
| #endif |
| |
| bool GraphicsContext3D::makeContextCurrent() |
| { |
| if (!m_contextObj) |
| return false; |
| |
| #if PLATFORM(IOS) |
| if ([EAGLContext currentContext] != m_contextObj) |
| return [EAGLContext setCurrentContext:static_cast<EAGLContext*>(m_contextObj)]; |
| #else |
| CGLContextObj currentContext = CGLGetCurrentContext(); |
| if (currentContext != m_contextObj) |
| return CGLSetCurrentContext(m_contextObj) == kCGLNoError; |
| #endif |
| return true; |
| } |
| |
| void GraphicsContext3D::checkGPUStatusIfNecessary() |
| { |
| bool needsCheck = !GPUCheckCounter; |
| GPUCheckCounter = (GPUCheckCounter + 1) % GPUStatusCheckThreshold; |
| |
| if (!needsCheck) |
| return; |
| |
| GLint restartStatus = 0; |
| #if PLATFORM(MAC) |
| CGLGetParameter(platformGraphicsContext3D(), kCGLCPGPURestartStatus, &restartStatus); |
| if (restartStatus == kCGLCPGPURestartStatusBlacklisted) { |
| LOG(WebGL, "The GPU has blacklisted us. Terminating."); |
| exit(EX_OSERR); |
| } |
| if (restartStatus == kCGLCPGPURestartStatusCaused) { |
| LOG(WebGL, "The GPU has reset us. Lose the context."); |
| forceContextLost(); |
| CGLSetCurrentContext(0); |
| } |
| #elif PLATFORM(IOS) |
| EAGLContext* currentContext = static_cast<EAGLContext*>(PlatformGraphicsContext3D()); |
| [currentContext getParameter:kEAGLCPGPURestartStatus to:&restartStatus]; |
| if (restartStatus == kEAGLCPGPURestartStatusCaused || restartStatus == kEAGLCPGPURestartStatusBlacklisted) { |
| LOG(WebGL, "The GPU has either reset or blacklisted us. Lose the context."); |
| forceContextLost(); |
| [EAGLContext setCurrentContext:0]; |
| } |
| #endif |
| } |
| |
| #if PLATFORM(IOS) |
| void GraphicsContext3D::endPaint() |
| { |
| makeContextCurrent(); |
| if (m_attrs.antialias) |
| resolveMultisamplingIfNecessary(); |
| ::glFlush(); |
| ::glBindRenderbuffer(GL_RENDERBUFFER, m_texture); |
| [static_cast<EAGLContext*>(m_contextObj) presentRenderbuffer:GL_RENDERBUFFER]; |
| [EAGLContext setCurrentContext:nil]; |
| } |
| #endif |
| |
| bool GraphicsContext3D::isGLES2Compliant() const |
| { |
| return false; |
| } |
| |
| void GraphicsContext3D::setContextLostCallback(std::unique_ptr<ContextLostCallback>) |
| { |
| } |
| |
| void GraphicsContext3D::setErrorMessageCallback(std::unique_ptr<ErrorMessageCallback>) |
| { |
| } |
| |
| } |
| |
| #endif // ENABLE(GRAPHICS_CONTEXT_3D) |