mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-24 05:11:16 +00:00
fc79a725c9
Differential Revision: https://phabricator.services.mozilla.com/D199947
369 lines
12 KiB
Plaintext
369 lines
12 KiB
Plaintext
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
|
|
* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#include "GLContextProvider.h"
|
|
#include "GLContextCGL.h"
|
|
#include "GLLibraryLoader.h"
|
|
#include "nsDebug.h"
|
|
#include "nsIWidget.h"
|
|
#include <OpenGL/gl.h>
|
|
#include "gfxFailure.h"
|
|
#include "mozilla/IntegerRange.h"
|
|
#include "mozilla/StaticPrefs_gfx.h"
|
|
#include "mozilla/StaticPrefs_gl.h"
|
|
#include "mozilla/StaticPrefs_layout.h"
|
|
#include "prenv.h"
|
|
#include "prlink.h"
|
|
#include "mozilla/ProfilerLabels.h"
|
|
#include "MozFramebuffer.h"
|
|
#include "mozilla/layers/CompositorOptions.h"
|
|
#include "mozilla/widget/CompositorWidget.h"
|
|
#include "ScopedGLHelpers.h"
|
|
|
|
#include <OpenGL/OpenGL.h>
|
|
|
|
namespace mozilla {
|
|
namespace gl {
|
|
|
|
using namespace mozilla::gfx;
|
|
using namespace mozilla::widget;
|
|
|
|
class CGLLibrary {
|
|
public:
|
|
bool EnsureInitialized() {
|
|
if (mInitialized) {
|
|
return true;
|
|
}
|
|
if (!mOGLLibrary) {
|
|
mOGLLibrary =
|
|
PR_LoadLibrary("/System/Library/Frameworks/OpenGL.framework/OpenGL");
|
|
if (!mOGLLibrary) {
|
|
NS_WARNING("Couldn't load OpenGL Framework.");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
mInitialized = true;
|
|
return true;
|
|
}
|
|
|
|
const auto& Library() const { return mOGLLibrary; }
|
|
|
|
private:
|
|
bool mInitialized = false;
|
|
PRLibrary* mOGLLibrary = nullptr;
|
|
};
|
|
|
|
CGLLibrary sCGLLibrary;
|
|
|
|
GLContextCGL::GLContextCGL(const GLContextDesc& desc, NSOpenGLContext* context)
|
|
: GLContext(desc), mContext(context) {
|
|
CGDisplayRegisterReconfigurationCallback(DisplayReconfigurationCallback,
|
|
this);
|
|
}
|
|
|
|
GLContextCGL::~GLContextCGL() {
|
|
MarkDestroyed();
|
|
|
|
CGDisplayRemoveReconfigurationCallback(DisplayReconfigurationCallback, this);
|
|
|
|
if (mContext) {
|
|
if ([NSOpenGLContext currentContext] == mContext) {
|
|
// Clear the current context before releasing. If we don't do
|
|
// this, the next time we call [NSOpenGLContext currentContext],
|
|
// "invalid context" will be printed to the console.
|
|
[NSOpenGLContext clearCurrentContext];
|
|
}
|
|
[mContext release];
|
|
}
|
|
}
|
|
|
|
CGLContextObj GLContextCGL::GetCGLContext() const {
|
|
return static_cast<CGLContextObj>([mContext CGLContextObj]);
|
|
}
|
|
|
|
bool GLContextCGL::MakeCurrentImpl() const {
|
|
if (mContext) {
|
|
GLContext::ResetTLSCurrentContext();
|
|
|
|
[mContext makeCurrentContext];
|
|
MOZ_ASSERT(IsCurrentImpl());
|
|
// Use non-blocking swap in "ASAP mode".
|
|
// ASAP mode means that rendering is iterated as fast as possible.
|
|
// ASAP mode is entered when layout.frame_rate=0 (requires restart).
|
|
// If swapInt is 1, then glSwapBuffers will block and wait for a vblank
|
|
// signal. When we're iterating as fast as possible, however, we want a
|
|
// non-blocking glSwapBuffers, which will happen when swapInt==0.
|
|
GLint swapInt = StaticPrefs::layout_frame_rate() == 0 ? 0 : 1;
|
|
[mContext setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool GLContextCGL::IsCurrentImpl() const {
|
|
return [NSOpenGLContext currentContext] == mContext;
|
|
}
|
|
|
|
/* static */ void GLContextCGL::DisplayReconfigurationCallback(
|
|
CGDirectDisplayID aDisplay, CGDisplayChangeSummaryFlags aFlags,
|
|
void* aUserInfo) {
|
|
if (aFlags & kCGDisplaySetModeFlag) {
|
|
static_cast<GLContextCGL*>(aUserInfo)->mActiveGPUSwitchMayHaveOccurred =
|
|
true;
|
|
}
|
|
}
|
|
|
|
static NSOpenGLContext* CreateWithFormat(
|
|
const NSOpenGLPixelFormatAttribute* attribs) {
|
|
NSOpenGLPixelFormat* format =
|
|
[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
|
|
if (!format) {
|
|
NS_WARNING("Failed to create NSOpenGLPixelFormat.");
|
|
return nullptr;
|
|
}
|
|
|
|
NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:format
|
|
shareContext:nullptr];
|
|
|
|
[format release];
|
|
|
|
return context;
|
|
}
|
|
|
|
// Get the "OpenGL display mask" for a fresh context. The return value of this
|
|
// function depends on the time at which this function is called.
|
|
// In practice, on a Macbook Pro with an integrated and a discrete GPU, this
|
|
// function returns the display mask for the GPU that currently drives the
|
|
// internal display.
|
|
//
|
|
// Quick reference of the concepts involved in the code below:
|
|
// GPU switch: On Mac devices with an integrated and a discrete GPU, a GPU
|
|
// switch changes which
|
|
// GPU drives the internal display. Both GPUs are still usable at all times.
|
|
// (When the integrated GPU is driving the internal display, using the
|
|
// discrete GPU can incur a longer warm-up cost.)
|
|
// Virtual screen: A CGL concept. A "virtual screen" corresponds to a GL
|
|
// renderer. There's one
|
|
// for the integrated GPU, one for each discrete GPU, and one for the Apple
|
|
// software renderer. The list of virtual screens is
|
|
// per-NSOpenGLPixelFormat; it is filtered down to only the renderers that
|
|
// support the requirements from the pixel format attributes. Indexes into
|
|
// this list (such as currentVirtualScreen) cannot be used interchangably
|
|
// across different NSOpenGLPixelFormat instances.
|
|
// Display mask: A bitset per GL renderer. Different renderers have disjoint
|
|
// display masks. The
|
|
// Apple software renderer has all bits zeroed. For each CGDirectDisplayID,
|
|
// CGDisplayIDToOpenGLDisplayMask(displayID) returns a single bit in the
|
|
// display mask.
|
|
// CGDirectDisplayID: An ID for each (physical screen, GPU which can drive
|
|
// this screen) pair. The
|
|
// current CGDirectDisplayID for an NSScreen object can be obtained using
|
|
// [[[screen deviceDescription] objectForKey:@"NSScreenNumber"]
|
|
// unsignedIntValue]; it changes depending on which GPU is currently driving
|
|
// the screen.
|
|
static CGOpenGLDisplayMask GetFreshContextDisplayMask() {
|
|
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllowOfflineRenderers,
|
|
0};
|
|
NSOpenGLPixelFormat* pixelFormat =
|
|
[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
|
|
MOZ_RELEASE_ASSERT(pixelFormat);
|
|
NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat
|
|
shareContext:nullptr];
|
|
GLint displayMask = 0;
|
|
[pixelFormat getValues:&displayMask
|
|
forAttribute:NSOpenGLPFAScreenMask
|
|
forVirtualScreen:[context currentVirtualScreen]];
|
|
[pixelFormat release];
|
|
[context release];
|
|
return static_cast<CGOpenGLDisplayMask>(displayMask);
|
|
}
|
|
|
|
static bool IsSameGPU(CGOpenGLDisplayMask mask1, CGOpenGLDisplayMask mask2) {
|
|
if ((mask1 & mask2) != 0) {
|
|
return true;
|
|
}
|
|
// Both masks can be zero, when using the Apple software renderer.
|
|
return !mask1 && !mask2;
|
|
}
|
|
|
|
void GLContextCGL::MigrateToActiveGPU() {
|
|
if (!mActiveGPUSwitchMayHaveOccurred.compareExchange(true, false)) {
|
|
return;
|
|
}
|
|
|
|
CGOpenGLDisplayMask newPreferredDisplayMask = GetFreshContextDisplayMask();
|
|
NSOpenGLPixelFormat* pixelFormat = [mContext pixelFormat];
|
|
GLint currentVirtualScreen = [mContext currentVirtualScreen];
|
|
GLint currentDisplayMask = 0;
|
|
[pixelFormat getValues:¤tDisplayMask
|
|
forAttribute:NSOpenGLPFAScreenMask
|
|
forVirtualScreen:currentVirtualScreen];
|
|
if (IsSameGPU(currentDisplayMask, newPreferredDisplayMask)) {
|
|
// No "virtual screen" change needed.
|
|
return;
|
|
}
|
|
|
|
// Find the "virtual screen" with a display mask that matches
|
|
// newPreferredDisplayMask, if available, and switch the context over to it.
|
|
// This code was inspired by equivalent functionality in -[NSOpenGLContext
|
|
// update] which only kicks in for contexts that present via a CAOpenGLLayer.
|
|
for (const auto i : IntegerRange([pixelFormat numberOfVirtualScreens])) {
|
|
GLint displayMask = 0;
|
|
[pixelFormat getValues:&displayMask
|
|
forAttribute:NSOpenGLPFAScreenMask
|
|
forVirtualScreen:i];
|
|
if (IsSameGPU(displayMask, newPreferredDisplayMask)) {
|
|
CGLSetVirtualScreen([mContext CGLContextObj], i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
GLenum GLContextCGL::GetPreferredARGB32Format() const { return LOCAL_GL_BGRA; }
|
|
|
|
bool GLContextCGL::SwapBuffers() {
|
|
AUTO_PROFILER_LABEL("GLContextCGL::SwapBuffers", GRAPHICS);
|
|
|
|
// We do not have a default framebuffer. Just do a flush.
|
|
// Flushing is necessary if we want our IOSurfaces to have the correct
|
|
// content once they're picked up by the WindowServer from our CALayers.
|
|
fFlush();
|
|
|
|
return true;
|
|
}
|
|
|
|
void GLContextCGL::GetWSIInfo(nsCString* const out) const {
|
|
out->AppendLiteral("CGL");
|
|
}
|
|
|
|
Maybe<SymbolLoader> GLContextCGL::GetSymbolLoader() const {
|
|
const auto& lib = sCGLLibrary.Library();
|
|
return Some(SymbolLoader(*lib));
|
|
}
|
|
|
|
already_AddRefed<GLContext> GLContextProviderCGL::CreateForCompositorWidget(
|
|
CompositorWidget* aCompositorWidget, bool aHardwareWebRender,
|
|
bool aForceAccelerated) {
|
|
CreateContextFlags flags = CreateContextFlags::ALLOW_OFFLINE_RENDERER;
|
|
if (aForceAccelerated) {
|
|
flags |= CreateContextFlags::FORBID_SOFTWARE;
|
|
}
|
|
if (!aHardwareWebRender) {
|
|
flags |= CreateContextFlags::REQUIRE_COMPAT_PROFILE;
|
|
}
|
|
nsCString failureUnused;
|
|
return CreateHeadless({flags}, &failureUnused);
|
|
}
|
|
|
|
static RefPtr<GLContextCGL> CreateOffscreenFBOContext(
|
|
GLContextCreateDesc desc) {
|
|
if (!sCGLLibrary.EnsureInitialized()) {
|
|
return nullptr;
|
|
}
|
|
|
|
NSOpenGLContext* context = nullptr;
|
|
|
|
std::vector<NSOpenGLPixelFormatAttribute> attribs;
|
|
auto& flags = desc.flags;
|
|
|
|
if (!StaticPrefs::gl_allow_high_power()) {
|
|
flags &= ~CreateContextFlags::HIGH_POWER;
|
|
}
|
|
if (flags & CreateContextFlags::ALLOW_OFFLINE_RENDERER ||
|
|
!(flags & CreateContextFlags::HIGH_POWER)) {
|
|
// This is really poorly named on Apple's part, but "AllowOfflineRenderers"
|
|
// means that we want to allow running on the iGPU instead of requiring the
|
|
// dGPU.
|
|
attribs.push_back(NSOpenGLPFAAllowOfflineRenderers);
|
|
}
|
|
|
|
if (flags & CreateContextFlags::FORBID_SOFTWARE) {
|
|
if (flags & CreateContextFlags::FORBID_HARDWARE) {
|
|
NS_WARNING("Both !hardware and !software.");
|
|
return nullptr;
|
|
}
|
|
attribs.push_back(NSOpenGLPFAAccelerated);
|
|
}
|
|
if (flags & CreateContextFlags::FORBID_HARDWARE) {
|
|
/* NSOpenGLPFARendererID:
|
|
* > OpenGL renderers that match the specified ID are preferred.
|
|
* > Constants to select specific renderers are provided in the
|
|
* > GLRenderers.h header of the OpenGL framework.
|
|
* > Of note is kCGLRendererGenericID which selects the Apple software
|
|
* > renderer.
|
|
* > The other constants select renderers for specific hardware vendors.
|
|
*/
|
|
attribs.push_back(NSOpenGLPFARendererID);
|
|
attribs.push_back(kCGLRendererGenericID);
|
|
}
|
|
|
|
if (!(flags & CreateContextFlags::REQUIRE_COMPAT_PROFILE)) {
|
|
auto coreAttribs = attribs;
|
|
coreAttribs.push_back(NSOpenGLPFAOpenGLProfile);
|
|
coreAttribs.push_back(NSOpenGLProfileVersion3_2Core);
|
|
coreAttribs.push_back(0);
|
|
context = CreateWithFormat(coreAttribs.data());
|
|
}
|
|
|
|
if (!context) {
|
|
attribs.push_back(0);
|
|
context = CreateWithFormat(attribs.data());
|
|
}
|
|
|
|
if (!context) {
|
|
NS_WARNING("Failed to create NSOpenGLContext.");
|
|
return nullptr;
|
|
}
|
|
|
|
RefPtr<GLContextCGL> glContext = new GLContextCGL({desc, true}, context);
|
|
|
|
if (flags & CreateContextFlags::PREFER_MULTITHREADED) {
|
|
CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine);
|
|
}
|
|
return glContext;
|
|
}
|
|
|
|
already_AddRefed<GLContext> GLContextProviderCGL::CreateHeadless(
|
|
const GLContextCreateDesc& desc, nsACString* const out_failureId) {
|
|
auto gl = CreateOffscreenFBOContext(desc);
|
|
if (!gl) {
|
|
*out_failureId = "FEATURE_FAILURE_CGL_FBO"_ns;
|
|
return nullptr;
|
|
}
|
|
|
|
if (!gl->Init()) {
|
|
*out_failureId = "FEATURE_FAILURE_CGL_INIT"_ns;
|
|
NS_WARNING("Failed during Init.");
|
|
return nullptr;
|
|
}
|
|
|
|
return gl.forget();
|
|
}
|
|
|
|
static RefPtr<GLContext> gGlobalContext;
|
|
|
|
GLContext* GLContextProviderCGL::GetGlobalContext() {
|
|
static bool triedToCreateContext = false;
|
|
if (!triedToCreateContext) {
|
|
triedToCreateContext = true;
|
|
|
|
MOZ_RELEASE_ASSERT(!gGlobalContext);
|
|
nsCString discardFailureId;
|
|
RefPtr<GLContext> temp = CreateHeadless({}, &discardFailureId);
|
|
gGlobalContext = temp;
|
|
|
|
if (!gGlobalContext) {
|
|
NS_WARNING("Couldn't init gGlobalContext.");
|
|
}
|
|
}
|
|
|
|
return gGlobalContext;
|
|
}
|
|
|
|
void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; }
|
|
|
|
} /* namespace gl */
|
|
} /* namespace mozilla */
|