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a824ab4d81
Have webrender use its own EGLDisplay, letting WebGL use a different one. Differential Revision: https://phabricator.services.mozilla.com/D85496
333 lines
12 KiB
Plaintext
333 lines
12 KiB
Plaintext
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GLContextProvider.h"
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#include "GLContextCGL.h"
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#include "nsDebug.h"
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#include "nsIWidget.h"
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#include <OpenGL/gl.h>
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#include "gfxFailure.h"
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#include "mozilla/IntegerRange.h"
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#include "mozilla/StaticPrefs_gfx.h"
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#include "mozilla/StaticPrefs_gl.h"
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#include "mozilla/StaticPrefs_layout.h"
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#include "prenv.h"
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#include "GeckoProfiler.h"
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#include "MozFramebuffer.h"
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#include "mozilla/layers/CompositorOptions.h"
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#include "mozilla/widget/CompositorWidget.h"
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#include "ScopedGLHelpers.h"
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#include <OpenGL/OpenGL.h>
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namespace mozilla {
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namespace gl {
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using namespace mozilla::gfx;
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using namespace mozilla::widget;
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class CGLLibrary {
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public:
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bool EnsureInitialized() {
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if (mInitialized) {
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return true;
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}
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if (!mOGLLibrary) {
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mOGLLibrary = PR_LoadLibrary("/System/Library/Frameworks/OpenGL.framework/OpenGL");
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if (!mOGLLibrary) {
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NS_WARNING("Couldn't load OpenGL Framework.");
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return false;
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}
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}
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mInitialized = true;
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return true;
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}
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const auto& Library() const { return mOGLLibrary; }
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private:
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bool mInitialized = false;
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PRLibrary* mOGLLibrary = nullptr;
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};
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CGLLibrary sCGLLibrary;
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GLContextCGL::GLContextCGL(const GLContextDesc& desc, NSOpenGLContext* context)
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: GLContext(desc), mContext(context) {
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CGDisplayRegisterReconfigurationCallback(DisplayReconfigurationCallback, this);
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}
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GLContextCGL::~GLContextCGL() {
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MarkDestroyed();
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CGDisplayRemoveReconfigurationCallback(DisplayReconfigurationCallback, this);
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if (mContext) {
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if ([NSOpenGLContext currentContext] == mContext) {
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// Clear the current context before releasing. If we don't do
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// this, the next time we call [NSOpenGLContext currentContext],
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// "invalid context" will be printed to the console.
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[NSOpenGLContext clearCurrentContext];
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}
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[mContext release];
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}
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}
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CGLContextObj GLContextCGL::GetCGLContext() const {
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return static_cast<CGLContextObj>([mContext CGLContextObj]);
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}
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bool GLContextCGL::MakeCurrentImpl() const {
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if (mContext) {
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[mContext makeCurrentContext];
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MOZ_ASSERT(IsCurrentImpl());
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// Use non-blocking swap in "ASAP mode".
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// ASAP mode means that rendering is iterated as fast as possible.
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// ASAP mode is entered when layout.frame_rate=0 (requires restart).
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// If swapInt is 1, then glSwapBuffers will block and wait for a vblank signal.
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// When we're iterating as fast as possible, however, we want a non-blocking
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// glSwapBuffers, which will happen when swapInt==0.
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GLint swapInt = StaticPrefs::layout_frame_rate() == 0 ? 0 : 1;
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[mContext setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
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}
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return true;
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}
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bool GLContextCGL::IsCurrentImpl() const { return [NSOpenGLContext currentContext] == mContext; }
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/* static */ void GLContextCGL::DisplayReconfigurationCallback(CGDirectDisplayID aDisplay,
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CGDisplayChangeSummaryFlags aFlags,
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void* aUserInfo) {
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if (aFlags & kCGDisplaySetModeFlag) {
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static_cast<GLContextCGL*>(aUserInfo)->mActiveGPUSwitchMayHaveOccurred = true;
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}
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}
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static NSOpenGLContext* CreateWithFormat(const NSOpenGLPixelFormatAttribute* attribs) {
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NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
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if (!format) {
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NS_WARNING("Failed to create NSOpenGLPixelFormat.");
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return nullptr;
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}
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NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nullptr];
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[format release];
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return context;
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}
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// Get the "OpenGL display mask" for a fresh context. The return value of this
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// function depends on the time at which this function is called.
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// In practice, on a Macbook Pro with an integrated and a discrete GPU, this function returns the
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// display mask for the GPU that currently drives the internal display.
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//
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// Quick reference of the concepts involved in the code below:
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// GPU switch: On Mac devices with an integrated and a discrete GPU, a GPU switch changes which
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// GPU drives the internal display. Both GPUs are still usable at all times. (When the
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// integrated GPU is driving the internal display, using the discrete GPU can incur a longer
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// warm-up cost.)
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// Virtual screen: A CGL concept. A "virtual screen" corresponds to a GL renderer. There's one
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// for the integrated GPU, one for each discrete GPU, and one for the Apple software renderer.
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// The list of virtual screens is per-NSOpenGLPixelFormat; it is filtered down to only the
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// renderers that support the requirements from the pixel format attributes. Indexes into this
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// list (such as currentVirtualScreen) cannot be used interchangably across different
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// NSOpenGLPixelFormat instances.
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// Display mask: A bitset per GL renderer. Different renderers have disjoint display masks. The
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// Apple software renderer has all bits zeroed. For each CGDirectDisplayID,
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// CGDisplayIDToOpenGLDisplayMask(displayID) returns a single bit in the display mask.
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// CGDirectDisplayID: An ID for each (physical screen, GPU which can drive this screen) pair. The
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// current CGDirectDisplayID for an NSScreen object can be obtained using [[[screen
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// deviceDescription] objectForKey:@"NSScreenNumber"] unsignedIntValue]; it changes depending on
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// which GPU is currently driving the screen.
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static CGOpenGLDisplayMask GetFreshContextDisplayMask() {
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NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAAllowOfflineRenderers, 0};
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NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
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MOZ_RELEASE_ASSERT(pixelFormat);
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NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat
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shareContext:nullptr];
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GLint displayMask = 0;
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[pixelFormat getValues:&displayMask
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forAttribute:NSOpenGLPFAScreenMask
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forVirtualScreen:[context currentVirtualScreen]];
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[pixelFormat release];
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[context release];
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return static_cast<CGOpenGLDisplayMask>(displayMask);
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}
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static bool IsSameGPU(CGOpenGLDisplayMask mask1, CGOpenGLDisplayMask mask2) {
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if ((mask1 & mask2) != 0) {
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return true;
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}
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// Both masks can be zero, when using the Apple software renderer.
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return !mask1 && !mask2;
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}
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static NSOpenGLPixelFormat* GetPixelFormatForContext(NSOpenGLContext* aContext) {
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// -[NSOpenGLContext pixelFormat] is macOS 10.10+
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if ([aContext respondsToSelector:@selector(pixelFormat)]) {
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return [aContext pixelFormat];
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}
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return [[[NSOpenGLPixelFormat alloc]
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initWithCGLPixelFormatObj:CGLGetPixelFormat([aContext CGLContextObj])] autorelease];
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}
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void GLContextCGL::MigrateToActiveGPU() {
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if (!mActiveGPUSwitchMayHaveOccurred.compareExchange(true, false)) {
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return;
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}
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CGOpenGLDisplayMask newPreferredDisplayMask = GetFreshContextDisplayMask();
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NSOpenGLPixelFormat* pixelFormat = GetPixelFormatForContext(mContext);
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GLint currentVirtualScreen = [mContext currentVirtualScreen];
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GLint currentDisplayMask = 0;
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[pixelFormat getValues:¤tDisplayMask
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forAttribute:NSOpenGLPFAScreenMask
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forVirtualScreen:currentVirtualScreen];
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if (IsSameGPU(currentDisplayMask, newPreferredDisplayMask)) {
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// No "virtual screen" change needed.
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return;
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}
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// Find the "virtual screen" with a display mask that matches newPreferredDisplayMask, if
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// available, and switch the context over to it.
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// This code was inspired by equivalent functionality in -[NSOpenGLContext update] which only
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// kicks in for contexts that present via a CAOpenGLLayer.
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for (const auto i : IntegerRange([pixelFormat numberOfVirtualScreens])) {
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GLint displayMask = 0;
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[pixelFormat getValues:&displayMask forAttribute:NSOpenGLPFAScreenMask forVirtualScreen:i];
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if (IsSameGPU(displayMask, newPreferredDisplayMask)) {
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CGLSetVirtualScreen([mContext CGLContextObj], i);
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return;
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}
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}
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}
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GLenum GLContextCGL::GetPreferredARGB32Format() const { return LOCAL_GL_BGRA; }
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bool GLContextCGL::SwapBuffers() {
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AUTO_PROFILER_LABEL("GLContextCGL::SwapBuffers", GRAPHICS);
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// We do not have a default framebuffer. Just do a flush.
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// Flushing is necessary if we want our IOSurfaces to have the correct
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// content once they're picked up by the WindowServer from our CALayers.
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fFlush();
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return true;
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}
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void GLContextCGL::GetWSIInfo(nsCString* const out) const { out->AppendLiteral("CGL"); }
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Maybe<SymbolLoader> GLContextCGL::GetSymbolLoader() const {
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const auto& lib = sCGLLibrary.Library();
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return Some(SymbolLoader(*lib));
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}
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already_AddRefed<GLContext> GLContextProviderCGL::CreateForCompositorWidget(
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CompositorWidget* aCompositorWidget, bool aWebRender, bool aForceAccelerated) {
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CreateContextFlags flags = CreateContextFlags::ALLOW_OFFLINE_RENDERER;
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if (aForceAccelerated) {
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flags |= CreateContextFlags::FORCE_ENABLE_HARDWARE;
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}
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if (!aWebRender) {
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flags |= CreateContextFlags::REQUIRE_COMPAT_PROFILE;
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}
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nsCString failureUnused;
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return CreateHeadless({flags}, &failureUnused);
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}
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static RefPtr<GLContextCGL> CreateOffscreenFBOContext(GLContextCreateDesc desc) {
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if (!sCGLLibrary.EnsureInitialized()) {
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return nullptr;
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}
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NSOpenGLContext* context = nullptr;
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std::vector<NSOpenGLPixelFormatAttribute> attribs;
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auto& flags = desc.flags;
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if (!StaticPrefs::gl_allow_high_power()) {
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flags &= ~CreateContextFlags::HIGH_POWER;
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}
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if (flags & CreateContextFlags::ALLOW_OFFLINE_RENDERER ||
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!(flags & CreateContextFlags::HIGH_POWER)) {
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// This is really poorly named on Apple's part, but "AllowOfflineRenderers" means
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// that we want to allow running on the iGPU instead of requiring the dGPU.
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attribs.push_back(NSOpenGLPFAAllowOfflineRenderers);
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}
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if (flags & CreateContextFlags::FORCE_ENABLE_HARDWARE) {
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attribs.push_back(NSOpenGLPFAAccelerated);
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}
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if (!(flags & CreateContextFlags::REQUIRE_COMPAT_PROFILE)) {
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auto coreAttribs = attribs;
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coreAttribs.push_back(NSOpenGLPFAOpenGLProfile);
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coreAttribs.push_back(NSOpenGLProfileVersion3_2Core);
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coreAttribs.push_back(0);
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context = CreateWithFormat(coreAttribs.data());
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}
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if (!context) {
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attribs.push_back(0);
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context = CreateWithFormat(attribs.data());
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}
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if (!context) {
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NS_WARNING("Failed to create NSOpenGLContext.");
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return nullptr;
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}
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RefPtr<GLContextCGL> glContext = new GLContextCGL({desc, true}, context);
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if (flags & CreateContextFlags::PREFER_MULTITHREADED) {
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CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine);
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}
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return glContext;
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}
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already_AddRefed<GLContext> GLContextProviderCGL::CreateHeadless(const GLContextCreateDesc& desc,
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nsACString* const out_failureId) {
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auto gl = CreateOffscreenFBOContext(desc);
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if (!gl) {
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*out_failureId = "FEATURE_FAILURE_CGL_FBO"_ns;
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return nullptr;
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}
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if (!gl->Init()) {
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*out_failureId = "FEATURE_FAILURE_CGL_INIT"_ns;
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NS_WARNING("Failed during Init.");
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return nullptr;
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}
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return gl.forget();
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}
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static RefPtr<GLContext> gGlobalContext;
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GLContext* GLContextProviderCGL::GetGlobalContext() {
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static bool triedToCreateContext = false;
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if (!triedToCreateContext) {
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triedToCreateContext = true;
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MOZ_RELEASE_ASSERT(!gGlobalContext);
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nsCString discardFailureId;
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RefPtr<GLContext> temp = CreateHeadless({}, &discardFailureId);
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gGlobalContext = temp;
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if (!gGlobalContext) {
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NS_WARNING("Couldn't init gGlobalContext.");
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}
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}
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return gGlobalContext;
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}
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void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; }
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} /* namespace gl */
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} /* namespace mozilla */
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