blob: 28800bf158faabfa72599c735989fe102152a8b6 [file] [log] [blame]
/*
* 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)