| 1 | /* |
| 2 | * Copyright (C) 2010 Apple Inc. All rights reserved. |
| 3 | * Copyright (C) 2010 Google Inc. All rights reserved. |
| 4 | * Copyright (C) 2011 Igalia S.L. |
| 5 | * |
| 6 | * Redistribution and use in source and binary forms, with or without |
| 7 | * modification, are permitted provided that the following conditions |
| 8 | * are met: |
| 9 | * 1. Redistributions of source code must retain the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer. |
| 11 | * 2. Redistributions in binary form must reproduce the above copyright |
| 12 | * notice, this list of conditions and the following disclaimer in the |
| 13 | * documentation and/or other materials provided with the distribution. |
| 14 | * |
| 15 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| 16 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 18 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| 19 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 20 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 21 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 22 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 23 | * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 25 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 26 | */ |
| 27 | |
| 28 | #include "config.h" |
| 29 | #include "GraphicsContext3D.h" |
| 30 | |
| 31 | #if ENABLE(GRAPHICS_CONTEXT_3D) && USE(TEXTURE_MAPPER) |
| 32 | |
| 33 | #include "GraphicsContext3DPrivate.h" |
| 34 | #include "TextureMapperGC3DPlatformLayer.h" |
| 35 | #include <wtf/Deque.h> |
| 36 | #include <wtf/NeverDestroyed.h> |
| 37 | |
| 38 | #include <ANGLE/ShaderLang.h> |
| 39 | |
| 40 | #if USE(LIBEPOXY) |
| 41 | #include <epoxy/gl.h> |
| 42 | #elif !USE(OPENGL_ES) |
| 43 | #include "OpenGLShims.h" |
| 44 | #endif |
| 45 | |
| 46 | #if USE(OPENGL_ES) |
| 47 | #include "Extensions3DOpenGLES.h" |
| 48 | #else |
| 49 | #include "Extensions3DOpenGL.h" |
| 50 | #endif |
| 51 | |
| 52 | #if USE(NICOSIA) |
| 53 | #include "NicosiaGC3DLayer.h" |
| 54 | #endif |
| 55 | |
| 56 | namespace WebCore { |
| 57 | |
| 58 | static const size_t MaxActiveContexts = 16; |
| 59 | static Deque<GraphicsContext3D*, MaxActiveContexts>& activeContexts() |
| 60 | { |
| 61 | static NeverDestroyed<Deque<GraphicsContext3D*, MaxActiveContexts>> s_activeContexts; |
| 62 | return s_activeContexts; |
| 63 | } |
| 64 | |
| 65 | RefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3DAttributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle) |
| 66 | { |
| 67 | // This implementation doesn't currently support rendering directly to the HostWindow. |
| 68 | if (renderStyle == RenderDirectlyToHostWindow) |
| 69 | return nullptr; |
| 70 | |
| 71 | static bool initialized = false; |
| 72 | static bool success = true; |
| 73 | if (!initialized) { |
| 74 | #if !USE(OPENGL_ES) && !USE(LIBEPOXY) |
| 75 | success = initializeOpenGLShims(); |
| 76 | #endif |
| 77 | initialized = true; |
| 78 | } |
| 79 | if (!success) |
| 80 | return nullptr; |
| 81 | |
| 82 | auto& contexts = activeContexts(); |
| 83 | if (contexts.size() >= MaxActiveContexts) |
| 84 | contexts.first()->recycleContext(); |
| 85 | |
| 86 | // Calling recycleContext() above should have lead to the graphics context being |
| 87 | // destroyed and thus removed from the active contexts list. |
| 88 | if (contexts.size() >= MaxActiveContexts) |
| 89 | return nullptr; |
| 90 | |
| 91 | // Create the GraphicsContext3D object first in order to establist a current context on this thread. |
| 92 | auto context = adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle)); |
| 93 | |
| 94 | #if USE(LIBEPOXY) && USE(OPENGL_ES) |
| 95 | // Bail if GLES3 was requested but cannot be provided. |
| 96 | if (attributes.isWebGL2 && !epoxy_is_desktop_gl() && epoxy_gl_version() < 30) |
| 97 | return nullptr; |
| 98 | #endif |
| 99 | |
| 100 | contexts.append(context.get()); |
| 101 | return context; |
| 102 | } |
| 103 | |
| 104 | GraphicsContext3D::GraphicsContext3D(GraphicsContext3DAttributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle, GraphicsContext3D* sharedContext) |
| 105 | : m_attrs(attributes) |
| 106 | { |
| 107 | ASSERT_UNUSED(sharedContext, !sharedContext); |
| 108 | #if USE(NICOSIA) |
| 109 | m_nicosiaLayer = std::make_unique<Nicosia::GC3DLayer>(*this, renderStyle); |
| 110 | #else |
| 111 | m_texmapLayer = std::make_unique<TextureMapperGC3DPlatformLayer>(*this, renderStyle); |
| 112 | #endif |
| 113 | |
| 114 | makeContextCurrent(); |
| 115 | |
| 116 | validateAttributes(); |
| 117 | |
| 118 | if (renderStyle == RenderOffscreen) { |
| 119 | // Create a texture to render into. |
| 120 | ::glGenTextures(1, &m_texture); |
| 121 | ::glBindTexture(GL_TEXTURE_2D, m_texture); |
| 122 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 123 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 124 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 125 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 126 | ::glBindTexture(GL_TEXTURE_2D, 0); |
| 127 | |
| 128 | // Create an FBO. |
| 129 | ::glGenFramebuffers(1, &m_fbo); |
| 130 | ::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); |
| 131 | |
| 132 | #if USE(COORDINATED_GRAPHICS) |
| 133 | ::glGenTextures(1, &m_compositorTexture); |
| 134 | ::glBindTexture(GL_TEXTURE_2D, m_compositorTexture); |
| 135 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 136 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 137 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 138 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 139 | |
| 140 | ::glGenTextures(1, &m_intermediateTexture); |
| 141 | ::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture); |
| 142 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 143 | ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 144 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 145 | ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 146 | |
| 147 | ::glBindTexture(GL_TEXTURE_2D, 0); |
| 148 | #endif |
| 149 | |
| 150 | |
| 151 | // Create a multisample FBO. |
| 152 | if (m_attrs.antialias) { |
| 153 | ::glGenFramebuffers(1, &m_multisampleFBO); |
| 154 | ::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO); |
| 155 | m_state.boundFBO = m_multisampleFBO; |
| 156 | ::glGenRenderbuffers(1, &m_multisampleColorBuffer); |
| 157 | if (m_attrs.stencil || m_attrs.depth) |
| 158 | ::glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer); |
| 159 | } else { |
| 160 | // Bind canvas FBO. |
| 161 | glBindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo); |
| 162 | m_state.boundFBO = m_fbo; |
| 163 | #if USE(OPENGL_ES) |
| 164 | if (m_attrs.depth) |
| 165 | glGenRenderbuffers(1, &m_depthBuffer); |
| 166 | if (m_attrs.stencil) |
| 167 | glGenRenderbuffers(1, &m_stencilBuffer); |
| 168 | #endif |
| 169 | if (m_attrs.stencil || m_attrs.depth) |
| 170 | glGenRenderbuffers(1, &m_depthStencilBuffer); |
| 171 | } |
| 172 | } |
| 173 | |
| 174 | #if !USE(OPENGL_ES) |
| 175 | ::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
| 176 | |
| 177 | if (GLContext::current()->version() >= 320) { |
| 178 | m_usingCoreProfile = true; |
| 179 | |
| 180 | // From version 3.2 on we use the OpenGL Core profile, so request that ouput to the shader compiler. |
| 181 | // OpenGL version 3.2 uses GLSL version 1.50. |
| 182 | m_compiler = ANGLEWebKitBridge(SH_GLSL_150_CORE_OUTPUT); |
| 183 | |
| 184 | // From version 3.2 on we use the OpenGL Core profile, and we need a VAO for rendering. |
| 185 | // A VAO could be created and bound by each component using GL rendering (TextureMapper, WebGL, etc). This is |
| 186 | // a simpler solution: the first GraphicsContext3D created on a GLContext will create and bind a VAO for that context. |
| 187 | GC3Dint currentVAO = 0; |
| 188 | getIntegerv(GraphicsContext3D::VERTEX_ARRAY_BINDING, ¤tVAO); |
| 189 | if (!currentVAO) { |
| 190 | m_vao = createVertexArray(); |
| 191 | bindVertexArray(m_vao); |
| 192 | } |
| 193 | } else { |
| 194 | // For lower versions request the compatibility output to the shader compiler. |
| 195 | m_compiler = ANGLEWebKitBridge(SH_GLSL_COMPATIBILITY_OUTPUT); |
| 196 | |
| 197 | // GL_POINT_SPRITE is needed in lower versions. |
| 198 | ::glEnable(GL_POINT_SPRITE); |
| 199 | } |
| 200 | #else |
| 201 | // Adjust the shader specification depending on whether GLES3 (i.e. WebGL2 support) was requested. |
| 202 | m_compiler = ANGLEWebKitBridge(SH_ESSL_OUTPUT, m_attrs.isWebGL2 ? SH_WEBGL2_SPEC : SH_WEBGL_SPEC); |
| 203 | #endif |
| 204 | |
| 205 | // ANGLE initialization. |
| 206 | ShBuiltInResources ANGLEResources; |
| 207 | sh::InitBuiltInResources(&ANGLEResources); |
| 208 | |
| 209 | getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs); |
| 210 | getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors); |
| 211 | getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors); |
| 212 | getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits); |
| 213 | getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits); |
| 214 | getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits); |
| 215 | getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors); |
| 216 | |
| 217 | // Always set to 1 for OpenGL ES. |
| 218 | ANGLEResources.MaxDrawBuffers = 1; |
| 219 | |
| 220 | GC3Dint range[2], precision; |
| 221 | getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision); |
| 222 | ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision); |
| 223 | |
| 224 | m_compiler.setResources(ANGLEResources); |
| 225 | |
| 226 | ::glClearColor(0, 0, 0, 0); |
| 227 | } |
| 228 | |
| 229 | GraphicsContext3D::~GraphicsContext3D() |
| 230 | { |
| 231 | makeContextCurrent(); |
| 232 | if (m_texture) |
| 233 | ::glDeleteTextures(1, &m_texture); |
| 234 | #if USE(COORDINATED_GRAPHICS) |
| 235 | if (m_compositorTexture) |
| 236 | ::glDeleteTextures(1, &m_compositorTexture); |
| 237 | #endif |
| 238 | |
| 239 | if (m_attrs.antialias) { |
| 240 | ::glDeleteRenderbuffers(1, &m_multisampleColorBuffer); |
| 241 | if (m_attrs.stencil || m_attrs.depth) |
| 242 | ::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer); |
| 243 | ::glDeleteFramebuffers(1, &m_multisampleFBO); |
| 244 | } else if (m_attrs.stencil || m_attrs.depth) { |
| 245 | #if USE(OPENGL_ES) |
| 246 | if (m_depthBuffer) |
| 247 | glDeleteRenderbuffers(1, &m_depthBuffer); |
| 248 | |
| 249 | if (m_stencilBuffer) |
| 250 | glDeleteRenderbuffers(1, &m_stencilBuffer); |
| 251 | #endif |
| 252 | if (m_depthStencilBuffer) |
| 253 | ::glDeleteRenderbuffers(1, &m_depthStencilBuffer); |
| 254 | } |
| 255 | ::glDeleteFramebuffers(1, &m_fbo); |
| 256 | #if USE(COORDINATED_GRAPHICS) |
| 257 | ::glDeleteTextures(1, &m_intermediateTexture); |
| 258 | #endif |
| 259 | |
| 260 | if (m_vao) |
| 261 | deleteVertexArray(m_vao); |
| 262 | |
| 263 | auto* activeContext = activeContexts().takeLast([this](auto* it) { return it == this; }); |
| 264 | ASSERT_UNUSED(activeContext, !!activeContext); |
| 265 | } |
| 266 | |
| 267 | void GraphicsContext3D::setContextLostCallback(std::unique_ptr<ContextLostCallback>) |
| 268 | { |
| 269 | } |
| 270 | |
| 271 | void GraphicsContext3D::setErrorMessageCallback(std::unique_ptr<ErrorMessageCallback>) |
| 272 | { |
| 273 | } |
| 274 | |
| 275 | bool GraphicsContext3D::makeContextCurrent() |
| 276 | { |
| 277 | #if USE(NICOSIA) |
| 278 | return m_nicosiaLayer->makeContextCurrent(); |
| 279 | #else |
| 280 | return m_texmapLayer->makeContextCurrent(); |
| 281 | #endif |
| 282 | } |
| 283 | |
| 284 | void GraphicsContext3D::checkGPUStatus() |
| 285 | { |
| 286 | } |
| 287 | |
| 288 | PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D() |
| 289 | { |
| 290 | #if USE(NICOSIA) |
| 291 | return m_nicosiaLayer->platformContext(); |
| 292 | #else |
| 293 | return m_texmapLayer->platformContext(); |
| 294 | #endif |
| 295 | } |
| 296 | |
| 297 | Platform3DObject GraphicsContext3D::platformTexture() const |
| 298 | { |
| 299 | return m_texture; |
| 300 | } |
| 301 | |
| 302 | bool GraphicsContext3D::isGLES2Compliant() const |
| 303 | { |
| 304 | #if USE(OPENGL_ES) |
| 305 | return true; |
| 306 | #else |
| 307 | return false; |
| 308 | #endif |
| 309 | } |
| 310 | |
| 311 | PlatformLayer* GraphicsContext3D::platformLayer() const |
| 312 | { |
| 313 | #if USE(NICOSIA) |
| 314 | return &m_nicosiaLayer->contentLayer(); |
| 315 | #else |
| 316 | return m_texmapLayer.get(); |
| 317 | #endif |
| 318 | } |
| 319 | |
| 320 | #if PLATFORM(GTK) |
| 321 | Extensions3D& GraphicsContext3D::getExtensions() |
| 322 | { |
| 323 | if (!m_extensions) { |
| 324 | #if USE(OPENGL_ES) |
| 325 | // glGetStringi is not available on GLES2. |
| 326 | m_extensions = std::make_unique<Extensions3DOpenGLES>(this, false); |
| 327 | #else |
| 328 | // From OpenGL 3.2 on we use the Core profile, and there we must use glGetStringi. |
| 329 | m_extensions = std::make_unique<Extensions3DOpenGL>(this, GLContext::current()->version() >= 320); |
| 330 | #endif |
| 331 | } |
| 332 | return *m_extensions; |
| 333 | } |
| 334 | #endif |
| 335 | |
| 336 | } // namespace WebCore |
| 337 | |
| 338 | #endif // ENABLE(GRAPHICS_CONTEXT_3D) && USE(TEXTURE_MAPPER) |
| 339 | |