/* -*- 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 #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 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([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(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(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 GLContextCGL::GetSymbolLoader() const { const auto& lib = sCGLLibrary.Library(); return Some(SymbolLoader(*lib)); } already_AddRefed 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 CreateOffscreenFBOContext( GLContextCreateDesc desc) { if (!sCGLLibrary.EnsureInitialized()) { return nullptr; } NSOpenGLContext* context = nullptr; std::vector 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 glContext = new GLContextCGL({desc, true}, context); if (flags & CreateContextFlags::PREFER_MULTITHREADED) { CGLEnable(glContext->GetCGLContext(), kCGLCEMPEngine); } return glContext; } already_AddRefed 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 gGlobalContext; GLContext* GLContextProviderCGL::GetGlobalContext() { static bool triedToCreateContext = false; if (!triedToCreateContext) { triedToCreateContext = true; MOZ_RELEASE_ASSERT(!gGlobalContext); nsCString discardFailureId; RefPtr temp = CreateHeadless({}, &discardFailureId); gGlobalContext = temp; if (!gGlobalContext) { NS_WARNING("Couldn't init gGlobalContext."); } } return gGlobalContext; } void GLContextProviderCGL::Shutdown() { gGlobalContext = nullptr; } } /* namespace gl */ } /* namespace mozilla */